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Topics - WeiJayTan

Pages: [1] 2 3
1
Bugs / Stuck in Dialogue in Port Zenith
« on: April 20, 2024, 04:31:39 pm »
If one is spotted in Port Zenith without permission, it is possible to get stuck in this particular dialogue.

2
Bugs / Scrapperac Daze interactions
« on: April 10, 2024, 06:31:28 pm »
In theory, Scrapperac's daze effect should only trigger with melee weapon and unarmed attacks. I recall in a past version, can't remember which one, it triggered with a chemical blob pistol shot. Not certain if it's still there.

Meanwhile, in the current version, I noticed that it triggers even with a missed attack from a Flurry. *See attached screenshot.
Interactions with the daze effect of Scapperac seems weird, all things considered. Might want to retest it's interactions with various kinds of attacks.

*If the effect dazes the player, it would only last for one turn, expiring after the player ends their turn. If it doesn't immediately reduce their action and movement points for that turn, it would be pointless to apply the effect to the player.
*I think it would be best to state in Scrapperac's description the chance to daze, and how many turns the daze would affect the player/their target,


3
Bugs / Minor action that causes the game to crash on startup
« on: April 09, 2024, 02:20:03 pm »
If I exit the loading screen to the desktop, and keep the game minimized while it loads, when the main menu music plays and I click the game to maximize the window again, there is a white screen, and then the game crashes.

Crash Log:

Game Version: 1.2.0.15
Error: System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'GraphicsDevice'.
   at Microsoft.Xna.Framework.Helpers.CheckDisposed(Object obj, IntPtr pComPtr)
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice.get_Viewport()
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.SetRenderState()
   at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()
   at cpo.b()
   at tb.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at b60.a(String[] A_0)

4
Bugs / Arke Shock Turrets Resisting EMP Electrical Damage
« on: April 08, 2024, 03:59:19 pm »
*See attached screenshot

5
Bugs / Viewing a surveillance monitor from an impossible angle
« on: April 08, 2024, 03:55:50 pm »
*See attached screenshot

6
Bugs / NPC facing position after dialogue ends
« on: April 08, 2024, 03:53:54 pm »
Ezra (after the main dungeon has been completed) does not reset the position he faces (towards his desk) after dialogue with him ends, not even after the player walks out of sight.

I remember encountering a similar scenario with Ethan Lanford when he is still at SGS at the start of the game.

7
General / Encounters with Aran
« on: April 06, 2024, 01:59:28 pm »
Okay. If one keeps the important artifact with them in their inventory and ignores Aran's invitation to meet them for a while, they could riftwalk back into their Core City Home and briefly see Aran's shadow, before he attacks them on sight.

Are there any other encounter experiences with the tech ninja that other players have encountered? I've tried walking through the Drop Zone with the artifact in my inventory, with the same initial conditions as mentioned above, but I didn't meet him.

8
Suggestions / Returning Terry Baker's Body to SGS
« on: March 12, 2024, 08:13:18 pm »
After discovering Terry Baker's Body, the player can also inform Vera of it's location and return him to SGS. Where it will later be found in the Morgue.

9
I've tried taking a Hypercerebrix Pill while wielding an Energy Pistol and having the High Technicalities feat, but I noticed on the combat stats screen that the damage counter doesn't change. Is it a hidden change, or is it that the feat only works with BASE Intelligence, and does not work with any boosts?

An example I've seen where stat boosts will not work is the Jawbone Crossbow. 7 base strength is required to gain it's on hit effects, and boosts will not work for that.

10
Bugs / Crimson Meadow Horticulture Center Control Panel Wall
« on: March 12, 2024, 01:45:35 am »
If the gate is opened, I think this wall can be walked through. Closing the gate while standing at this exact spot, the player character will not be able to move afterwards. Once the gate is opened again, they can move again.

11
Bugs / Weird ground tiles
« on: March 09, 2024, 01:31:58 am »
[1] This tile in Foundry near Dan is solid and cannot be walked over, even though it should not be solid.
[2] This water treatment plant tile can be walked over, but it doesn't appear to be a tile of solid ground.

12
Bugs / Heidi not charging coins for medical attention
« on: March 07, 2024, 05:30:56 pm »
Heidi mentions that she charges 10 coins for medical attention. But it isn't deducted after receiving medical attention.

13
General / New Mercantile Update (v.1.2.0.15) quick math
« on: March 06, 2024, 03:19:22 pm »
So, as you guys know, the v.1.2.0.15 patch updated the mercantile mechanics of the game. I did some quick math, and I think I found something that checks out:

Taking a Cave Hopper Steak as the item being sold by a merchant, and a mercantile effective skill of 61 (Six!!):

Starting value when sold by a merchant (at 0 effective mercantile): 1250
Value after mercantile price reduction: 945

Therefore
 (945/1250)*100% = 75.6% [The Cave Hopper Steak is sold at 75.6% of it's original price]
  100%-75.6% = 24.4% [61 effective mercantile provided a discount of 24.4%]
   24.4/61 = 0.4 [Each point in effective mercantile skill gives a 0.4% discount]

Reverse calculation check
1250 - [1250*(0.4%*61)]
 =1250-305
 =945

Interesting... I wonder how the mercantile of the previous versions of the game worked. That is a question only the developers can answer...

14
Suggestions / Game Options Menu: Default Zoom Level Setting
« on: February 22, 2024, 02:46:13 pm »
After booting the game up and loading a save file, the default zoom level is always set to 150%.
If there is an option in the options menu to set the default zoom level based on player preference, it'll be helpful.

15
Just a thought that occurred to me after finishing the trip to the Dark Territory.

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