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 - PhrygianDominant

Pages: 1 ... 13 14 [15] 16 17 ... 51
211
Bugs / Re: Crabs in Black Sea bug
« on: April 06, 2021, 02:19:09 pm »
Whoops! Fixed for the next hotfix.

212
Bugs / Re: Map icon missing
« on: April 06, 2021, 08:33:27 am »
Fixed for the next hotfix.

213
Bugs / Re: Bug or Feature? Found Edgar dead in his office
« on: April 05, 2021, 12:47:21 pm »
Well, I'll heal him up when he returns to the camp, just in case. :D

Will check out what's going on with the cutscene.

214
Would you kindly send us the transition error log? These can be found in C:\Users\[Insert Name]\Documents\My Games\Underrail

215
Bugs / Re: Random bug report
« on: April 01, 2021, 12:07:02 pm »
Not a bug but an oversight I believe.
Workers in the Aegis camp say they will take the Naga Protector with them.
But in the end, they dont. So Naga forever patrols the empty beaches.
Kinda sad, would like for Naga to leave with Aegis.

Done. (Unless they're hostile to each other, as technically the Naga and the beach turrets are your allies, not theirs)

216
Bugs / Re: Survived inhabitants of freedrones base
« on: March 29, 2021, 01:17:41 pm »
Fixed for the next update. All npcs will turn into mutants upon your (even braver) return to the Free Drones base. :D

217
Suggestions / Re: Megathread: Quake and Mind Cracker problem.
« on: March 26, 2021, 06:50:18 pm »
>Way to 'sneak in'
I know what you're thinking, some folks will say 'Just stealth in lmao', first, Gubbin's base is actually relatively small and it's tightly crowded by his gang, not mentioning there's even a stealth sniper on the watch in his base, sneaking in, while not impossible, it's very fucking hard as it is.
Second, most of sledgehammer builds are tin cans, which have 0 stealth skills for very obvious reasons. Sure, I'm aware there are leather wearing stealth using sledgehammer builds out there, I know this because I encouraged the archetype myself in my guides, but keep in mind leather wearing sledgehammer builds are the 'exception to the rule', since a huge majority of hammerer builds are still tin cans, appealing to a very small minority of 'sub category' of builds is idiotic, if not outright outrageous.

So, the question would be how a tin can can get Quake? Vents and base layout. Even the most 'undexterous' and drunk of hammerers still appreciate a good ol' vent to crawl into, and maybe with the help of doors and hallways there could be a way to 'assasinate' Gubbins and his companions in a few turns before his gang arrives at the scene to help.
I know, a massive drunken metal man clumsily and noisely 'sneaking' into a metal vent in an enemy base with nobody noticing. As humorous as the concept is, this happens pretty often.

Okay, so I made a few tweaks to the area's layout: I don't want to spoil too much, but basically I expanded the outside area a bit as to facilitate sneaking around, and just to give the players more options when it comes to approaching the encounter. There are also ways to reach Gubbins without going through the front door, so it's now possible to take him out in relative silence, or at least to nuke him first and then deal with the rest. The number of enemies and their composition remains largely unchanged, but some NPCs have been tweaked a bit in certain ways.

Hopefully these changes will not only make obtaining Quake more feasible for those who can actually use it, but should also make the encounter... well, more interesting overall. The changes will come with the next content update, and I'll be expecting feedback. :D

As for the Mind Cracker, in due time.

218
Bugs / Re: Random bug report
« on: March 11, 2021, 09:15:09 am »
This native spiriter is stuck on place, cannot move whatsoever, also his loot and a few pots cannot be reached

Fixed.

219
Bugs / Re: Crash report
« on: March 08, 2021, 10:27:51 am »
the saves that got corrupted were just autosaves so when I tried to get back to where I was they got deleted but its no big deal I'm pretty much back at where I was before, thanks though.  I was mostly wondering on the cause of the crash and if I have any way to try and prevent it in the future.

It's a bug in the code that cleans up the zone after freeing the pigs. If you killed the pigs or let them leave the map, the game crashes. Fixed for the next update, but in the mean time, take care.

That said, cypherusuh is right when it comes to general crashes.

220
Bugs / Re: Crash report
« on: March 07, 2021, 08:41:20 am »
It's the transition to the zone outside the Lost Vault, right? Upload your save for me and I'll fix it for you. You can use Dropbox, Google Drive or such and post the link here.

221
Bugs / Re: Random bug report
« on: March 07, 2021, 08:39:22 am »
Likewise, this tile is also impossible to transit

Ah, old bugs be old. Fixed.

222
Bugs / Re: Random bug report
« on: March 06, 2021, 12:06:23 pm »
Dialog with the Lost Vault trader makes PC talk to himself

Fixed for the next patch.

223
Bugs / Re: Found another unmarked container
« on: March 06, 2021, 12:05:54 pm »
Fixed for the next patch.

224
Bugs / Re: Odis vault zone transition fail and save corrupt
« on: March 04, 2021, 03:54:37 pm »
Fixed the bug for the next patch. In the meantime, here's a save with your character after going through the zone transition -> https://www.dropbox.com/s/n4nklivor46dunv/fixedBug.rar?dl=0

Cheers!

225
Bugs / Re: Bug - Getting blocked near Foundry
« on: March 03, 2021, 02:37:28 pm »
There are many places where this can happen, and it has to do with the subdivision of certain tiles and how pathfinding reacts to those. Unless it's at a very problematic place, we probably won't be fixing those.

Thanks in any case. ;)

Pages: 1 ... 13 14 [15] 16 17 ... 51