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Topics - Phr3ak

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1
Bugs / Unused Fold-M 7 of James Schumacher in dialog files
« on: February 15, 2026, 09:22:45 am »
In "interfacing/xpbl/le_seegerscomputer.txt", there is the contents of James Schumacher's MPC. I don't think this MPC can be found in the game; I couldn't find any mentions of it here on the forum, on the wiki and other resources. Was it accidentally omitted from the game? Judging by the text, the guy should be in the evacuation tunnels under Arch Keep, and indeed, there is a dead security marine there whose inventory is suspiciously empty (on the screenshot).

Quote
=>a87_original
::Schumacher, James (Arch Island Keep)::<end>

=>q88_original
::James Schumacher

Personal log - LE 17.10.122

To whomever it may concern. I don't have wife and kids to write to, my parents are dead, the few friends I have - they've got better things to worry about right now. All of my comrades have dedicated their final words to their loved ones. Not me. To their wives and children and friends and pets and Servants. Not me. I never wanted to type this imbecile crap, but there aren't many things a security officer can do while sitting in a dark, damp corner somewhere in an evacuation tunnel while everyone else is busy trying to protect what can no longer be protected. There's always a first time for everything.::<end>

=>q89_original
::A few comments on the recent events: Biocorp bested us. True. We had foolishly thought we could stand up to them with our [MISSING] When in fact a single destroyer pretty much trivialized all of those. I know, perhaps I am overstating its influence a bit - it is only one cog in the Biocorp naval machinery - but the essential fact that it EMPd most of our energy barriers and [MISSING] really makes an impression on a man. Yes - obliterated.::<end>

=>q90_original
::[MISSING] have concentrated all our defenses on this tiny island, everything combat-worthy we had, and all of it is now ashes. Ashes. It had always been clear, always, that should Arch Keep fall, [MISSING] open for abuse. Yet I still see officers passing by, hurrying east toward ::[MISSING]:: And they don't even notice me. No. Like drones they are rushing to set up a new line of defense. Fight until the very last moment, until there isn't a man, woman or child left standing.::<end>

=>q91_original
::Not me. Not me. I know it is pointless. I did my best and fought hard, I truly did. I survived the onslaught because of it, even though it doesn't mean much anymore. No, wait, it means a lot, actually. I am about to die, so I think I at least deserve some time for myself and my own thoughts before I bite the dust. That's what the rest of my comrades will not get. They are preoccupied with war, and their final moments will be - war. Just that. Mine will be peace. I am in absolute control, because I have a gun and I can choose the moment wherein to pull the trigger.::<end>

=>q92_original
::[MISSING] a barricade just in front of the elevator, so the fighting will warn me in time. Yes. How convenient is that? I will get a fair warning that my end is drawing near. Get ready, please! Mr. Schumacher, you have about five minutes to live. [MISSING] fellow comrades do not get that. For them it'll be chaos, gunfire, explosions, lasers, plasma - and then boom: Eternal blackness.::<end>

=>q93_original
::Meanwhile, I'll be resting here, knowing that I'm the master of my fate [MISSING] waste my energy and expose myself to more death and suffering? And worst of all, I - me, James - could get wounded instead of outright killed! Say a shell lands and blows my legs off! A bullet shatters my jaw, leaving it hanging on nothing but a few bloody muscle fibers. Laser beam cuts my arm off. Toxic gas suffocates me or melts my skin, or whatever other horror Biocorp might still have in store for us. I don't want to struggle with any of that in my last moments. I want to be as relaxed as I possible can. Dying is stressful as is, after all.::<end>

=>q94_original
::And there it is. The shooting. The screams. The moaning. Now it's quiet again. Should I take out a few of them first, then end it? Yeah. I'll do it - I still have a single plasma grenade I could lob around the corner.::<end>

2
Bugs / Jack Quicksilver and rathounds aren't hostile to each other
« on: February 11, 2026, 12:45:50 pm »
When Jack is near GMS and comes in contact with rathounds, they ignore each other. This was previously mentioned in the context of another bug report: https://stygiansoftware.com/forums/index.php?topic=7997.msg36617#msg36617.

3
When the PC is tasked with Epione Lab investigation, the Free Drones in the nearby hideout are not hostile until the PC trespasses. While it makes sense since they don't know the PC's affiliation, it creates some problems. First, dogs are hostile, and if a dog detects the PC while a Free Drone sees the dog, Free Drones become hostile too. This already makes the FD supposed neutrality fuzzy and weird. Worse, if Shred is lured out (c.f. https://stygiansoftware.com/forums/index.php?topic=2746.msg14697#msg14697) and talked to, he says stuff that he would say if the player joined the FD (e.g. he knows the PC's name, calls the PC his brother/sister, etc.), which is clearly a bug.

Also, I experimented with luring out and killing unnamed FDs with the intention of leaving Shred the only one alive, but when only three FDs (+ Shred) remained, stealthily killing any of them made the rest hostile. Not sure what's going here, e.g. whether some counter is involved or those three are somehow special.

Anyway, given that no meaningful interaction with Free Drones is possible on the Protectorate path, just making them immediately hostile on Epione Lab quest start looks like an easy workaround for all these issues.


4
Bugs / Silent pirates club
« on: February 08, 2026, 02:09:05 pm »
Normally, it's possible to talk to non-hostile pirates, as indicated by the cursor changing to the dialog icon. However, I've found four pirates that "refuse" to talk: the cursor doesn't change when it's hovered over them. Don't know what makes them special. See the attached screenshots for their locations.

5
Bugs / Bad tiles and container wall at Pirate Outskirts (H3)
« on: February 08, 2026, 02:01:08 pm »
There are two walkable tiles behind the railing (see the screenshot).

Also, the north wall of the container is bugged: when inside the container, it doesn't block the view, and it's possible to shoot through it.

6
Bugs / "Unknown" in Free Drones intercom dialog
« on: August 23, 2025, 11:36:53 am »
Choosing "Press the buttons as fast as you can" in the intercom at Free Drones underpassage base changes the dialog title from "Intercom" to "Unknown".

7
The title.

8
Bugs / No sound when opening metal gates at Kirill's lab
« on: March 04, 2025, 02:06:39 pm »
The sound plays properly when they're closed though. Both gates are affected.

9
Bugs / Bugged option in Gunslinger's gear-related dialog
« on: March 04, 2025, 02:03:54 pm »
After giving him some gear, the highlighted option closes the dialog instead of continuing it.

10
Bugs / Swapped options in Juraj's dialog
« on: March 04, 2025, 01:56:21 pm »
The options on the screen 1 are apparently swapped. The first leads to screen 2, the second to screen 3.

11
Bugs / Bloated subject at Kirill's lab is pickpocketable
« on: March 04, 2025, 01:51:41 pm »
And the player can even steal his mutant glands while he is alive.

12
Bugs / Bugged doors at the Exoskeleton Assembly room
« on: March 04, 2025, 01:48:38 pm »
Once unlocked, the doors on the screenshot magically relock if the player reenters the area.

13
Bugs / Essie warns about Faceless even after they left Core City
« on: March 04, 2025, 01:27:21 pm »
A screenshot is attached.

14
Bugs / Buzzer's dialog about Bakers lingers after you know their fate
« on: March 04, 2025, 01:25:14 pm »
The player can ask him about Bakers after dealing with Cornell and even after returning from Deep Caverns. The player's response on screen 2 doesn't make sense in those cases.

15
Bugs / Crash in the pre-Void-battle cutscene with Cognator
« on: March 03, 2025, 01:06:29 pm »
The crash happened once the characters walked up to the pool, but before the dialog. I couldn't reproduce it again.

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