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Messages - Styg

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436
Ok, I think I found the bug. Fixed for the next update.

437
Bugs / Re: Can't actually make the jump
« on: August 01, 2019, 08:40:22 am »
Fixed for the next update.

438
Development Log / Re: Patch Notes
« on: July 31, 2019, 08:04:26 pm »
Version 1.1.0.12

Feats
  • Quick Tinkering - Setting traps while in combat will now cost 25 action points
  • [Expedition] Sixth Shell - will now also grant 10% (+2% per specialization) damage bonus per "shell count" buff stack; the final damage will not be changed
  • [Expedition] Spear Throw - Base damage changed to 125% (down from 150%) and damage per unit of range changed to 20% (down from 30%)
  • [Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)
Specializations
  • Added Quick Tinkering: Action Points specialization - Decreases action point cost of setting traps using quick tinkering by 5 for each specialization point. Can be taken 5 times.
  • [Expedition] Spear Throw: Action Points - Changed action point reduction to 3 per spec point (down from 5)
  • [Expedition] Spear Throw: Damage - Increased damage per range per spec point changed to 1% (down from 2%)
  • [Expedition] Continuum Ripple: Chance per spec point changed to 2% (down from 3%)
Items
  • Supersteel Sheet will now grant mechanical resistance and threshold bonus against all edge melee weapons; this will not be applied retroactively to already crafted/generated armors
  • [Expedition] Vehicle parts are now counted as "crafting" item for the purpose of inventory filtering
  • [Expedition] Shotgun damage reduced by 10% (both combat and regular)
  • [Expedition] Shotgun optimal ranged changed to 4 (up from 3) (both combat and regular)
  • [Expedition] 6p Shotgun Shell (Boarshot) - each pellet now does 15% of the nominal damage (up from 14%, even though the tooltip suggested it was 13% previously) and ignores 30% of the mechanical damage resistance (up from 25%)
  • [Expedition] 12p Shotgun Shell (Houndshot) - now ignores 55% of mechanical damage threshold (down from 65%) and no longer ignores any resistance (down from 10%)
  • [Expedition] 20p Shotgun Shell (Hoppershot) - now ignores 40% of mechanical damage threshold (down from 60%)
  • [Expedition] 3p Shotgun Shell (Trainshot) - each pellet now deal 25% of the nominal damage (up from 20%), ignores 80% of mechanical damage threshold (up from 75%) and 50% of mechanical damage resistance (up from 40%)   
  • [Expedition] Shotguns are now perfectly balanced and there's no need to think about it further
Tweaks
  • [Expedition] Limited Temporal Increment no longer affects Fatal Throw and Commando "once per turn" rules
UI
  • Observable object cursor will now indicate if the observable has multiple lines to show (with three dots) so you don't miss out on it
Bugs
  • Fixed the discrepancy between stealth detection in turn-based and real-time mode; TB should now be much closer to RT one, especially when it comes to movement
  • Fixed the bug that caused NPCs to not try to escape fire while also feared
  • Fixed a bug that sometimes caused NPCs to pass their turn trying to reactive their empty energy shields
  • Splitting items will now accept input from the numpad
  • Fixed the bug that caused a lot of random loot containers to be reseeded on entering the area
  • Fixed the bug that caused a store to be mostly emptied out due to some new shipments
  • Updated some old barrels
  • Fixed Vera's infinite money glitch
  • Fixed Arda's mercantile check (it checked base value instead of modified)
  • [Expedition] Temporal Distortion will now properly break incapacitation/freeze
  • [Expedition] Fixed the bug that caused a shotgun attack to always be reported as a crit when only a single pellet hit the target
  • [Expedition] Fixed the bug that caused the combat shotgun currently being crafted to indicate it can burst as many shots as your current shotgun weapon if it's equipped
  • [Expedition] Fixed some dialogue branching issues after rescuing a certain important person and talking to them afterwards
  • [Expedition] Fixed being able to repeatedly report to Professor Oldfield about the Crimson Meadow Horticulture Center
  • [Expedition] Fixed Cruzer not appearing during the Rig mission report in a certain instance
  • [Expedition] Fixed the muties getting angry at the player too early for not delivering them the promised medications
  • [Expedition] Fixed a certain person not towing a certain vessel if told to do so over the navcom
  • [Expedition] Fixed a bug with the professor not following you in a certain instance
  • Various minor dialog and map fixes

439
Bugs / Re: Impassable tiles
« on: July 31, 2019, 01:18:52 pm »
Fixed for the next update.

440
Bugs / Re: Can be put off-balance while in stasis
« on: July 31, 2019, 01:13:32 pm »
Other attacks require you do deal damage in order to off-balance you as far as I can tell.

441
Bugs / Re: Broken Pulverizer
« on: July 31, 2019, 01:11:50 pm »
I think I fixed the issue. Sometimes NPCs would try to turn on their shields even though they are empty.

442
Bugs / Re: Crafting wndow preview bug
« on: July 31, 2019, 01:09:36 pm »
Fixed for the next update.

443
Bugs / Re: Transition Bug in 1.1.0.11
« on: July 31, 2019, 12:57:30 pm »
Upload the save to dropbox and I'll check it out.

444
Bugs / Re: Old barrel
« on: July 31, 2019, 12:45:13 pm »
Fixed all reported barrels.

445
Bugs / Re: Broken Pulverizer
« on: July 30, 2019, 08:38:25 am »
Did you manage to take his energy shield down while he was stunned?

446
Bugs / Re: Broken Pulverizer
« on: July 29, 2019, 03:00:20 pm »
Does it happen all the time? What do you do to him exactly before it happens?

447
Bugs / Re: Broken Pulverizer
« on: July 29, 2019, 08:19:38 am »
Please do.

448
Can you upload the save before the fight?

449
this thing where they are in cover compared to the player, but the player is not in cover compared to the enemies.
Aside from when you're actually on a jetski, there is no cover mechanic in UR.  That's a line of sight mechanic, and it makes sense that A can have LoS to B while B does not have LoS to A.  I do wish we could move in 1MP increments like enemies seem to be able to do, but the LoS thing seems reasonable, if occasionally irritating.  It seems that it is possible to get LoS on an enemy that doesn't have LoS to you, so the system may well be "fair".

Why does it make sense, how is it simulated or explained? As far as I can tell detection and line of sight is calculated by drawing a direct line between the centers of two entities and seeing if there are any impediments along the way, this process should be perfectly reciprocal and not influenced by any concrete property of the entities like size or facing, nothing else is simulated or suggested as being simulated.

The only thing that could introduce an error is the line of sight code being different for players and enemies, and/or enemies being able to use special movement code to position themselves in rare spots on the map where strange things happen.

If the bug is fixed it should be fixed both ways, the main reason it needs fixing is removing the irritating moment where an enemy roots you and you need to check if you can actually fight back or his magical invulnerability has activated and he can snipe at you without even having to move around or having a human AI that uses tactics like breaking LOS on purpose.

That's not how it works.

I'll look into this when I get the time. It's not a simple issue.

450
Bugs / Re: Old barrel
« on: July 29, 2019, 08:12:28 am »
Western camp at Warehouse Block Beta also have old barrel.
Fixed all the WBB areas for the next update.

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