Map editor issues:
-No exit or go back button at map selection menu
-Flickering relays and computronium (turinium) generators
-Crash when adding computronium (turinium) generator when no relays are present
-Crash when adding scale unit
-Crash when attempting to open a map that crashed when adding a scale unit (map opened in skirmish, then was able to be reopened in editor)
-Crash when rebuilding in some cases, unknown cause, possibly editor disliking user's stupid map design (I wouldn't blame it)
-Crash when rebuilding map in v. high detail (RAM at 100% usage)
-Symmetry using cosmetic changes terrain instead of cosmetic at symmetry points
-Map generating broken regions in some cases at higher quality settings (see examples below)
-Exiting map editor sometimes takes a while for steam to detect AotS as closed, possibly caused an unexpected closure and is auto-submitting a crash report
-DX12: Brush overlay missing
-Horizontal triangular glitch on 48km maps
-Outline between terrain types sometimes missing
-Show help dialogue obscures file menu if enabled
Feature request wish-list:
-Buildings snap to grid (prevent issues with metal extractors spawning at same spot as seed in some cases)
-Edit seed player numbers
-Advanced/manual control over node links (dead zones don't always work as intended)
-Advanced/manual control over node regions
-Rendered map preview thumbnail generation with start locations
-Painting cosmetic objects such as trees
-Map render progress bar and/or time remaining estimation
-Warnings/recommendations for RAM requirements for large map sizes and higher quality rendering
-Close map button (exit to menu rather than desktop)
-Standalone map editor (to run on a dedicated system for map generation)
-Test map button, to directly load map as skirmish in AotS, completion/exit of test returns to editor
System Specs:
Underclocked i7 3930K, 16GB RAM, GTX970
Example map generation failure:
Successful generation at build quality 3:
Failed generation at build quality 4:
Two sections were broken with incorrect altitude and impassable terrain.
Successful generation at build quality 3:
Failed generation at build quality 4:
Three sections were broken.