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Messages - n21lv

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The screenshot below demonstrates one of the glitches I had during my recent playthroughs. Basically what happens is that if you hit an enemy with an elemental bolt (for me it happened with incendiaty and shock bolts), sometimes additional debuffs such as Fear or Stun do not apply at all, and instead temporary immunity kicks in.
During the turn that is depicted on the screenshot I shot an enemy and successfully set them on fire, but instead of Fear, Aphobia immediatelly applied.


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Suggestions / Trade categories in item description
« on: January 23, 2018, 10:41:14 am »
Description:
If you visited a merchant, you've probably noticed that they will only buy certain items they describe like "4 firearms", "3 metal components", "2 medicines", "4 chemicals" etc. What's troubling for me is that nowhere in the game you may get to know what category an item belongs to. E.g. is knife mold a metal component? Is Psi-Booster a chemical or a medicine? What counts as a pneumatic component?

Desired functionality:
All items have merchant categories stated under their names in tooltips under the name, e.g.:
Steel Plates
Metal component


Anticoagulant
Chemical


Biotechnician's Suit
Suit

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Bugs / Re: Report spelling/grammar errors
« on: January 22, 2018, 06:13:34 pm »
Sprint description is a bit confusing. I would reword it.
Instead of "Only effective out of stealth" (which made me think it works only if you activate it while in Stealth and use for a quick ninja-style close'n'personal attack),
it should say "Only effective while not in stealth".

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Suggestions / Re: Cover system
« on: January 22, 2018, 10:19:53 am »
Sorry for necroposting, but I couldn't just walk away without giving a few thoughts.

I'll jump straight into business by saying that there are tabletop wargames like Infinity where cover system is really good and works really adequately. In short, you can claim cover if you're standing right next to something that covers at least 30% of your silhouette. Every model in the range has an assigned Silhouette value ranging from 1 to 7, with most models having the 2nd. And the general rule is "if you can see me, I can see you too".

There are two main cover types: Partial and Total. Partial cover means you have a bonus to your armour and enemies have less chance to hit you, while you don't have any penalties at all (basically that's how it works in real life). Total cover basically means you're out of sight from the point behind the cover and you can't be attacked from behind your cover except by some non-conventional means such as hacking or by using AoE weapons.

In addition to that, there are also various visibility conditions: clear, Low visibility, Poor visibility and Zero visibility. Clear means what it is -- you have no penalties for shooting. Low visibility zones add a slight penalty to hit your target, comparable to shooting an enemy behind Partial cover. Poor visibility adds a double penalty to hit your target. Zero visibility makes shooting totally impossible as you don't have LoF to your enemy. Now, all these visibility conditions only affect your chance to hit your targed

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Bugs / [1.0.3.20] Can't shoot over a barrel, shooting over a wall is OK
« on: January 22, 2018, 09:22:01 am »
I don't know if this is really a bug or the game is designed that way, but apparently barrels block your LoF. That seems to be very confusing due to the fact that concrete wall blocks are for some reason NOT blocking LoF and enemies are able to shoot you over those.

E.g. look at the screenshot below

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Suggestions / [1.0.3.18] Already explored areas not visible on the Map
« on: December 20, 2017, 10:18:26 am »
When you just install the patch, the Global Map feature becomes available, but it doesn't seem to sync with the areas you have already explored. I had to re-traverse a lot of the areas I have already cleared in order to force them being visible on the map. Is this supposed to be so?

I can understand why this was done this way -- probably geographic inconsistensies and the addition of new areas made it difficult to trace already explored areas while retaining the continuity of the map. E.g. if you explored a chain of areas and a new area was added somewhere in between those, it would look weird on the Map.

Suggestion:
Would it be possible to run a recursive map tracer after first installation of the patch (like, check if map_trace file is present and if not, launch the tracer) so it would do the following:
1. Start at the SGS area and check every its transition -- does that lead to an explored (an area having at least one transition leading to it used) non-mapped area?
2. If it finds a connected explored non-mapped area, mark it as mapped and add it to the map.
3. Call the trace function from the newly mapped area.
4. It current area has no used transitions leading to explored non-mapped areas, stop.

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Bugs / [1.0.3.18] Pre-existing Laser Pistols AP cost stays at 22
« on: December 17, 2017, 02:35:20 pm »
I had a Laser Pistol in my inventory before applying the 1.0.3.18 patch, but after I did so, its AP cost didn't change and stayed at 22. When I found another Laser Pistol later, however, its AP cost was 15. I have both in the inventory within the savefile linked below.

Savefile

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Bugs / Re: Peculiar trading anomaly
« on: November 30, 2017, 04:38:27 pm »
Sorry for necroposting, but I happened to stumble upon this issue too. I don't have a relevant save, but this was happening to me when I had 15 effective Mercantile. My base ability scores were: S=5, D=7, A=6(7), C=4, P=8, W=5, I=7. Effective Persuasion was at 26. Was playing 1.0.2.4

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