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Messages - Styg

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1
Development Log / Re: Patch Notes
« on: Today at 04:22:48 pm »
Version 1.2.0.16

Items
  • Hyperallergenic can now be extracted from its gland that can sometimes be obtained from Death Stalkers
Tweaks
  • Scrapperac self-daze will no longer trigger with ranged attacks; also increased its duration to 2 turns.
  • [Expedition] All energy-based jet ski weapons should now properly work with High-Technicalities feat
Bugs
  • Fixed several minor npcs not staying hostile when the game is saved, instead reverting to their default attitude on load
  • Fixed Creeping Dread and Eye of Tchort status effects not applying penalties to Heavy Guns and Temporal Manipulation
  • Fixed Heidi not taking money for providing medical services
  • Fixed zone transition problems with some random encounters featuring holes in the ground
  • Fixed Abram not being treated as a member of a certain faction when located in a certain secret place
  • Caltrops can now properly land on bridge tiles
  • Acid can now be spilled onto bridge tiles
  • Scan Call Overload modifier will no longer reset to 0% on save/load (effects that are applied before the update will still be bugged)
  • Vanishing powder grenade will no longer fail to put you in stealth if you didn't have 10 remaining AP after its usage
  • Crossbow super string will now properly stack like other such components
  • Molotov cocktail and other incendiary hand grenades will now remove chill and other frost based effect of the targets caught in the blast even if they are not set on fire
  • Fixed the bug that would cause the turn-based UI control to not show all the movement points in some specific cases
  • The maximum zoom out for the world map has been reduced as the previous one was bugged
  • Sap will now properly work on targets that are immune to bleeding or poison
  • Certain chemical accident should now properly prevent you from using psi abilities
  • Fixed the bug that would can an item to disappear when swapping in held weapon into certain crafting recipes while using a riot shield (basically if the weapon getting swapped into the hand was two-handed, it would just disappear)
  • When an NPC throws a large object in turn-based combat, the turn will not pass to the next participant until the object lands; though it was fun seeing mutants count-cheese the stasis play
  • Taste for blood should now properly trigger when killing the target with damage from armor
  • [Expedition] Psi-somatic Agent will now have the correct icon
  • [Expedition] Fixed magnifying neuroscopic filters for plasma beam and cryogenic barrier not appearing in the world
  • [Expedition] Fixed some cocktails stacking indefinitely in Mixer Jesse's store
  • [Expedition] Fixed a rare crash that occurs if the player receives a call from Aegis - after dying
  • [Expedition] Fixed Servants short-circuited by the MRI field sometimes becoming neutral to the player after the field has been turned off
  • [Expedition] Fixed being able to see through a covered section of Eldrän's tent
  • [Heavy Duty] Fixed Gunslinger ignoring hostilities directed at the player in a few specific instances
  • Various minor dialog/zone fixes

2
Bugs / Re: Initiative missing from combat log
« on: Today at 10:03:00 am »
I would guess that this is because that in the moment of triggering of the event, they were not technically in your sight, so you would not get the combat log entry. On the other hand, scrolling combat text has been initiated and as long as you get to see the character at any point (in the next frame, 16ms later), you'll be able to see it.

3
Bugs / Re: Greater Coil Spider opening doors
« on: Today at 09:57:44 am »

4
Bugs / Re: How to make an item disappear
« on: Today at 09:51:54 am »
Fixed for the next update.

5
Bugs / Re: Firecracker caps disappear from crowbars
« on: Today at 09:41:14 am »
Could not reproduce. Gief save.

6
Bugs / Re: Mutant Questline and Force Emission
« on: Today at 09:36:28 am »
Fixed for the next update.

7
Bugs / Re: Sap and Skaerders
« on: Today at 09:19:16 am »
Oops. It was their immunity to poison that granted them immunity to sap.

Fixed for the next update.

8
Bugs / Re: Switching belts
« on: Today at 09:11:22 am »
I remember looking into this before and it's not trivial to fix and could potentially cause other bugs, so I let it be.

9
Bugs / Re: Map zoom glitch
« on: May 20, 2024, 02:53:07 pm »
It seems bugged while completely zoomed out. I'll have to disable this level of zoom as I don't have the time to mess around with the renderer.

10
Bugs / Re: Scrapperac Daze interactions
« on: May 20, 2024, 10:42:38 am »
Fixed the self-daze triggering on ranged attack and extended its duration to 2 turns.

11
Bugs / Re: Minor combat path finding color bug
« on: May 20, 2024, 10:02:42 am »
But you do actually have movement points, it's just that they are not shown. Hmm... arguably maybe you shouldn't get movement points because of kneecap shot, but I think I'm going to allow it for now and just fix the UI.

12
Bugs / Re: Psi-somatic Agent icon problem
« on: May 20, 2024, 09:04:31 am »
Fixed for the next update.

13
Bugs / Re: Hostile force fields
« on: May 17, 2024, 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?

14
Bugs / Re: [1.0.0.5] Ironhead warehouse
« on: May 17, 2024, 09:27:02 am »
Could not reproduce. Do you have a save where this happens consistently?

15
Fixed for the next update.

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