Recent Posts

Pages: [1] 2 3 ... 10
1
Bugs / Re: Minor Arch keep bug
« Last post by PhrygianDominant on Today at 10:31:14 am »
Fixed.
2
Bugs / Re: Hostile force fields
« Last post by Styg on Today at 09:45:10 am »
Forcefield is a sort of a special type of opponent and I cannot just change it to a passive one (like rocks) without breaking the AI. In order to change this minor annoyance, I would have to make some finnicky changes to the AI and risk breaking it. I think I'll leave it like this for now and then maybe come back to it at a later point.

As I understand, the forcefield itself does not keep you in combat if you damage it, it's in combination with nearby enemies. Correct?
3
Bugs / Re: [1.0.0.5] Ironhead warehouse
« Last post by Styg on Today at 09:27:02 am »
Could not reproduce. Do you have a save where this happens consistently?
4
Bugs / Re: Molotov Explosion not removing chill effect on enemy upon impact
« Last post by Styg on Today at 09:11:40 am »
Fixed for the next update.
5
Bugs / Re: Mordre doesn't react to gas
« Last post by Eidein on May 16, 2024, 08:58:00 pm »
Quote
in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction

This isn't true, if you hurt Mordre SGS will become hostile.

Its hard to justify coding new npc behaviour for 1 semi-exploit but the idea for running out of gas ofc isn't a bad one just probably unlikely to be implemented this late into the games life.
6
Bugs / Out of Context Dialogue: Thread
« Last post by WeiJayTan on May 16, 2024, 03:14:52 pm »
Sometimes, some dialogue that appears may be out of the game's story context. Here's a thread to compile them for reference.

Spoiler warning: Read at your own risk.

[1] I recall that Gene only mentions the news about Edmund Knight AFTER certain Oligarch quests have been finished, and that Gunnar says that the news about Edmund Knight has not yet gone public before giving the player the task of seeking out the Acid Hunters. I believe the news only goes public AFTER the research facility events have concluded.

[2] Arlene mentions that Gorsky's gathering up his squad even after Gorsky has departed to Core City.
After Lenox's Questline is completed, she still mentions the rumor that Mordre's been acquiring cigars.
7
Bugs / Re: Minor Arch keep bug
« Last post by WeiJayTan on May 16, 2024, 03:05:07 pm »
Same case for Lenny the Cook.
8
Bugs / Molotov Explosion not removing chill effect on enemy upon impact
« Last post by WeiJayTan on May 16, 2024, 03:03:08 pm »
Title.
9
Bugs / PC walking through non traversable tiles etc: Thread
« Last post by WeiJayTan on May 16, 2024, 03:00:34 pm »
Thread: Tiles that are supposed to be occupied by solid objects and are non traversable, but the PC can walk through them. And other similar scenarios.
10
Bugs / Re: Mordre doesn't react to gas
« Last post by WeiJayTan on May 16, 2024, 02:48:27 pm »
I've been thinking...

Perhaps this can be incorporated into an NPC's combat AI: They will avoid toxic gas clouds and acid puddles if there is an alternate path available. Take the Zone Rats, for example: I hate it when they run through the toxic gas shroud at the derelict warehouse which is very thick in concentration, or if they return to their original positions and stand there even if there's a pool of acid at the very spot where they are standing. The latter, I think, can be solved with this: "If there is an acid puddle at their original position, they'll stand as close as they can to that position until the puddle completely dissipates, after which they will stand at their original spot once more"

So, in Mordre's case, I reckon that a possible solution to this scenario can be:
If there's a toxic gas cloud that is caused by the player's gas grenade around/near him, he'll walk away from it if he's within the cloud where he'll take damage, and he'll turn hostile to the player, much like how the denizens of SGS's interior turn hostile to the player if they take damage from their gas grenades (mentioned in a previous post in this thread, haven't tested that myself), and changing the Mushroom Cove to a "Partially Controlled Zone".

*I recall in a previous version, the Mushroom Cove was a partially controlled zone. In the current version, it is an uncontrolled zone. Despite being an uncontrolled zone, attacking Mordre directly will turn South Gaters hostile, as after turning him hostile and exiting Mushroom Cove one will find the SGS Sentry at the entrance to Mushroom Cove hostile. Passing the 90 Persuasion check due to circumstances of a certain questline, however, will give the player the option to fight him without turning SGS hostile. (Tested this part myself)
Now, in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction'. Even though it is not directly mentioned in the zone control's tooltip description. Perhaps stating it there can give future players a better idea about this rule.
Pages: [1] 2 3 ... 10