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Messages - Styg

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421
Bugs / Re: Transition Bug in 1.1.0.12... Again...
« on: August 13, 2019, 11:03:57 am »
Upload the save and I'll take a look again.

422
Bugs / Re: Disappearing KEY items
« on: August 13, 2019, 11:02:42 am »
Are you sure you haven't just changed to filter in your inventory to not show the plot items?

423
Bugs / Re: [DLC]K4 can't jump
« on: August 07, 2019, 02:45:41 pm »
As the text suggests, that's the jump down from that ledge. You can't use it to get back up.

424
Bugs / Re: Al Fabet blocking exit from a store, causing a softlock
« on: August 07, 2019, 10:37:27 am »
He's trying to prevent you from taking the merchant's money that he plans to later extract through his organ trading.

425
Bugs / Re: Handful of bugs.
« on: August 07, 2019, 10:32:38 am »
1. It's unfortunate, but there's no good way in the current code to provide for such mistakes without putting it on cooldown and also preventing it for being used as a sort of a mechanism to detect hidden enemies on that tile. If it's any help, you've shown (from among the visible characters) who is standing on the tile your trying to imprint upon (with the downpointing red arrow).

2. Which map is that?

3. That's a known and non-easily solvable problem of the rendering engine.

426
Bugs / Re: 1.1.0.11 Hive Bug
« on: August 07, 2019, 10:14:33 am »
Hive at G8 square of Black Sea spawned regular Locust instead of Water Locust on the water surface. Other Hives behaved normally.

edit1: Another Hive related bug i've encountered is beeing unable to target Locusts standing behind Hive.

edit2: Hives at I6 (right one) and G8 (bottom one) can't be reached by melee attack at dry land. Both of em spawned regular Locust. Is it intended?

Fixed for the next update.

You cannot attack striders behind hives because you cannot attack through them, even though you can see through them. This is intended.

The unreachable hives are fixed, but you won't see the change in your playthrough if you've already been to the map.

427
Bugs / Re: Special reload/ammo buttons and numpad numbers
« on: August 07, 2019, 10:06:41 am »
This seems to be related to the behavior of the keyboard itself - where holding shift and using the numeric pad threads the pad as if it's in non-numeric mode, regardless of the state of num lock. I'm not sure I can handle this in any way in XNA.

428
Bugs / Re: Six kills me in the elevator
« on: August 07, 2019, 09:47:42 am »
Can you upload the save?

429
Bugs / Re: Fragmented chaos not benefiting from critical power
« on: August 07, 2019, 08:05:15 am »
It could be counted as a bug, but I'm going to leave as is for the moment as I intend to revisit Critical Power soon anyway.

430
Bugs / Re: Traversables
« on: August 07, 2019, 08:01:02 am »
Fixed for the next update.

431
Bugs / Re: On dry land.
« on: August 06, 2019, 03:03:29 pm »
Will disable character export while on vehicle in the next version.

You'll have to go back and re-export your char.

432
Bugs / Re: Transition Bug in 1.1.0.11
« on: August 05, 2019, 01:32:27 pm »
Something weird happened to data allocation in one of the files of the save. But good news is that it was easy to fix and should work again:
https://www.dropbox.com/s/cyzwdv4bxi0w9rr/Hellvis3fixed.rar?dl=0

433
Bugs / Re: Player vision range and npcs
« on: August 05, 2019, 11:31:25 am »
NPCs have shorter sight range, but once they are aware of you, they can target you to the maximum of their weapon's range (unlike the player). Whether this is good or not is debatable, but that's how it works and it's not a bug per se.

434
Bugs / Re: 1.0.1.12 Expose Weakness - resistance specialization
« on: August 05, 2019, 11:21:10 am »
Fixed for the next update.

435
Fixed. Now it will destroy the trap normally and the imprint will automatically backfire, applying its damage and stun on the invoker.

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