#[SPZ2-6297] [1.0.3 rc-3] Acheivement 'Serious' triggers early

1 messages Β· Page 1 of 1 (latest)

hollow sable
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I got the 'Serius', an acheivement for getting 25 acheivements, as my 24th acheivment. It happened when I switched back to steam after connecting to the internet in the middle of an offline session. As far as I can tell, I didn't just receive another acheivement before it either, though I'm not positive I didn't just miss it.

On mac.

dim bluffBOT
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Thank you for reporting this bug! Our team will review your report soon.
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β€’ macOS: ~/Library/Logs/tobspr Games/shapez 2/Player.log

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Achievements are triggered multiple times between sessions
Done β€’ Priority: Critical β€’ Fix: 1.0.0 Release β€’ Resolution: Fix Verified

Achievements are triggered multiple times between sessions. Starting a game and unlocking any achievement, then stopping and restarting the game, allows the same achievement to be unlocked again. The expected behavior is that achievements should only be triggered once and persist correctly across sessions. The issue was related to achievement state not being saved properly between sessions. This bug has been verified as fixed in a later build.

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T Splitter achievement triggers when 1 splitter is placed, not 25
Done β€’ Priority: Critical β€’ Fix: 1.0.0 Release β€’ Resolution: Fix Verified

The T-Split achievement, which requires placing 25 T-Splits, incorrectly triggers after placing only 1 Split. This can be reproduced by starting a game that supports achievements and placing a single T-Split. The achievement should only unlock after 25 T-Splits have been placed. The issue was identified as a content migration problem and has been fixed and verified.

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Marathon and Can't Stop achievements not triggering on reaching required Operator Levels
Done β€’ Priority: Critical β€’ Fix: 1.0.3 release (Hotfix 1) β€’ Game: 1.0.0-rc2 β€’ Resolution: Fix Verified

The "Marathon" and "Can't Stop" achievements do not trigger at the correct Operator Levels. "Marathon" should trigger at Operator Level 100 but instead triggers at approximately 200, and "Can't Stop" does not trigger at all upon reaching Operator Level 250. The issue is reproduced by clearing achievement data, loading a savegame, and claiming Operator Levels on the Milestones Screen. The root cause was a code change that broke the "count" counting mode initialization for this achievement type...
πŸ’¬ Threads: [1.0.0-rc2] 1.0.1-RC1 Marathon and Can't

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All operator level achievements are only counted after Operator Level 1 when progressing operator levels in game.
Done β€’ Priority: Highest β€’ Fix: 1.0.3 release (Hotfix 1) β€’ Game: 1.0.2-rc1 β€’ Resolution: Fix Verified

Operator Level achievements (such as Promotion, Career, Marathon, and CantStop) were tracked off by one, only counting after Operator Level 1 instead of from the start. This caused achievements to require one extra level beyond the intended threshold β€” for example, Promotion (requiring level 10) would not trigger until level 11. The issue first appeared in version 1.0.1 RC1 and affected all Operator Level-based achievements. Additionally, enabling cheats reset the achievement counter to zero,...

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FloorBase/JackOfAllTrades/Excellency achievements are all unlocked after the 2nd operator shape is claimed
Done β€’ Priority: Highest β€’ Fix: 1.0.1 Release (1.0 Fix 1) β€’ Resolution: Fix Verified

The FloorBase, JackOfAllTrades, and Excellency achievements all unlock prematurely after the second Operator Shape is claimed, instead of at their intended thresholds. FloorBase should unlock when all Operator Shapes reach level 5, JackOfAllTrades at level 10, and Excellency at level 15. The issue is triggered by claiming the second Operator Shape on the Operator Screen. A fix was merged into version 1.0.1 and verified.
πŸ’¬ Threads: [1.0.0-rc2] FloorBase/JackOfAllTrades/Ex

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Trade Empire achievement is being awarded for less than 100 launches per minute
To Do β€’ Priority: High β€’ Fix: None β€’ Game: 1.0.3

The Trade Empire achievement is being awarded prematurely, triggering at around 34 Trade Stations instead of the expected 40 needed to reach 100 rocket launches per minute. The issue occurs because rocket launch timings are not evenly distributed within the measured minute, causing some one-minute windows to report over 100 launches while others report fewer. In the provided savegame, each Trade Station produces approximately 2.5 launches per minute, so 34 stations only yield about 85 per min...

hollow sable
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[1.0.3 rc-3] Acheivement 'Serious' triggers early

dim bluffBOT
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🎫 Many thanks for reporting this issue! We have created an internal ticket for further investigation and will keep you updated. The internal ticket ID is SPZ2-6297 for reference. If you want to provide further information, just comment on this thread.