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Messages - PhrygianDominant

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271
Mutating should from now on remove all psi abilities. Because of... reasons.

272
Okay, so I've added defensive perimeter to the warehouse. I'm still experimenting with how large this perimeter should be. Currently they're just defending the room, but if the player takes the battle outside then they get clumped up at the entrance where they have a limited line of sight and are an easy target for grenades. On the other hand, if I allowed them to walk up to the sandbags, they can cover a wider area, are less clumped up, but are also more exposed to enemy snipers and sneak attacks.

I think it's generally preferable to funnel the enemies through the entrance and keep your allies inside, but I'd like to hear your opinions as well.

273
Bugs / Re: Agent Henderson just stand
« on: August 19, 2020, 10:59:47 am »
The agents in the warehouse don't respond to sounds. I guess we turned that off to prevent them from potentially going too far forward investigating sounds. We now have a new mechanic where we can have NPCs defend a specific area (the same Aegis uses at the camp beach). I've turned their hearing on again and configured this area defense, and we'll see how that goes.

274
Bugs / Re: Wrong models on praetorians
« on: August 19, 2020, 10:14:25 am »
Fixed for the next update.

275
Suggestions / Re: Reef Glider price
« on: August 19, 2020, 08:06:03 am »
Done.

276
Bugs / Re: Dialog with Gorsky at GMS bug
« on: August 18, 2020, 01:17:51 pm »
Fixed for the next update.

277
Bugs / Re: Fort Apogee messed up hostility (experimental patch)
« on: August 18, 2020, 11:06:57 am »
What weapon were you using? Everything works as intended for me.

278
Bugs / Re: Grim Jetters second quest description missing
« on: August 18, 2020, 10:51:38 am »
Fixed for the next update.

279
The game auto-turns on our Energy Shield for the Gorsky quest when the big fight starts.  The same should happen with arena fights for both us and our opponents.

Done. ;)

280
Bugs / Re: persuasion/electronics check in the rig
« on: August 17, 2020, 11:19:27 am »
Fixed for the next patch. The regular persuasion check also wasn't working as intended.

281
Bugs / Re: 1.1.2.2 Can't report Nicolas
« on: August 17, 2020, 10:38:37 am »
Did you just talk to him about killing his wife, or did you actually accept? ATM you need to accept the quest to get the option to report him, but looking at the dialog right now, it makes sense to report him even if you don't. He tells you his plan, and that should be enough, so I'll add that.

282
The 3 Coretech agents during the Coretech Warehouse defence always run through all the caltrops and poison gas clouds(that you put there for the enemies) whereas the STs on the beach don't cross a certain line. It may not seem like a big detail but the agents' behaviour has a rather suspension-breaking effect - probably more obvious to newer players. If the agents generally hold their positions it would be more flavourful from gameplay perspective, and it will also help the player with the quest - it isn't exactly an easy encounter after all.

The Aegis rely on defensive perimeter triggers to keep them contained and not go out and get slaughtered once a new wave hits (and to allow the player to blast the beach with everything they've got). It makes sense to have the same mechanic in that mission, so I'll implement that at some point.

The Sec Troopers on the beach like to spend all of their grenades and Adrenaline shots as soon as enemies from first wave approach them. That leaves them very vulnerable for the second wave - the Adrenaline withdrawal means that some of them literally can only reload for their turn while even more enemies are approaching. If this is intended, then by all means please excuse me - I had no idea. But I'd like to point out that some players may not have builds that perform very well on the beach defence and/or aren't still lvled up by the time they have to go through the first defence. A simple way to (possibly) improve that could be making the STs spend 'nades only when 3(maybe 2) or more enemies are in the AoE zone and use Adrenaline shot only when a certain number of enemies are present on the map. That could very well be a bad idea, it's just that to me it seems rather bizarre that they are capable of spending 2 'nades for a single enemy and then use Adrenaline shot for another single enemy.

Sadly, that's just the AI being dumb. Any and all improvements to the general AI are up to Styg, so I can't really comment on that.
 

283
Bugs / Re: grim jetter deucer chat bug
« on: August 12, 2020, 08:31:54 am »
Fixed for the next patch. :)

284
That will significantly change how Moll played out.
Now they ALL come together.
If it will only be 1 by 1 matter it will be trivial.

We don't want to nerf the place to hell, so don't worry about that. We still want the Lunatics to be able to swarm you, as that's the part of the experience, but then again we also want to tame the lag which comes from them all responding to sounds at the same time. We'll figure something out. :)

On a side note, Emporion was designed about a year before the sound propagation mechanics were implemented, way back in the alpha, and it was indeed a lot easier and without a doubt a different experience, as you could fight the Lunatics one group at a time.

285
Bugs / Re: No description key
« on: August 12, 2020, 08:02:24 am »
Fixed for the next patch.

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