Underrail Forum
Underrail => Bugs => Topic started by: Phr3ak on April 25, 2024, 01:21:19 pm
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I'm not sure whether it's intended, but when using Vanishing Powder Grenade, apart from 10 AP to throw it, you also need 10 more AP to actually enter stealth. This has apparently been reported back in 2020 (https://stygiansoftware.com/forums/index.php?topic=6073.msg31870), but there was no response.
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I've never used it, but I guess internally the grenade actually tries to use the player's stealth mode ability, rather than applying stealth directly.
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I guess internally the grenade actually tries to use the player's stealth mode ability, rather than applying stealth directly.
Yeah, but it's not clear whether it was intended. One argument that it was not (or maybe a separate bug) is that if you have 10 <= AP < 20, then after throwing this grenade you can end combat in presence of hostiles even though you are not in stealth mode, but combat is immediately re-initiated after that.
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Fixed for the next update.
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I'm now on 1.2.0.20, continuing from a save made on 1.2.0.15. I'm still experiencing the same bug: if I have 10 <= AP < 20, a Vanishing Powder Grenade doesn't put me in stealth. Does the fix apply only to new playthroughs?
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Oh, boy. Well, there was a separate problem with the Vanishing Grenade which made if fail when it was last in the stack and the solution to that bug was in conflict with the solution to this bug.... Basically, this item is cursed.
Anyway, fixed for the next update (probably not).
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The fix for the extra AP issue works for me, thank you!
However, you indeed seem to be stuck in a self-fulfilling prophecy. The fix caused a regression: the remaining action points are not converted into the movement points, but are added to the movement points and preserved. So, effectively, the grenade adds movement points now.
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Styg's personal perennial nightmare