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Messages - PhrygianDominant

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991
Bugs / Re: Deploy second T-ray emitter
« on: September 05, 2016, 01:28:57 pm »
Yeah, the 200 charon option wasn't transferring the money properly. Fixed it for the next patch.

However, when paying Hugo's debt, the money should be transferred to the bandit leader's inventory. Now, it works as intended in my version, but since we haven't released a patch in... centuries, it is possible that I fixed that some time ago and just forgot about it. I don't see mention of it in our change log. Not sure what's going on. It works now, I guess, so... fixed for the next patch. :)

992
Bugs / Re: A few typos
« on: September 05, 2016, 01:08:12 pm »
Fixed. :)

993
Bugs / Re: fraser sells no weapons / armor
« on: September 05, 2016, 08:03:25 am »
There's a minor bug with his inventory. It's been fixed for the next patch.

994
Bugs / Re: About Gas the Drone....
« on: July 29, 2016, 09:53:38 am »
All I can say right now is that we are working on something, and that we think you guys (and gals) are going to like it. We don't know yet when we're going to be able to reveal it, but we've been busy. That's all I got for ya. :)

995
Bugs / Re: About Gas the Drone....
« on: July 28, 2016, 02:56:35 pm »
Fraser's bug hasn't been reported, only ghost Dess was. And it's on our forums. http://underrail.com/forums/index.php?topic=2276.0 I fixed Fraser's bug right after you pointed it out, as it was simply a falsely set flag.

996
Bugs / Re: About Gas the Drone....
« on: July 28, 2016, 02:34:22 pm »
There is a bug in Fraser's store inventory, which is why all those weapons just disappear (the exact point where that happens is when CAU arrive to Fort Apogee). So that's been fixed for the next patch. As for our good ol' Dess, it's been reported before that you could kill them or some of them and get away with it, so that'll be taken care of in some way in the future. We''ll figure something out, as there's a few things that we could do there. All in all, thanks for posting! :)


997
Bugs / Re: Report spelling/grammar errors
« on: July 26, 2016, 09:05:29 am »
Just dropping by to say that we are actually fixing all these typos/errors. :) Thank you all for taking the time to post them. We don't mind if something has already been posted, so no need to apologize for anything; sometimes we miss a thing or two (it is a large thread after all, and the posts can sometimes get long too), so it's never bad to bring that to our attention. Again, thanks and keep it coming.

998
Bugs / Re: [Spoilers] Bug with the Ending Reel
« on: July 26, 2016, 08:05:28 am »
Certain characters will mess up the post (umlauts, some apostrophes, accents and similar), chopping it of at the point where the offending character was used. The preview shows it fine, but the post will still turn out wrong. Try to use ascii characters only and everything should be fine. Also, the same applies to personal messages.

As for the bug itself, fixed for the next patch. :)

999
General / Re: Did anyone played unpopular "theme" build(s)?
« on: July 21, 2016, 09:31:13 am »
We fixed that bug a few months ago (I think it was a part of a map glitch collection posted on our forums, can't remember for sure), it's just that we haven't released patch in a while so these fixes haven't reached the players yet. Sad to see him lose the run because of it, though. :(

1000
General / Re: So, is the game officially *done*?
« on: July 13, 2016, 08:08:17 am »
Denies everything in Keplerian.

1001
General / Re: So, is the game officially *done*?
« on: July 12, 2016, 08:33:35 am »
Just because we haven't made any recent announcements does not mean we've been replaced by aliens from Kepler-186f. No. Just no. Don't be silly, earthlings.

1002
Bugs / Re: Rathound King / Camp Hathor
« on: July 12, 2016, 08:27:23 am »
Yes, I see how that can cause confusion, and it makes sense that you should be able to tell him that the Rathound King wants to make truce with him, for instance. Or kidnap someone from the camp. :) I've noted it down and will take a look at it once I have some free time. However, I feel that the regalia needs no added hints or anything of the kind, as both parties make it pretty clear that they don't like each other, and players generally figure out why they're being attacked quickly in any case. NPC's yelling "It's the Rathound King!" is not a bad idea, though. For flavor, if nothing else.

And I've fixed the quest(s) not failing properly if you kill Edgar. All in all, thanks for posting, and have fun. :)

1003
General / Re: Freeing the "rejects"
« on: July 07, 2016, 03:11:44 pm »
There were some issues with a few flags in that dialog. I've fixed it and it should work properly now. Now, the option to tell them about the hole through which they can escape will appear when it should, and Sharp's introduction will no longer loop endlessly.

That would be all. Thank you for your attention.

1004
Bugs / Re: Foundry turn hostile when going near the prison entrance
« on: July 04, 2016, 03:05:17 pm »
It turns out that the cutscene during which you speak to Todor after helping him escape messes up the hostility triggering (which should happen right at the cave exit if you deserve it). That's why it triggered only after you approached the prison stairs, where there is a second trigger in case you decide to leave the prison through the main entrance. Oh, well - fixed for the next update.

1005
Bugs / Re: Rathound King - Cutscene, player position bug.
« on: July 04, 2016, 07:49:36 am »
Fixed! :)

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