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Messages - Styg

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16
Bugs / Re: Grenade Launcher doesn't trigger Hit and Run
« on: February 27, 2024, 09:51:53 am »
This should have been fixed in 1.2.0.14. What version are you using?

17
Bugs / Re: Line of Site in combat
« on: February 27, 2024, 09:49:39 am »
If I was to mess with the LoS calculations at this stage, there's no telling what the side effects might be in all the hundreds different situations that are already in the game.

I might take a look at it, at some point, but it'll have to be done very carefully.

18
Bugs / Re: Enemies can evade immobilization
« on: February 27, 2024, 09:45:56 am »
Intended and it's not the only one.

19
Bugs / Re: Wolo goes hostile
« on: February 27, 2024, 08:59:29 am »
People generally don't tolerate you mining the ground near them.

20
Bugs / Re: Psychophract Exoskeleton Agility Pen. Negation Bugged
« on: February 27, 2024, 08:57:51 am »
That's because that was the only exoskeleton that had -4 agi penalty instead of -2. Fixed the ability to properly compensate for 4 in that case.

21
Development Log / Re: Patch Notes
« on: December 18, 2023, 04:29:25 pm »
Version 1.2.0.14

Items
  • [Expedition] Added a new unique spear
Bugs
  • Jumping stilts will now provide additional movement points as stated
  • Robots are no longer completely immune to nail bombs, just to the bleeding
  • A couple of daze triggers that weren't resistible before, can be resisted now, such as the Quake's shockwave
  • Fixed Dreadnoughts not being immune to caltrops
  • Fixed secondary modulators for generated energy shield emitters not having their quality properly set
  • [Expedition] Fixed Protectorate patrol dobermans sometimes not participating in combat with hostile factions
  • [Expedition] Fixed the Ferryman sometimes not recognizing that the player has towed a certain vessel to his ferry, instead asking for map location
  • [Expedition] Fixed a certain door in the Mutie Refuge being unintentionally lockpickable
  • [Heavy Duty] Fixed the bug with sledgehammer not showing when wearing the psionic exoskeleton
  • [Heavy Duty] Fixed the bug that caused hit and run and some other on hit effects to not trigger when the target is killed with the grenade's second damage when using grenade launchers (such as with HE launcher grenades)
  • [Heavy Duty] Fixed Gunslinger sometimes not equipping weapons given to him by the player if they are weaker than his default energy pistol
  • [Heavy Duty] Fixed Gunslinger exiting and reentering stealth on zone transition
  • [Heavy Duty] Fixed an Exoskeleton Assembler zone issue which caused occasional crashes or the Gunslinger to disappear if left to wait there
  • [Heavy Duty] Fixed railcar roof not being revealed properly at the final destination
  • [Heavy Duty] Fixed a certain split gate in The Compound failing to open under specific conditions even if the player passed the strength check
  • Various minor dialog/zone fixes

22
Bugs / Re: Disassemble Riot Gear can give blast cloth
« on: December 18, 2023, 11:57:00 am »
But why don't we get the cloth back from tactical vests, only riot gear?

Not sure...

23
Fixed for the next update.

24
Bugs / Re: Minigun extra ammo belt bug.
« on: December 16, 2023, 11:32:11 pm »
To add to this report, miniguns do not change their weight based on what ammo belts you add to them

That was fixed as well with the previous fix.

25
Bugs / Re: Quake sledgehammer daze mechanic
« on: December 16, 2023, 11:29:59 pm »
Direct daze chance is 50%, shockwave has 100% chance to trigger daze. However, it should be resistible, which it wasn't.

Fixed for the next update.

26
Bugs / Re: Nail bombs dont work on suicide bots
« on: December 16, 2023, 11:04:53 pm »
Fixed for the next update.

27
Bugs / Re: Disassemble Riot Gear can give blast cloth
« on: December 16, 2023, 11:00:48 pm »
You get all the different cloth types back when disassembling riot gear as far as I can see.

If it's really the case that it doesn't work for some, upload me the save so I can take a look.

28
Bugs / Re: Hand grenades craft wrong requirements.
« on: December 16, 2023, 10:57:40 pm »
That's because you're using the more powerful compound as secondary explosive in the first picture. Rookie mistake.

29
Bugs / Re: Jumping Stilts
« on: December 16, 2023, 09:44:12 pm »
Fixed for the next update.

30
Bugs / Re: Unrelated bugs
« on: December 16, 2023, 09:33:58 pm »
This is just the damage reduced through damage modifier (the thing in the brackets in the defense tab) that is not getting correlated to the damage resistance for reasons I'd rather not get into. In any case, the correct amount of damage is being deducted regardless if it appears aggregated or not in the log.

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