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Topics - WeiJayTan

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1
Bugs / Out of Context Dialogue: Thread
« 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.

2
Title.

3
Bugs / PC walking through non traversable tiles etc: Thread
« on: May 16, 2024, 03:00:34 pm »
Thread: Tiles that are supposed to be occupied by solid objects and are non traversable, but the PC can walk through them. And other similar scenarios.

4
This is inspired by something I've seen in another game I've played: Fire Emblem: 3 Houses (2019).
If a player manages to defeat the highest difficulty of the game (Maddening) without the benefits of NG+ (New Game+, Progress and benefits can be optionally carried over from a previously cleared save file) on any of the four available paths, the game's main menu changes (See attached screenshots) to reflect the player's achievement.
I think something of a similar caliber could be used to reflect a player's achievement of completing Dominating Difficulty in Underrail.

5
Suggestions / Non Repeatable Dialogue -> Repeatable Dialogue
« on: May 15, 2024, 06:46:27 am »
Some dialogue in the game cannot be repeated for the rest of the save's playthrough after they have been played through once. It would be great if some of these dialogs can be made repeatable if one wishes to hear the explanation once more, especially for the ones with complicated explanations (examples: The Ferryman's Philosophy, Character Backstories etc)

Currently, I can think of two parts which could use such a change:
1. Ethan's explanation of Temporal Manipulation in general. Also, not choosing the option: "You're implying that it takes an old person to be a good manipulator, yet you're looking pretty damn young." will result in not having the option to ask about his mentor, and the explanation dialogue is not repeatable anymore.
2. Explanation of the last part of the Ferryman's Philosophy: The Center.

6
Bugs / Wall not solid during combat
« on: May 13, 2024, 02:15:32 pm »
An enemy is still able to target the player when in this scenario (See attached screenshot)

7
Bugs / No sound effect while searching containers: Thread
« on: May 13, 2024, 02:07:00 pm »
On occasion, we come across certain containers in the game where there is no sound effect when we search them. It's a minor setback, and I thought about making a thread where we can compile these instances for easier reference.

Here's a few from my end.

9
Bugs / Dialogue: Knowledge of an important artifact's lock
« on: May 10, 2024, 11:43:59 am »
If the player has only heard Dude's explanation of the artifact, when passing the artifact to Azif, the player automatically knows about the special lock, despite the subject matter not being mentioned by Dude.

10
Bugs / Abandoned Waterway Facility Gate Button vanishing
« on: May 04, 2024, 02:58:32 pm »
If this red button is pressed when the gate is closed, the button vanishes and becomes non interactable. Though one can still see the highlight text briefly.

11
I've visited the Drag n Drop after it refreshed many times in the same playthrough, and encountered the Gambler Patron scenario at least twice. Yet, I've never seen the 'All In' drink in stock.
Out of curiosity, is it guaranteed to appear in stock in that scenario or is it a chance to appear in stock in that scenario?

12
Bugs / Gunslinger's Tactics against Greater Coil Spiders
« on: April 28, 2024, 05:02:33 pm »
When set to the option to 'Avoid engaging enemies', the Gunslinger still triggers combat from stealth when he sees the Greater Coil Spiders in the mall in his sights.

13
Bugs / Stuck in Dialogue in Port Zenith
« on: April 20, 2024, 04:31:39 pm »
If one is spotted in Port Zenith without permission, it is possible to get stuck in this particular dialogue.

14
Bugs / Scrapperac Daze interactions
« on: April 10, 2024, 06:31:28 pm »
In theory, Scrapperac's daze effect should only trigger with melee weapon and unarmed attacks. I recall in a past version, can't remember which one, it triggered with a chemical blob pistol shot. Not certain if it's still there.

Meanwhile, in the current version, I noticed that it triggers even with a missed attack from a Flurry. *See attached screenshot.
Interactions with the daze effect of Scapperac seems weird, all things considered. Might want to retest it's interactions with various kinds of attacks.

*If the effect dazes the player, it would only last for one turn, expiring after the player ends their turn. If it doesn't immediately reduce their action and movement points for that turn, it would be pointless to apply the effect to the player.
*I think it would be best to state in Scrapperac's description the chance to daze, and how many turns the daze would affect the player/their target,


15
Bugs / Minor action that causes the game to crash on startup
« on: April 09, 2024, 02:20:03 pm »
If I exit the loading screen to the desktop, and keep the game minimized while it loads, when the main menu music plays and I click the game to maximize the window again, there is a white screen, and then the game crashes.

Crash Log:

Game Version: 1.2.0.15
Error: System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'GraphicsDevice'.
   at Microsoft.Xna.Framework.Helpers.CheckDisposed(Object obj, IntPtr pComPtr)
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice.get_Viewport()
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.SetRenderState()
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()
   at cpo.b()
   at tb.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at b60.a(String[] A_0)

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