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Messages - Styg

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886
Bugs / Re: Metal Figurine disappearing
« on: February 03, 2016, 08:33:20 am »
Also,  looted containers that appear unlooted after area transition,  are they in any way related to this issue?
This is how you can identify such bugged containers.
So that means as long as re-entering a map shows a looted container as empty in its Tab-tip, that container is (certain to be and to continue to be) safe to dump your stuff into (just like the "Stash" in Diablo). Is that correct? If so, good to know.

Yes, but I retain the right to implement NPCs that will take your abandoned/carelessly stored stuff.

887
Bugs / Re: combat hangup after killing enemy
« on: February 01, 2016, 03:46:53 pm »
Is it still worth me sending through the save file?

No, but, as epeli said, if you discover a way to reproduce it every time (I'll try the scenario you described), that would be golden.

888
Bugs / Re: combat hangup after killing enemy
« on: January 30, 2016, 09:52:42 pm »
Are you still able to reproduce it after restarting the game?

889
Bugs / Re: Incendiary granade burning damage too low.
« on: January 29, 2016, 08:12:44 am »
Fixed for the next version.

890
Bugs / Re: Muffled sound effects at stalkers place
« on: January 28, 2016, 08:42:08 am »
Yeah, something weird is going on on that map.

891
Bugs / Re: Throwing knife damage vs armor calculation
« on: January 28, 2016, 07:50:00 am »
Throwing knives incur the bonus armor resistance and threshold like the crossbows (25%). I'll add this to the description.

892
Bugs / Re: Zone transition errors, corrupted saves
« on: January 27, 2016, 08:41:19 am »
I updated to 1.0.0.0.2

Why don't you update it to the current version - 1.0.0.10?

893
Bugs / Re: Zone transition errors, corrupted saves
« on: January 26, 2016, 08:45:46 am »
How do i upload you the save?

I cannot find any patches online even when i google Underrail hotfix (or patch) download

Go to Documents\My Games\Underrail\saves and find a folder that has the name of your save. Compress it into .zip or .rar and upload it to Dropbox.

If you bought the game on GOG that's where your patches will be.

894
Bugs / Re: Jack Quicksilver dialogue issue
« on: January 25, 2016, 12:03:53 pm »
Thanks, I skimmed through the hotfixes topic but I totally missed it. GOG is still at 1.0.0.9, is it common that they are a couple of days late?
It's just the timing, because we release the fix on Friday afternoon. Usually GOG updates follow on the next day. Btw, 1.0.0.10 is up on GOG now.

895
I figured out what happened. I was in TB mode behind the enemy undetected when I started the Cut Throat but as the move takes time, the enemy detected me. So you don't just have to fullfill all the conditions for Cut Throat, you also have to hope that while you're performing it(in turn based mode no less), you don't get detected. Ugh!

Fixed for the next update.

896
Bugs / Re: [Foundry] Assassinate Nicolas Bug (SPOILERS)
« on: January 25, 2016, 11:15:06 am »
Fixed for the next update.

897
Bugs / Re: Zone transition errors, corrupted saves
« on: January 25, 2016, 08:10:14 am »
Upload the save for me (to Dropbox or some such) and I'll see if I can fix it. You should really update the game to a newer version if possible.

898
General / Re: Best armor for PSI melee build? High movement
« on: January 23, 2016, 10:28:26 am »
Slight problem.  I use The Claw but the boots dont grant the crit damage bonus when I'm wearing them.  The Claw is categorized as a melee weapon, the bonus is for unarmed and fist weapons.  The Claw should be viewed as a fist weapon for crying out loud.  Is this an oversight? Pretty depressing.  I have to reeval everything now...

But good info for the community.

It was the bug with the boot bonus, not the weapon. It isn't working with any fist weapon. Will be fixed for the next version.

899
Development Log / Re: Hotfixes
« on: January 22, 2016, 01:14:25 pm »
Version 1.0.0.10
  • Fixed the bug that would cause total carried weight to not be updated immediately when stacking items in the utility slots
  • Fixed the bug that would cause grenades to sometimes be thrown through walls when they miss their initial marks
  • Enemies that die from the burning effect from incdendiery bombs will no longer count towards "Fire and Ice" achievement
  • Fix the bug that caused the player to sometimes not be able to attack back in melee when rooted (while still getting attacked in melee)
  • Fire and other environmental effects will now properly despawn between arena matches (instead of becoming invisible)
  • Chemical agent is now completely immune to acid and acid puddles
  • Fire from any source will now properly trigger volatile objects (mines and the like)
  • Jawbone crossbow no longer claims it can be unloaded somehow
  • Boot spring made more common
  • Boot spring now provides more extra movement points*
  • Tabi boots extra base real-time movement speed bonus reduced but it now scales with material quality*
  • Auto function on the bartering window will now prioritize SGS credits for merchants that accept them
  • Increased the duration of foods to 20 minutes
  • Fire and acid will now run out eventually even if you're not in the area
  • Auto-attack command in quick invoker / action bar will now be properly disabled in turn-based mode if you don't have enough action points
  • Fixed the bug that would in certain cases allow game to resume while the option screen is still open after rebinding a key
  • Fixed the Deep Worm loot generation issue that caused all the worms to give out the same loot
  • Fixed the bug that would cause certain respawning entities to always drop the same loot
  • Giant grubs are now resistant to acid
  • Fixed wrong music playing in the Mushroom Forest
  • Fixed being able to repeatedly report to Jack Quicksilver that you've finished his missions
  • Fixed Waylon's monitors not shutting down when associated cameras are destroyed
  • Fixed being unable to pickpocket Kareem
  • Fixed the Faceless at the blockade not behaving as they should after certain events
  • Fixed an unreachable light switch in the player's house
  • Fixed a minor console in DC not being usable
  • Fixed an unusable hidden crawlspace in DC
  • Fixed Rassophore Nevil not talking to the player after the event at RAF
  • Typos/Grammar
  • Various minor map fixes

* Only applies to items generated/crafted after the update is applied. Will not modify existing items.

900
Bugs / Re: "Hit and Run" feat doesn't work when using "Snipe" attacks
« on: January 22, 2016, 11:09:45 am »
Actually, from what I can tell the reason is not that you cannot receive MP in stealth (though this is true) because when you finish the snipe attack you're already out of stealth.

The problem occurs if you perform the attack in real-time mode because extra MPs are not registered because turn-based combat didn't start yet.

I'm not sure I can fix this easily, but in any case you should be able to enjoy your extra MP if you manually start the combat by pressing ENTER before you snipe.

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