WEAPONS:
-Flare doesnt doesnt light the area, and the flare's sprite usually gets hidden behind level geometry.
-Tek bow takes the same amount of time as the regular bow to fully charge its arrow
-Tek bow cant trigger every (not inlcuding PFM's exclusive leg chopping animation) death animation like it used in the original game
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Charge dart rifle always consumes the same amount of ammo no matter the level of the charge. FIXED-Sunfire pods still have some trouble killing blind ones (can take more than one pod to kill them, might even need to actually make contact with the enemy)
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PFM never triggers the leg cutting death animation on any enemy that is possible to achieve. FIXED-PFM's idle wave effect is non-transparent.
-Razorwind sometimes goes trough enemies without damaging them (biobot and elite guards for example)
-Razorwind gets sutck on water.
-Cerebral Bore deploy sound is a bit low in volume.
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Explosive weapons can deal more damage than allowed on bosses when a certain bodypart gets destroyed to the point where you cant hurt it anymore (example: one of the Mother boss' arm gets hurt until her health reaches the 50% mark at which point you have to start attacking to other arms to deal damage again. With an explosive weapon, by the time one arm gets completely destroyed health will be around 35%)FIXED?

??MONSTERS:
-Primagen's "blue ring beam" doesnt work properly. Bounces back at him when it touches the ground and can hit the player incredibily fast several times which kills you almost instantly.
-Undead's textures from their mouths and left side of the torso are wrong.
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Endtrail's cloaking effect doesnt always trigger, leaving them 100% invisible (appeared since patch #3) FIXED-Mantid mites seem to have trouble locking-on onto the player when up close, and end up jumping circles around the player.
-Mantid drone's death animation where it loses both legs and one arms make them release red blood witht he green blood. It should be all green.
-Some mantid drones (the green bugs) seem unaffected by the cerebral bore. I just keeps on drilling but never kills them.
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When you hit Green-blooded with weapons that have a smoke after effect, the smoke has the wrong color when you hit this enemies (Eg: plasma rifle's direct hit smoke puff turns orange instead of green) FIXED-
Mantid soldier's shoulder shots have the wrong color (light blue, should be purple). This appeared after patch #2 FIXED-Cant relaunch dead enemies into the air with explosives
-Various death animations dont trigger (purlinn's losing their arms or head, elite guard losing arms, etc)
-Sword handle of the Sentinel (blind one) is transparent
-On the cutscene right after defeating the primagen, the gooey membrane of his damaged head is not transparent, same for the one on his damaged jaw.
-When fighting the primagen, on its second phase where you have to destroy its two claw-like hands, only the small one flashes AND needs to be destroyed, while the big one stays forever.
-On the primagen's "good ending" death scene, the final beam that kills the primagen should be big enough to cover him completely.
HIVE OF THE MANTIDS
-Underside of the floating turrets doesnt change colors
-Ceiling turrets' death animation works wrong (goes direct into being completely down, then plays the death animation properly)
-The tubes that constantly drop Mites never stop dropping blue health after you blow up the hole with a grenade launcher.
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Bad lighting on the queen's bossroom.FIXEDPRIMAGEN'S LIGHTSHIP:
-Assembly plant's conveyor belt areas are completely broken.
-At the part where you are at the assembly plant conveyor belts and you have to switch the blue tubes with the red tubes, you only have to do it for one conveyor belt for the objective to register as complete.
OTHER:
-Enemy shadows dont always appear on every shot on a cutscenes.
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Cutscene at the start of Primagen's bossfight has really loud ambient noises. FIXED?-Non-fleshy objects producing blood when shot at (Eg: beginning of stage5 turrets, or some machinery in one oblivion portals)
-Solid Insta-kill surfaces (lava, green mud, laser grid on ground) can be survived by bunnyhopping.
-Oblivion portal cutscenes have the voiceclips from only the PC version, not the N64 one.
-Postcredit oblivion voice clip never plays
SUGGESTIONS (SINGLEPLAYER):
-Opening/ending outher space area should have the sky pulled away a little bit more like how it was done in the hub
-Shredder's explosive shell's rebound should deal less damage than the initial hit.
MODIFIED (wount bounce after a direct hit anymore, but still deals high damage)-Shredder's normal shells' ricochet are completely useles both in SP and MP, to the point they barely seem to hit anything even on very enclosed spaces.
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Weapon wheel selection brought back ADDED-Gameplay option that allows player to exit a stage without completing all mission objectives, thus giving the chance to get the bad ending unless the player goes back to unfinished stages to complete all missions and trigger the totem defense when going trough the end-of-stage portal.
SUGGESTIONS (MULTIPLAYER):
-Setting to enable each character's special stats like in the n64 version
-Buff pistol slightly (reported at dealing only 8 damage)
NOT REALLY BUGS:
-Endtrail self-destruct sounds are from the PC version, not the N64.
-Cerebral Bore deploy sound is not N64 version
-Grenade Launcher deploy sound is not the N64 version.