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Messages - PhrygianDominant

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196
Bugs / Re: "Bio Attack*" loot drop from tchortling sowers
« on: August 07, 2023, 08:49:29 am »
Those belong to the sower tentacles, so we fix the issue on that end. But we're still not sure as to how you're able to pick up items that are not visible in the container. The corpses stack and all their items get transferred into a single container, but tentacles don't even leave corpses.

Did the tentacles die on the same tiles as the sowers? Are you collecting items during combat, perhaps? Are you using something like Cheat Engine or similar? Any extra info would be real helpful.

197
Bugs / Re: Infinite looting of a footlocker
« on: August 05, 2023, 09:01:05 am »
Fixed these as well.

198
Bugs / Re: RK in DC
« on: August 05, 2023, 08:49:30 am »
Fixed for the next update.

199
Bugs / Re: Beach Invasion special NPC bugs
« on: July 29, 2023, 01:24:12 pm »
Fixed the AI problems, Doc bugging out, and I gave them all a bit more ammo/healing items to help them endure the fight till the end.

200
Bugs / Re: No collision for a door in Abandoned Waterway Facility
« on: July 26, 2023, 08:06:03 am »
Fixed for the next update.

201
Bugs / Re: Blistering Shores Research Facility gate bug
« on: July 23, 2023, 06:37:28 pm »
Fixed for the next update. The gate should've opened.

202
Bugs / Re: Asking Phreak about missing merchants
« on: July 23, 2023, 02:38:44 pm »
Fixed for the next update.

203
Bugs / Re: Larger vehicle parts could be installed in smaller slots
« on: July 10, 2023, 02:44:36 pm »
Not intentional. Fixed for the next patch.

204
Bugs / Re: Infinite looting of a footlocker
« on: July 09, 2023, 11:38:59 am »

205
Bugs / Re: GMS Expedition - combat always starts with citizens
« on: July 09, 2023, 08:00:38 am »
Ah - thanks for identifying why this happened.  I had no idea that I had harmed one of them despite my trying to not hurt them.  I obviously need to be more careful in the future.  At least I now know what to look for if this happens again.  Glad this turned out to not be a bug but my own carelessness.

BTW - thoroughly enjoying the game so far.

Hey, glad you like the game. The way friendly fire is currently handled can sometimes be a bit too harsh on the player, and it shows in group battles like this; it's far from perfect, but it gets the job done. Our next game is going to have a more robust and satisfying system, but all in due time. :)

206
Bugs / Re: GMS Expedition - combat always starts with citizens
« on: July 08, 2023, 02:17:02 pm »
My best guess is that you managed to hurt the chubby citizen somehow during combat (could be splash damage from a grenade, pyrokinesis, etc.), which made all of them turn against you. He is missing some health, and they've all got red labels above their heads, which clearly means they're hostile to you. Unarmed civilians tend to run around when fighting begins, so they can be a liability if you want to keep them safe.

Regardless, even if you remain hostile with them, there will be no long-term consequences, so it's up to you whether you replay the encounter or roll with it. Even if they all die or remain in captivity you still have the means to progress the story.

207
I checked the save you uploaded, and also did some of my own testing, but to no avail. The reason we haven't fixed it yet is precisely because it's difficult to consistently reproduce, but then again it's sufficiently rare that it's not really a high-priority issue.

Oh well, thanks for the save anyway.

208
Fixed for the next patch.

209
Bugs / Re: Infinite looting of a Box
« on: July 08, 2023, 09:47:46 am »
Infinite lootable Box inside a lab between Scrappy Narrow and Chancer's Bay (cvw6) containing Stable Neural Amplifier (86Q). Respawns after loading a save or after repeated visit.

Another one with infinite health hypo blueprint is on the Junkyard dock.

Fixed both for the next patch (wow, that Junkyard one is old).

210
Bugs / Re: No collision for fence in Foundry west area
« on: July 08, 2023, 09:43:41 am »
Fixed for the next patch.

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