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Messages - Styg

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1261
Are you sure the Force Emission is the only difference there? I've tried to reproduce it but it worked in both cases for me and I can't think of a way Force Emission would interfere with this action. :/

Could you perhaps upload the save file?

1262
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 12, 2014, 10:53:25 pm »
I didn't have Force User.

This is what i got:

Turn 1:
 player move: I use EM and cast Force Field, then i finish my turn
 enemy move: both EM and FF are active and my enemies have to deal with both
Turn 2:
 player move: both EM and FF are still active, I finish my turn
 enemy move: only FF is active, EM disappeared when i clicked next turn
Turn 3:
 player move: FF is no longer active

What I expected is having EM still active during enemy move in turn 2.

Ok, the thing is - your buffs "tick" at the end of your turn. So if it says two turns, it will expire at the end of your next turn. FF expired slightly later because it's an environmental effect and it's "tick" is triggered last during the turn no matter when it was cast (after the player and all the NPCs have acted).

1263
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 12, 2014, 06:28:26 am »
It counts the turn you cast it in. By 'kinetic barrier' you mean force field right? We tested this and they seem to last the same. There's a feat that extends the duration of the force field, did you pick that up by any chance?

1264
Suggestions / Re: Ideas and Suggestions - Latest Alpha
« on: May 12, 2014, 06:26:44 am »
Thanks for the feedback. It's not often people complain the game is too easy. :D

1265
General / Re: Where do I get the update?
« on: May 09, 2014, 06:46:56 am »
On the platform you got the game from. Where did you purchase?

1266
Bugs / Re: I managed to kill The Beast without completing the quest
« on: May 05, 2014, 07:33:37 pm »
We figured it out. Its "armor" breaks down. It wasn't set to indestructible.

Fixed for the next update.

1267
Bugs / Re: Faceless Centaur drops Faceless Centaur Kick weapon
« on: May 05, 2014, 12:50:30 pm »
Only use it for good...

1268
Bugs / Re: Combo not working with multiple damage channels
« on: May 05, 2014, 08:35:44 am »
Fixed for the next update.

1269
1. Unfortunately the bonus damage from these kind of sources is not tracked statically and is only calculated on attack. I don't feel like reworking this right now for the purpose of combat stats, though I might at a later point.

2. This is not easily fixable either, since target is dead and all its status effects are gone. So when on hit effects trigger, there is no bleeding wound.

1270
Bugs / Re: Inconsistent application of bleeding wounds.
« on: May 05, 2014, 07:32:36 am »
I don't know why I made it that way, but I've changed it now to work like other bleeding wounds.

1271
Bugs / Re: Bulletproof vests not wokring vs robots
« on: May 05, 2014, 07:24:27 am »
Fixed for the next update. Weird that no one noticed this before.

1272
Bugs / Re: Fancy Footwork not giving MP when initiating combat
« on: May 05, 2014, 07:20:04 am »
This happens when you initiate combat from real time by directly attacking. At this point, the turn based combat has not started yet and no MP/AP are being tracked, so I'm not sure I can fix this issue :/ It only affects the first hit though so shouldn't be that big of a deal. Workaround would be to manually initiate combat before attacking.

1273
Bugs / Re: Dirty Kick does not turn ppl hostile
« on: May 05, 2014, 06:59:35 am »
Heh, fixed for the next update.

1274
Bugs / Re: I managed to kill The Beast without completing the quest
« on: May 05, 2014, 06:48:36 am »
So you just punched it to death? :/

1275
General / Re: Fixing Gloria [SPOILERS]
« on: April 30, 2014, 07:52:48 pm »

Did you repair the furnace?


No. My character was never told by anyone in game, and I don't know where it might be. Where is it? I think we might have found my problem. :)

It's the big thing you're loading the metal into. Look around that area a bit, there's a guy that hangs around it.

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