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Topics - yako

Pages: [1] 2
1
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.

2
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.

3
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.

4
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.

5
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.

6
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.

7
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.

8
Suggestions / Otto Jet eater hunt intimidation
« on: May 02, 2024, 06:21:06 pm »
Otto gets intimidated and turns hostile when he is on a jet, and you yell in an attempt to destealth the wyrm. He's crazy, but there's no good reason except minor dialogue to bring him to the hunt in such state if you use the feat, since the reward still stays the same. He probably should ignore you like other neutral/allied characters do, unless you attack him directly or choose a certain dialogue option.

9
Suggestions / Civilians and detected stealing / pickpocketing
« on: April 24, 2024, 08:24:50 pm »
Funnily enough, failing to pickpocket an item or being detected when searching someone's belongings causes fright in most unarmed NPCs and makes them run away and scream "please don't kill me", "don't zone me out, bro". They probably should call others/guards for help (if there are any), or always attack with some initiative bonus in this case.

10
Suggestions / Rathounds and darkdwellers sometimes not afraid of fire
« on: April 24, 2024, 06:48:26 pm »
Rathounds and darkdwellers are afraid of fire, but ignore it for some reason when they see someone set on fire. Also if they are unaware of you or if you wear Rathound Regalia, they probably should scatter when they see fire instead of roaming around.

11
Bugs / Faulty plasma sentry event minor issue
« on: April 22, 2024, 11:16:08 am »
The bot will never move if it bumped on you and you initiated dialogue. It will stay on the same spot even after you repair it, despite the dialogue saying otherwise.
It is also neutral to other hostile NPCs.

12
Bugs / Hostile force fields
« on: April 22, 2024, 02:55:54 am »
Force field can turn hostile to you, even if you hit it with something that doesn't do any damage (such as flashbangs), and if there also are enemies on a location (unaware of you), combat is sometimes infinitely re-initiated when you try to disengage. It probably should be considered an object (similar to rocks, walls or disabled turrets).

13
Bugs / Minor combat path finding color bug
« on: April 22, 2024, 02:14:35 am »
Enemies perform kneecap shot, you invoke psycho-temporal contraction on yourself, and the line color is yellow, but should be green because you're still using action points

14
Suggestions / Player house sentry bot patrol
« on: April 18, 2024, 09:43:07 am »
If you bought sentry bots from Jyles, they will probably bring more irritation when bumping at you and breaking your path finding than actual protection, and for this reason some players avoid purchasing them or even destroy them on their own.
The bots probably could just stand somewhere in the hallway (maybe on a charging pad), and start moving only when alerted by cameras/noise (like Elwood's house, Lost Vault, faceless or research facility sentries), or when you leave the house or observe them from stealth or through surveillance monitor.

Alternatively, there could be an option to ask Jyles to remove them.

15
All offensive, defensive and psionic skills reduced by X%., but seems that TM is not (or at least not always displayed in the character sheet).

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