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Messages - yako

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1
Bugs / Re: Nexus cabinet overlap
« on: May 19, 2024, 09:18:42 pm »
If I remember correctly, this is the only one place where they are lined up like that; in other areas they either have some space between them, or stand exactly one after another on separate tiles, which seems to prevent it. (For example, in JSHQ armory).

2
Bugs / Nexus cabinet overlap
« on: May 19, 2024, 08:23:33 pm »
This cabinet in the shooting range on level 7 overlaps the other one if you walk too close.

3
Bugs / Minor clipping issue
« on: May 19, 2024, 05:44:20 pm »
Some bones and offerings on a stone table in xpbl_h11 (in the cave where Bænkräster is) are displayed on top of character model when walking very close.

4
Bugs / Some bisons have no sound
« on: May 19, 2024, 04:16:23 pm »
Looks that there's no sound if you click on cows next to sørmirbæren milkmaids in their villages, while grazing bisons make some sounds.

5
Bugs / Re: PC walking through non traversable tiles etc: Thread
« on: May 19, 2024, 02:34:34 pm »
This tile with the table (xpbl_c12) can be walked on. Could have been fixed along the way, but wasn't mentioned anywhere

6
Bugs / Re: Out of Context Dialogue: Thread
« on: May 19, 2024, 11:46:10 am »
Never heard of this one; what brings it about?

This option appears if "Find Blaine (Black Eels)" is active and you didn't mention Black Eels or Silas when asking him.

7
Bugs / Re: Out of Context Dialogue: Thread
« on: May 19, 2024, 10:05:29 am »
Lenox promises to talk to Tanner after his quest has been completed even if Tanner left SGS.

Blaine intimidation option ("cleared this with Tanner and Gorsky") appears even if Tanner left SGS and Gorsky died in Core city.

8
General / Re: How to handle beach invasions
« on: May 17, 2024, 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?

9
Bugs / Re: Hostile force fields
« on: May 17, 2024, 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.

10
General / Re: How to finish this puzzle
« on: May 13, 2024, 08:53:29 pm »
Io-1, Echo-2, Io-3, Solis-1, Echo-4

11
Bugs / Sørmirbæren wallhack
« on: May 12, 2024, 10:32:17 pm »
Not sure whether this has been fixed, but there used to be a bug with the lighthouse where the Bäsekar is (D10). If you run inside, enemies will be able to target you through walls if they stand in the area which is behind/covered by the ligthouse when viewed from outside, and you can also attack them. Does not happen when standing outside to the south, but if the door is opened, they will also be visible through doorway from the eastern side. Possible reason: the wall is not considered an obstacle when the full sprite is not displayed on screen. There could be other similar areas too.

12
Suggestions / Battery action to recharge currently equipped shield
« on: May 06, 2024, 09:08:02 am »
There's already a button to fully recharge the shield, however if you have several types of batteries in the inventory, it usually spends 2-3 small lithium cells, or starts with a fusion cell followed by lithium cells. When you need to do this quickly and fully recharge the shield with a greater battery (for example, when just disengaged from combat or exploring ice t.), you still need to select "recharge item", then move and click on the shield emitter. Would be useful to add fourth action to assign recharging shield for all types of batteries to do this instantly.

13
Bugs / Talking with Oldfield via NavCom when meeting Captain Grim
« on: May 05, 2024, 06:24:50 pm »
Oldfield can call you via NavCom when you're trying to join pirates. Completing Razor's dialogue moves you to the Grim's cabin and opens Oldfield dialogue, which upon completion turns pirates hostile when you try to quit the location. Razor is surprised for some reason, but captain has the usual dialogue.

14
Bugs / Re: Report spelling/grammar errors
« on: May 05, 2024, 06:14:59 pm »
yer yer

15
Bugs / Ferryman radio frequency dialogue option
« on: May 04, 2024, 04:26:13 pm »
Discuss philosophy and ask for the radio frequency, and option 4 will appear even if you have no knowledge about the place you're supposed to call him from.

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