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Messages - PhrygianDominant

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316
Bugs / Re: Port Zenith no dialog
« on: June 16, 2020, 09:06:13 am »
Fixed for the next update.

317
Yeah, the Core City content update messed it up. Fixed for the next update.

318
Bugs / Re: Microchip extraction (spoiler)
« on: June 15, 2020, 08:18:09 am »
Already in TODO.txt

Will implement at some point ;)

319
Bugs / Re: Some bugs I've found
« on: June 09, 2020, 10:39:46 am »
So, we've fixed hives (as Styg already wrote), Saban's ammo, Captain Grim's dialog bug (a scripting issue unrelated to Briggs), and the pirate ending slide bugs.

As for Briggs, you got fired (and you even have a quest note saying that). If you push him over the edge in the early part of the campaign, he'll throw you out and you'll have to finish expedition either solo or by joining the pirates. Now, you shouldn't be able to go to sleep in the camp, and what happens next with the kidnapping and all kinda messes everything up. So I fixed that and did some tweaks to Briggs, so hopefully this won't happen again, at least not like this. Maybe there's another underlying bug, but I haven't managed to find it.

Couldn't replicate the pirate platform bug. Maybe someone fixed it at some point.

320
Bugs / Re: Two dialogue bugs.
« on: June 07, 2020, 02:24:11 pm »
Thanks. Fixed for the next update.

321
No need to export your char. You can make a save in Port Zenith, locate it at C:\Users\[Your Username]\Documents\My Games\Underrail\Saves\[Save Name], and just send the whole folder to us via any cloud service you prefer. :)

322
We're aware of this bug, but we weren't able to reproduce it during our testing. If you have a save where you can reproduce this consistently, we'd appreciate it if you could upload it to something like Dropbox or Google Drive and post the link here.

323
Bugs / Re: SGS Introduction quest
« on: June 02, 2020, 08:19:09 am »
Speaking to Tanner gives you 100XP on Classic but nothing on Oddity. There are plenty of journal entries in the game that give such small amounts of XP on Classic and nothing on Oddity, as the balancing is different between these two systems. Don't worry about it. ;)

As for the shooting range, the wiki is (a bit) outdated. That quest existed back in the alpha but was cut before the game's release.

324
Bugs / Re: "Sticky" area behind receptionist at Health Center.
« on: June 02, 2020, 08:04:56 am »
Fixed for the next update.

325
Bugs / Re: Journal entry bug
« on: June 01, 2020, 12:55:35 pm »
Fixed for the next update.

326
I always thought of the last name as a backup in case something went wrong...

This. :)

327
Notice how the hands don't have the squares around them to show that it's a weapon. Also I think this might be a problem for weapons found in pots too.

EDIT Also happens to weapons carried by Domm's.

It's a bug that occurs with weapons that weren't hand-placed but were randomly generated. Fixed for the next update.

328
Fixed for the next update.

329
Bugs / Re: Crash when entering Expedition beach while under attack
« on: May 27, 2020, 08:58:30 am »
I think I figured it out, and it indeed has to do with the naval mines. To keep it simple, since they reduce the number of attack waves, you getting them fairly early messed up certain calculations, as the game was not expecting to have a single wave of attackers storming the beaches. Fixed the crashing bit of code for the next update.

Since we're still working from home, I don't have all the files necessary to fix your save, but what you can do is just let the battle auto-resolve itself by leaving the island and doing something else. A single wave of natives will do minimal damage to such a well-defended camp, and things should sort themselves out once the attack is over. :)

330
Bugs / Re: Traveling Merchant can spawn with TNT in inventory
« on: May 21, 2020, 07:26:54 pm »
Currently the traveling merchants won't spawn until you're level 10. That probably covers most normal players, but not oculites. ;)

Stygian Software - nerfing good players since forever. :D

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