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Topics - yako

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1
Bugs / Invisible mindshroom in compound cave
« on: June 18, 2024, 10:18:15 am »
It is not visible after it regrows.

2
Bugs / Gunslinger returning "your" items
« on: June 16, 2024, 07:15:54 pm »
If go back to Upper Underrail from Compound, he'll return "all of the items you gave him" even if you didn't give anything. He gives you his own suit, goggles and batteries.

3
Bugs / Boutique basement bugs
« on: June 15, 2024, 02:43:52 pm »
Trap door can be detected with high perception, and it's possible to go down with high stealth without provoking anyone. If remove curtains and go back, Rag will have this "dialogue" even if he didn't see you and you didn't talk to him before (he is probably supposed to say it only when he is in the basement). The hatch itself is also bugged, and if try to close it, you'll end up in the basement, but it will be closed when you go back.

4
Bugs / Usha dialogue order
« on: June 10, 2024, 04:33:07 am »
If she appeared, but you missed the first dialogue with her and approached her only after joining investigation, a "second" dialogue will be immediately initiated, suggesting that you already had a conversation before. After ending dialog, the "first" one is initiated.

Also it is not immediately clear that you should talk to her to receive the item.

5
Suggestions / Step on transition tiles when "Alt" is pressed
« on: May 25, 2024, 12:24:07 am »
Currently, if you clicked on a transition tile, you'll go to the next zone. It is only possible to stay on these tiles without transition if you don't have enough action points (on harder difficulties) or there's an "invisible" tile next to it.

There's a way to step on certain tiles that can't be clicked (when they are behind objects such as force fields) when "Alt" is pressed (not very obvious and not present in key bindings). Maybe if you press "Alt" or some other key (reverse highlight), transition shouldn't occur.

6
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.

7
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.

8
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. They also aren't marked on map.

9
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.

10
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.

11
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.

12
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.

13
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.

14
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.

15
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.

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