Underrail Forum
Underrail => Bugs => Topic started by: Hammer Wizard on March 01, 2021, 09:14:56 am
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I'm here to report zome random and unassorted bugs/glitches/oversights I have encountered so far
First: On my MT Chem gunner run, 2 Razors spawned on the Protectorade ship pirate raid. I must note that the last update dropped mid game.
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Despite me using Corrosive acid, which are purple coloured, the acid entanglement and it's icons were green, as if regular acid, this is the only time this happened. I'm not sure if I completely missed I loaded regular acid vials, but that's highly unlikely since I dont carry those anymore with me.
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Tipper attacks me as mutant. Not sure if Tipper got an updated AI in which makes him attack instead of fleeing, or only does that because I'm a mutant and Cave Hopper/Tipper AI is yet not programmed to properly flee when seeing PC/Mutant PC
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Mutant Laboratory muties warn you if you get close, despite being in stealth and not seeing you
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Mutant Laboratory muties warn you if you get close, despite being in stealth and not seeing you
Tweaked for the next update. We do currently lack an intuitive indicator for players of (potentially hostile) npc's guarded territories. This might change in the near future (a red cursor for example) or at very least in our next game.
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Yet another bug or oversight.
You can switch weapons while incapacitated.
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And you can also switch weapons while stunned.
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In the second Arena match, Yell turns gladiators hostile.
The strange thing is that in the first match, against the rathounds, Yell did NOT turn them hostile.
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By incapacitating the critters in the arena and then successfully escaping/stealthing away from them, the moment combat mode ends, the fight also ends. Regardless if there's still surviving critters or not.
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I'm here to report zome random and unassorted bugs/glitches/oversights I have encountered so far
First: On my MT Chem gunner run, 2 Razors spawned on the Protectorade ship pirate raid. I must note that the last update dropped mid game.
Interesting. I've never seen this happen with any global npc. So they just spawn next to one another?
Tipper attacks me as mutant. Not sure if Tipper got an updated AI in which makes him attack instead of fleeing, or only does that because I'm a mutant and Cave Hopper/Tipper AI is yet not programmed to properly flee when seeing PC/Mutant PC
He did flee previously, right? In any case, I like him being a violent little devil, so I'll leave him be.
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By incapacitating the critters in the arena and then successfully escaping/stealthing away from them, the moment combat mode ends, the fight also ends. Regardless if there's still surviving critters or not.
Fixed for the next patch.
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I'm here to report zome random and unassorted bugs/glitches/oversights I have encountered so far
First: On my MT Chem gunner run, 2 Razors spawned on the Protectorade ship pirate raid. I must note that the last update dropped mid game.
Interesting. I've never seen this happen with any global npc. So they just spawn next to one another?
Tipper attacks me as mutant. Not sure if Tipper got an updated AI in which makes him attack instead of fleeing, or only does that because I'm a mutant and Cave Hopper/Tipper AI is yet not programmed to properly flee when seeing PC/Mutant PC
He did flee previously, right? In any case, I like him being a violent little devil, so I'll leave him be.
No, if memory serves me right, the 'original' Razor spawns in the transition area, whereas the 'clone' Razor is already head and fighting the ship, which leads me to think the game confused a generic pirate spawn with Razor.
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Two barrels in the same place?
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Dialog with the Lost Vault trader makes PC talk to himself
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Combat mode turn abuse.
I stealthed up this Black Eel, then I pressed enter while my character was doing his attack animation.
Combat mode started before my hammer swing animation finished and the Eel died.
Now I have 50 AP and all my MP, and did not roll initiative, because I technically started combat mode after breaking stealth with my attack animation.
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Floating caltrops in Fatso's lair
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This tile you cannot walk on nor place caltrops or bear traps for some reason.
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Dialog with the Lost Vault trader makes PC talk to himself
Fixed for the next patch.
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Likewise, this tile is also impossible to transit
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Likewise, this tile is also impossible to transit
Ah, old bugs be old. Fixed.
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I'm sure this has been reported already but my game consistently crashes entering the Lost Vault zone
Got it once but now I cannot reenter, I even killed all the beetles but still no dice
I dont know whats causing the crash
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Fixed Fatso's lair related stuff for the next hotfix.
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Yet another bug or oversight.
You can switch weapons while incapacitated.
Fixed for the next update.
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This native spiriter is stuck on place, cannot move whatsoever, also his loot and a few pots cannot be reached
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This native spiriter is stuck on place, cannot move whatsoever, also his loot and a few pots cannot be reached
Fixed.
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When using PSP, if a throwing knive hits a mirror imge, it will do the same noise as it would against metal armor, even if you're wearing leather or nothing, it should be doing the 'swoosh' miss sound.
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In Black Sea, you can still see and highlight explored turrets that are not in your Field of View, even the damage pop ups. I dont think this is intentional.
In the base game, turrets 'disappear' from your map once you stop 'seeing' them.
My best guess is that Black Sea turrets are actually 'part of the scenary' instead of being an unit or entity like base game turrets are.
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In the native graveyard, when the Restless Spirit attack your Force Field, the damage done to it doesnt pop up in the combat feed
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Not a bug but an oversight I believe.
Workers in the Aegis camp say they will take the Naga Protector with them.
But in the end, they dont. So Naga forever patrols the empty beaches.
Kinda sad, would like for Naga to leave with Aegis.
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Ancient rathound is immune to brain acid burn by Oyetsorm's staff Hoffurdom (or whatever you spell it)
Mutants are inmune to brain acid burn, but is to be expected, ancient rathounds however, I dont agree with.
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Like in Black Sea, Spore turrets are still highlighted despite being outside your LoS
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Not a bug but an oversight I believe.
Workers in the Aegis camp say they will take the Naga Protector with them.
But in the end, they dont. So Naga forever patrols the empty beaches.
Kinda sad, would like for Naga to leave with Aegis.
Done. (Unless they're hostile to each other, as technically the Naga and the beach turrets are your allies, not theirs)
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Sometimes stun animation of pit bulls wont play, and dogs in general
How it happens I dont know, it's pretty random
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Except I didnt even ventured into the waterways facility and Kaya has not been sent to the Free Drones base
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You can Kill the wounded Aegis Sec Trooper at the camp, but you cannot loot the body for some reason, possibly because you cannot reach him, nor walk over him when he dies.
Like the body is a solid entity and not a corpse.
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Except I didnt even ventured into the waterways facility and Kaya has not been sent to the Free Drones base
Fixed.
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Ancient rathound is immune to brain acid burn by Oyetsorm's staff Hoffurdom (or whatever you spell it)
Mutants are inmune to brain acid burn, but is to be expected, ancient rathounds however, I dont agree with.
All that are immune to fear or mind-affecting effects are immune to it, and that's intended.
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When using PSP, if a throwing knive hits a mirror imge, it will do the same noise as it would against metal armor, even if you're wearing leather or nothing, it should be doing the 'swoosh' miss sound.
Fixed for the next update.
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I'm locking this topic as we don't want bug mega-topics, unless they are for a bunch of similar bugs reported in a limited space of time. Otherwise it gets hard to track.