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Messages - Phr3ak

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1
Bugs / Re: haxxor and skill menu using different rounding methods
« on: June 04, 2024, 03:53:47 pm »
Do you have a level up currently pending? If so, this is most likely another instance of https://stygiansoftware.com/forums/index.php?topic=10658.0, which is not a bug, just a non-obvious skill sheet behavior.

2
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 11:52:47 pm »
If the end goal is to make it impossible to kill Mordre without making SGS hostile (until a certain persuasion check during a certain quest), then giving him bio resistance is just whacking a mole. He can also be killed with mines (he does disarm them, but there's enough time to back out and throw a grenade to detonate the mine) or TNT.

3
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 11:46:10 pm »
Disarming nades is not tied to individual npc behaviour, its the zones control state.

Zone control state is certainly not the only factor that determines whether an NPC disarms grenades. SGS is controlled, yet nobody I tried disarms my gas grenades (though they do get hostile once damaged by gas).


4
Before Heavy Duty, all options for getting hired into Expedition either involved serious, easily verifiable work or at least had a relatively high Persuasion check. But now simply returning from Compound does the trick, and that can be done completely trivially by just recharging the train and walking back. The Ladelman commentary doesn't sound convincing either. The situation can be summed up as "I was (supposedly) hired by some train operator that Ladelman arm-wrestled with, and (supposedly) he and his team are now dead and I'm the only survivor". It's completely unclear to me why this story should convince Briggs to hire you for Expedition.

I don't know whether the game is past the point of improving such things, but one very low-hanging option would be to require the player to wear or possess one of the Exoskeletons when interviewing. Gameplay-wise, this ensures that the player at least got to Exoskeleton Assembly room, and story-wise, Briggs should be impressed by Exoskeletons just as Protectorate Marines at the Rig are.

5
Bugs / Matriuss Ludenlof keeps "using" the pickpocketed PNT2 device
« on: May 03, 2024, 06:50:26 pm »
After you give the PNT2 device to Matriuss Ludenlof, it appears in his inventory. If the player pickpockets the device, his dialog balloons continue to indicate that he is using the device right now. It'd be better if the device showed up in his inventory only if he is killed.


6
Another batch: a Camp Hathor Guard and 3 Foundry Workers.

7
OK, thanks. Fixed the wiki.

8
Bugs / Wrong oddity drop from Industrial Bot in Coretech Warehouse?
« on: April 30, 2024, 08:58:33 pm »
During the JKK questline, there is an industrial bot (on Dominating) guarding the security console of Coretech Warehouse. Somehow it dropped Registration Plate oddity, but I think it should only be dropped by Sentry Bots?

9
Bugs / Re: Report spelling/grammar errors
« on: April 29, 2024, 06:10:42 pm »
  • Keep hand -> Keeps her hand
  • ad justs -> adjusts
  • everbody -> everybody

10
Bugs / Camera in Gray Army kitchen doesn't work properly
« on: April 29, 2024, 03:49:00 pm »
Normally, when a camera detects you doing something suspicious in Gray Army Base, people come to investigate. But nobody comes if you're detected by this particular camera.

A different possible issue is that nobody (including the camera) objects to the player being in the area behind the counter.

11
Bugs / Scan Call Overload is not properly preserved on save/reload
« on: April 27, 2024, 02:07:16 pm »
If you use Camera Jammer on a camera and save/reload, the Scan Call Overload effect is reset to 0%.

12
I remember only one place that may qualify: hacking two SGS room doors closest to Tanner's if you don't have Burglar.

I thought I'd checked that long ago, but looks like it's a false memory. I dug up an old save and went to check, and it turns out Camera Jammer's slowdown is capped at 100%, which is not enough to hack those doors (in contrast, Burglar gives you 4x speed up).

13
I mean truly useful as in it lets you accomplish something that you couldn't do just by sneaking around.

That's a pretty narrow definition of "useful", more like "required". I remember only one place that may qualify: hacking two SGS room doors closest to Tanner's if you don't have Burglar. You could also destroy the camera with a TNT (standing in the bathroom doorway while arming it), but that feels like a bug since normally dealing damage to SGS cameras makes SGS hostile. BTW, Waylon comes out to investigate the destroyed camera, and I like to use this moment to pickpocket his keycard and lock him out of the surveillance room. The same prank also works with Masha at Engineering Level, but you don't even need to destroy the camera, just start doing something suspicious like arming a trap, and Masha will come out to investigate once you're detected (and in contrast to Private Quarters, being detected here won't turn SGS hostile).

Potentially, Camera Jammer could also be needed to steal the Freighter from Ray's pier, but sadly, the weird anti-theft mechanic there allows you to spend only a small amount of game ticks riding a stolen jet ski in the camera range regardless of whether you're seen, and the Freighter speed is capped so you can't bypass this limit even if you install the best engines in the game. You still need Camera Jammer to steal the Scrap Jet since you have to be in the camera range to hotwire it, but there is no reason to do that given that you can steal the Skimmer or the Scooter instead.


14
Bugs / Old Ib & sons' hostility is reset on save/reload
« on: April 26, 2024, 03:02:34 pm »
Attacking any of them makes all of them hostile. But after save/reload only the guy who was attacked remains hostile, and the rest is reset to unfriendly (though any of them who sees another one who is hostile will become permanently hostile)

15
Same with the Hopperdrome guard standing near the forklift.

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