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Messages - Styg

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316
Bugs / Re: Loading takes forever
« on: January 15, 2020, 08:45:48 am »
I made a few changes to how some of the games metadata is stored so in the next content update (1.1.2.0) you should see some improvements to start-up times. I'm talking about those who have up to ~30 seconds loading times. For those who go into multiple minutes, I'm not sure what could be happening, but I suspect there's something external that's slowing down the process - such as an anti-virus. For some reason, our game has always looked suspicious to AVs.

317
Bugs / Re: Doppleganger endless turns
« on: January 15, 2020, 08:17:39 am »
Do you know how this happened? Any way to replicate the steps to spawning the bugged doppelganger?

318
General / MOVED: New Player looking for SMG build
« on: December 27, 2019, 08:32:15 pm »

319
Development Log / Re: Patch Notes
« on: December 16, 2019, 03:25:55 pm »
Version 1.1.1.5

Tweaks
  • Added an option to manually move the barrier at the GMS entrance in case the guard dies

Bugs
  • Reinforced bison leather boots will now have an icon
  • Stealing mushrooms from SGS will now be properly punished by death (the change will not affect the running play-throughs)
  • Dirty Kick will now properly add its critical damage bonus when critical hit occurs; the critical damage bonus is fixed to 100%
  • Fixed the bug that caused zone transition error when exiting a zone while a mine is exploding
  • Fixed a few more new Core City models not appearing
  • Fixed yet another reason why a certain early-game dungeon wasn't appearing
  • [Expedition] Fixed the bug that would mess up the player vision when triggering a zone transition while using a spying endoscope
  • [Expedition] Fixed Protectorate jet patrols and waterway outposts not turning hostile in certain instances
  • [Expedition] Fixed Cruzer and Razor not being present when reporting a certain mission and/or the mission not being marked as completed
  • [Expedition] Fixed Razor being present when he shouldn't be during a certain raid
  • [Expedition] Fixed Aegis jet patrols retreating to the camp prematurely in a very specific case, which disrupts a certain mission
  • [Expedition] Burning up the giant weaver web will now work properly (not just visually)
  • Minor dialog and map fixes

320
Bugs / Re: Failed to load zone when explosion is happening
« on: December 16, 2019, 10:43:20 am »
It's particular to mines (He, frag, etc) but not to a specific area. Anyway, fixed for the next update.

321
Bugs / Re: Dirty Kick seems to be bugged
« on: December 16, 2019, 10:02:37 am »
Dirty Kick is a very unique ability where it's a unarmed attack, but it uses a separate unarmed "weapon" so to speak, so it is not subject to most modifiers of regular unarmed attack. I changed it a bit so it now takes into account the critical attack when calculating damage. Just keep in mind that the crit damage bonus is the 100% and not whatever your normal unarmed attack crit damage bonus is.

322
Bugs / Re: Fire and Giant Weaver spiderweb
« on: December 16, 2019, 09:31:40 am »
Fixed for the next update.

323
Bugs / Re: Jet sky inaccessible due to Ferryman
« on: December 04, 2019, 07:58:48 am »
What did you expect would happen - him re-parking your jet ski for you? Get out of here, be lucky he didn't confiscate it.

324
Bugs / Re: Reinforced bison leather boots have no icon.
« on: December 03, 2019, 04:12:54 pm »
Fixed for the next update.

325
Bugs / Re: Zone Transition Error and Free Drones base door
« on: December 03, 2019, 02:51:43 pm »
The zone transition bug was fixed in a newer version. Try updating your game.

Also upload your save to Dropbox or Google so we can take a look at the other problem (Free Drones entrance).

326
Bugs / Re: npc sight range longer than the players
« on: November 25, 2019, 10:18:01 am »
So, you'll never be attacked by anybody that was never in your sight range to begin with; if you're being sniped, that person has been within your sight radius before at some point (may have been in stealth though).

Not necessarily, they can be alerted to your position by other NPCs that were in your sight. But, yeah, for better of for worse, this is working as intended.

327
Bugs / Re: Infused Leather Tabi Boots have no resistances.
« on: November 25, 2019, 10:16:10 am »
Tabi boots don't inherit mechanical resistance/threshold from the leather. That's intended.

328
Bugs / Re: CrossroadCaves5 random dungeon entrance fragment
« on: November 21, 2019, 11:14:12 am »
It's not completely empty. It configures the base class to the the required work through the constructor.

But why do you think it doesn't work? Is it just that dungeon entrance never appeared for you there (cause there's no guarantee it has to appear at that particular spot) or do you have other reasons to think so.

When I force that fragment in the debug, the map opens up as it should.

329
Bugs / Re: Misplacd sprites
« on: November 19, 2019, 08:21:27 am »
The overlapping looks fine to me.

330
Development Log / Re: Patch Notes
« on: November 14, 2019, 10:45:23 pm »
Version 1.1.1.4

Bugs
  • Fixed Jawbone crossbow tooltip
  • Fixed the vanishing powder grenade not granting you movement points from action points... it will work fully as intended one day, I promise
  • Fixed the passage to a certain early-game dungeon not appearing in some cases
  • Fixed being unable to finish a JKK quest by killing a certain wanted man before talking to him first

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