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Messages - PhrygianDominant

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Sneaking to the Formedicator's shack is intended. Talking to others isn't. Fixed for the next patch.

Bugs / Re: Boutique basement bugs
« on: June 18, 2024, 01:36:28 pm »
Fixed everything for the next patch. The trapdoor was bugged in one other way: the first action is supposed to just open it, not open and go down; the same logic was applied when closing it, which obviously caused problems like this.

Bugs / Re: Invisible mindshroom in compound cave
« on: June 18, 2024, 11:29:04 am »
I don't know what happened there. I just tested it and it looks normal in my game.

Bugs / Re: Gunslinger returning "your" items
« on: June 18, 2024, 10:54:45 am »
Fixed for the next patch.

Bugs / Re: Aegis invasion minor bug
« on: June 14, 2024, 09:41:11 am »
Fixed Naga/turrets not getting destroyed.

There seems to be another issue: if you didn't respond to the call or didn't have NavCom on you when the invasion started, but did show up and wiped out every enemy (including boats), sec-troopers still die and this has significant negative impact on camp resources. Also you don't get any reward, but this is probably intentional.

Responding over NavCom has no effect on the flow or outcome of invasions (even if you betray them/get fired/never even joined them, things happen). If you fail to handle the beach attacks in time, or leave during battle and don't return to finish the job, the battle will autoresolve. I'm guessing that's what happened to you, but I don't know the exact sequence of the things you did. In the most extreme case it could be a matter of some unforeseen mistiming in how the systems that handle these things interact with one another.

Bugs / Re: Faulty plasma sentry event minor issue
« on: June 14, 2024, 09:05:40 am »
Okay, should be fixed now. The waypoint was indeed missing on that map.

Bugs / Re: Faulty plasma sentry event minor issue
« on: June 13, 2024, 03:20:17 pm »
Where did this happen, can you remember? Some npcs use an exit waypoint to leave the map, so maybe it's not correctly placed on the map the bot spawned in.

It being neutral to other npcs is intended.

Bugs / Re: Pick up an item through wall
« on: June 12, 2024, 11:20:33 am »

Suggestions / Re: Razor marsh quest reward
« on: June 07, 2024, 10:37:55 am »
Added a guaranteed electroshock module and made it nice and sharpened.

Bugs / Re: Minor map oversight
« on: June 07, 2024, 09:34:51 am »
Fixed for the next patch.

Side note, the friendly standing (green healthbar) is rather underused. M'lan Ratula after the player successfully intimidates him; Rathounds if the player is wearing the Rathound Regalia... and that's about it... I think. Maybe this particular faction standing can be used to change up certain combat situations in the future. Just some quick thoughts about that.

I'll do Nevil for starters, then I'll see about spreading more friendliness. Got Infusion to develop as well. :D

Bugs / Re: Rail Crossing Medical Supplies Storage Room
« on: May 31, 2024, 07:03:03 am »

Bugs / Re: Some bisons have no sound
« on: May 31, 2024, 07:02:48 am »
Fixed for the next patch.

3. Stasis: Casting it on a neutral or allied npc (in combat situations only) will not cause immediate hostilities.
  a. Casting Stasis on Rassophore Nevil in RAF13 will cause him to turn hostile, even if the player wanted to keep them from taking damage from the sentry bots.
  b. (Did not test this myself) I think casting Stasis on Yahota will cause her, and by extension the rest of Aegis Inc, to turn hostile. However, what if the player wanted to keep her shielded from
     incoming enemies? Close calls are possible for a character with low hp like her. It can apply to generic sec troopers as well.

Regarding this one, allied and friendly NPCs (blue and green labels) won't turn hostile if you cast stasis on them. Neutral (gray) and worse will. What I can probably do is make Nevil friendly when you talk to him, which will make him immune to stasis-induced homicidal rage.

And yes, we do read suggestions. Mostly. Sometimes. Mostly.


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