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1
General / Re: How to handle beach invasions
« Last post by harperfan7 on Today at 05:21:54 pm »
Does destroying their boats at f6, e7 and c7 have a similar effect, or affect camp resources or jet ski strength in any way?

I'm under the impression that it lessens the number of natives you fight at the beach, but I don't actually know.  It's testable, but that'd take a while and I'm not up to it at the moment.
2
General / Re: How to handle beach invasions
« Last post by yako on Today at 04:40:07 pm »
Apparently naval mines do lessen the numbers of natives during beach invasions.
Does destroying their boats around the island have a similar effect, or affect camp resources or jet ski strength in any way?
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Bugs / Re: Hostile force fields
« Last post by yako on Today at 11:53:51 am »
It's in combination of enemies that are unaware of you, but did see you at some point. To continue, you must go to their line of sight (sometimes impossible if you have blocked the path with force field); they won't move otherwise, and ending turn doesn't count against force field expiration, so it will stay there forever, unless you destroy it yourself or trigger proper combat with enemies again.
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Bugs / Re: PC walking through non traversable tiles etc: Thread
« Last post by PhrygianDominant on Today at 10:36:52 am »
Fixed for the next patch.
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Bugs / Re: Minor Arch keep bug
« Last post by PhrygianDominant on Today at 10:31:14 am »
Fixed.
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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?
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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?
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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.
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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.
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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.
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