Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: 1 ... 59 60 [61] 62 63 ... 139
901
Bugs / Re: Respawning enemies always drop same items.
« on: January 22, 2016, 08:51:34 am »
There's a glitch in the loot generation concerning respawning entities. Will be fixed in the next update.

902
General / MOVED: Respawning enemies always drop same items.
« on: January 22, 2016, 08:48:10 am »

903
Bugs / Re: Deep Worms don't drop blastema
« on: January 22, 2016, 08:38:16 am »
Alright I see what the problem is. There was a little glitch in the random generator that affected the worms.

904
Bugs / Re: "hunter" feat bug 1.0.0.7
« on: January 22, 2016, 08:14:36 am »
So he died from bleeds or some such after you spoke to him?

905
Bugs / Re: Lost Vault bug
« on: January 21, 2016, 08:32:39 am »
How old is that Hathor screenshot? That should've been fixed in 1.0.0.2. As for the Lost Vault key, that's been fixed in 1.0.0.8
You are awesome.

The Hathor screenshot was from v1.0.0.0. Last night I updated to v1.0.0.8 the moment GOG released it. GOG haven't been providing patchers capable of patching anything but one specific installed version, making redownloading the entire installer multiple times per monthly quota prohibitive for some of us. I've contacted them about cumulative patches but no progress yet.

I've revisted both locations now from appropriate save games and indeed, both lootables are now behaving themselves. Awesome!

The GOG version should be 1.0.0.9. Are you sure you got the latest patch? Btw, isn't it easier for you to just use GOG Galaxy, doesn't that download just the files that have changed?

906
Bugs / Re: 1.0.0.7 - killing arena spectators
« on: January 21, 2016, 08:26:11 am »
I have the feat that lets me shoot a burst again if I kill someone, and using it against enemies in the arena I noticed that sometimes I'll get it even without killing anyone (visible), because I kill someone (or something like cameras) out of the screen or hidden in the crowd. I think this may also be the cause for the people that get attacked outside of the arena after winning (saw it in some old post)

You probably just destroyed a camera. And the bug you mentioned was fixed long ago. Did it actually happen to you?

907
Bugs / Re: Arena stuff
« on: January 20, 2016, 03:18:31 pm »
Fixed for the next update.

908
Bugs / Re: Fire and Ice achievement counting player deaths
« on: January 20, 2016, 12:33:10 pm »
This was caused by people dying from molotov's counting as being killed by metathermics. Fixed for the next update.

909
Bugs / Re: 1.0.0.8 Creeping Dread duration exploit
« on: January 20, 2016, 09:42:23 am »
This should be fixed now.

910
Bugs / Re: Gladiator allies turning hostile due to their own fault
« on: January 20, 2016, 09:32:51 am »
I'll look into tweaking the AI at some point so that your allies will not be turning on you so readily.

911
Just to clarify things, you can be out of combat and in turn-based mode (if it's not showing the red crosshairs on your portrat, you're not in combat).

There's indeed problem with dragging the goggles to the actionbar once the combat starts because drag and drop is completely disabled for armor slots then. I'll look into fixing this at a later point, when I have a bit more breathing space, because it will probably require a bit of code reshuffling and decent amount of testing so as to not break anything else regarding these restrictions.

912
Bugs / Re: Wrong Music?
« on: January 20, 2016, 09:19:31 am »
Fixed for the next update.

913
Development Log / Re: Hotfixes
« on: January 19, 2016, 05:53:45 pm »
Version 1.0.0.9
  • You'll only be able to pickpocket humans/humanoids now
  • Keypads will now state that you need a keycard if that is the case in addition to beeping
  • Creeping Dread and Eye of Spoiler debuff duration increased slightly to avoid having it drop unexpectedly under certain conditions
  • Fixed that bug that cause a duplicate tentacle
  • Increased the chance to reel the fish in, especially for the dexterity-challenged
  • Max currency stack increased to 100000000
  • Max stacks for ammo, meds, and batteries increased
  • Game will now properly estimate your movement in turn-based combat when attempting to throw grenades through fences and the like
  • Game will now properly display the amount of action points an auto-attack will cost if invoked through action bar or quick invoker
  • Recycling fabric-based items will now always grant at least one dirty rag
  • Notes window will now auto-expand the first category if it's the only one
  • Fixed the bug that caused the game to stop handling key input for a while when choosing "Automatically overwrite" when saving a game
  • Thermodynamic Destabilization will now have its AP cost properly reduced by thermodynamicity
  • Fixed Sully's introduction repeating every time you talk to him
  • Reduced electronics skill requirement for fixing Gloria
  • Fixed Eidein's dialog bug where the player could choose both career paths one after the other
  • Fixed a dialogue-breaking option when speaking to Vivian during one of the quests
  • Fixed Fredd's workbench mercantile check
  • Fixed infinite money exploit when talking to Staff Sergeant Fraser
  • Fixed not being able to speak to Efreitor Hanna after certain events occur
  • Fixed initiating combat with the Faceless commander not working in certain instances
  • Fixed an unintended way to kill the Beast
  • Added fixed special bullets blueprints to several game world locations and merchant stores
  • Fixed not being able to trade with Phyllis
  • Corrected an inaccuracy in Dr. Mali's explanation of how a certain thing works
  • Various minor map fixes

914
Bugs / Re: Thermodynamicity and Thermodynamic Destabilization
« on: January 19, 2016, 11:18:35 am »
Hello, something feels strange with this combo and I wonder if it's a bug.

With Thermodynamicity, thermodynamic Destabilization count as a cold ability for the reduction of its own AP, but the next  abilities which have reduced AP are also cold ones when you use thermodynamic Destabilization . That means the combo to get reduced AP is cold->cold, and it should be either cold->fire or fire-cold, so  thermodynamic Destabilization should either count as a cold ability and gain AP reduction after a fire ability was used and reduce the AP cost of fire ability, or either count as a fire ability, gets AP reduction after a cold ability is used and reduce the cost of the next cold ability.

Fixed for the next update.

915
It doesn't have anything to do with the setting itself, it's just that when you choose that option, the control focus gets messed up and key input is no longer handled until you reset it by opening certain windows. Anyways, fixed for the next version.

Pages: 1 ... 59 60 [61] 62 63 ... 139