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Messages - PhrygianDominant

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331
Bugs / Re: Traveling Merchant can spawn with TNT in inventory
« on: May 21, 2020, 09:06:53 am »
Did the merchant actually appear in the early game, though? And did you use an exported character, perhaps?

In any case, I added another condition so that they explicitly can't spawn in the early game, just to be sure.

332
Bugs / Re: Journal bug
« on: May 20, 2020, 01:59:12 pm »
Fixed for the next update.

333
Bugs / Re: Professor kidnaping event happening twice
« on: May 15, 2020, 10:47:38 am »
Unsupported characters, yeah. Welcome to the club! :D

Anyway, the Hoddurform just has a very long description, and depending on the font size and the resolution you're playing on it can take up quite a lot of the screen. Nothing we can do about that atm.

Fixed the mine for the next update.

334
Bugs / Re: Professor kidnaping event happening twice
« on: May 13, 2020, 11:01:05 am »
Found it. When going to sleep you can, under specific circumstances, fall into a dialog branch that explicitly sets the flag that the professor is kidnapped. It's a development leftover and was used for testing. I removed it, so following the next update this shouldn't be happening no more. Nasty little bugger. :D

335
Bugs / Re: Can't continue Expedition Quests
« on: May 13, 2020, 10:06:57 am »
They should contact you and give you new quests some time after opening the Keep. The thing is, the timers for the Expedition content freeze when you leave the Black Sea, so that's probably the reason you missed it. To trigger the new quest in the main storyline instantly, you can go and rest in your bed at the camp...

336
Bugs / Re: Professor kidnaping event happening twice
« on: May 12, 2020, 09:12:27 am »

Thanks. I finished it already, it was immersion-breaking and unpleasant for sure but there were no further bugs at least. I just walked in an empty pirate base and talked with the professor who stood in cell with an open door...Got an extra jet key and some cash for my troubles.

I have a feeling that this bug will be a pain to track but I'm interested in a fix for further playthroughs.

Where should I upload the save? And what exactly, the whole folder?

Well, glad it works now. You can upload the save to Dropbox, Google Drive, OneDrive, or any cloud service of your liking, and then you can post the link here or PM it to me. And yes, you need to copy your whole save folder from ...\Documents\My Games\Underrail\Saves.

About the G4 music, I've fixed that for the next update. It was intended, accomplished with a trigger that basically changes the music when you enter or leave it, but now that you've pointed it out, it doesn't really get the desired effect. We've used these triggers in a few places, but there they worked better, I guess. :D

337
Bugs / Re: Professor kidnaping event happening twice
« on: May 11, 2020, 10:55:15 am »
Yeah, something went wrong there for sure. The kidnapping is a delayed event that will trigger no matter how many quests you've done or in what order. It works on a timer, basically, and if it occurs within a dungeon it will wait for you to get out before you get a navcom call about the professor being kidnapped (which you didn't get, from my understanding). It then checks for certain conditions, and if, among other things, you found out the spy, then the kidnapping will not take place. I'd have to take a look at one of your earlier saves, preferably after you reported the spy and before the kidnapping occured, before I could figure out what went wrong, as it is probably something very specific.

Technically, the game should handle it if you just go on and rescue the professor from the pirates, and you won't have any game-breaking bugs afterwards. The tunnel will stay open (which is to your advantage, actually), and I'm not sure how the flavor dialog will behave, because now the npcs think you both prevented the kidnapping and rescued the professor, but nothing major beyond that. After all, we designed the expansion in such a way that it can be finished even if you slaughter every living soul in the Black Sea, but that's an extreme example, of course.

Alternatively, you could upload your newest save for my to try and fix it, but with that comes the chance of me messing things up even further.

338
Suggestions / Re: Idea for another agility check or two
« on: May 11, 2020, 10:26:56 am »
Good observation. Added both agility checks, and I also threw in some random encounter triggers on the islet for good measure, meaning that lootable dead bodies might occasionally appear there.

339
Bugs / Re: Martha, in SGS hydroponics is not named Martha.
« on: May 08, 2020, 01:42:55 pm »
Fixed for the next update. Also just found out she was respawning after death. Fixed that too.

340
Bugs / Re: Potential ferryman dialogue bug
« on: May 05, 2020, 03:30:17 pm »
Yeah, there's a bug with the scripting that occurs only when certain branches are selected. Fixed for the next update (might requre you to go through that bit of dialog again to set the proper flags).

341
Bugs / Re: Item error(s)
« on: April 29, 2020, 09:56:42 am »
Fixed Saban's ammo bug. As forTwitch, could you try verifying your game files? One player had a similar bug with the Juice blueprint, and it turned out that somehow the item file got corrupted, and only that single file.

342
Bugs / Re: Some bugs I've found
« on: April 28, 2020, 12:06:15 pm »
Disclaimer for anyone randomly checking the thread: Obviously there'll be spoilers in this post. Read at your own discretion if you haven't finished the game.

1. (My current issue): In the beginning of Expedition, I lied to the Doc over com about having spoken to the chief in order to get him to send medical supplies and get on the mutants' good side. I didn't speak to them after retrieving Phil's arm, just ran back to the camp and found them all waiting outside the Keep. After opening the Keep, he seems pleased with me. After the Keep has been opened and the game makes an automatic hard save, the merchants and the doc refuse to speak to me, all saying chief Briggs wants to see me urgently. I figure it's because of the mutant supplies thingy. But when I go to Briggs, all he says is shouldn't you be looking for a microchip implant? And doesn't speak to me, effectively locking me out of interacting with the merchants. I'm not sure if this'll fix itself if I proceed with the quest or if it'll break more stuff but it's quite worrying.
I'm suspecting that what triggered it was this chain of events from before visiting the Muties: I talked to Marcus - got paid - talked to the chief - was rude - he said my paycheck would be halved. After that I also did the muties supplies thing, so maybe my paycheck ended up in the negative and broke the poor Chief into refusing to speak to me? But can I ever get my merchants back now?

Edit: Also, the only Expedition quest in my quest log is to improve the camp's defenses - nothing about an implant or exploring ruins.

Edit 2: Nevermind - I didn't think of going to bed, that fixed it. By triggering the kidnapping. Didn't even get to give the doc his cigar or enjoy some more dialogue, pipeworking expedition! I'm just going to join the pirates again.

Edit 3: This is turning out to be really broken and chaotic. After speaking to the Chief in the Keep and saying I'll go negotiate with the Pirates, he was back at his tent telling me I should be looking for that implant. When I sailed towards the pirates, he called me telling me to go to his tent and that it's urgent. So I sailed back to go to his tent, and what does he have to say? Shouldn't I be looking for that microchip implant? Guess I broke it - going to just wipe these guys out

Edit 4: After killing the invading sec-troopers, when I speak to captain Grim about the ruins, I had the option to tell him I got in some ruins and explain to him what I found so far, but as soon as I clicked it the dialogue ended. When I spoke to him again and chose "About the ruins...", there was no option. What did I even do that broke everything this much?

2. Before doing The Beast in Foundry, I pickpocketed the ammo off Dan and Saban, it wasn't magically refilled before the fight and they had to go melee which was hilarious and amazing, how I had to pay for being a sneaky rascal with a much harder fight (I'm also on Dominating). The bug: After the fight's through, I went and tried to pickpocket Saban again in the mines, and he had some stacks of 60 Unknown. They're items that can't be interacted with, sold etc. Naturally I pickpocketed one and am keeping it in my storage as a trophy for breaking the game. pic

Plus a couple things from my previous playthrough:

3. After finishing the game and having done the Pirates quest, I got 2 screens that said almost the same things, first about how we went as far as to conquer even the Rig and then how we went as far as to conquer even a Protectorate ship. The lines are almost the same,  so I'm assuming the one about the protectorate ship wasn't meant to appear at all after having done the Rig.

4. It's possible to get stuck on a couple things in Expedition: a Pirate platform (on a jet ski) and Hives (on foot). It happened to me with a couple different Hives in different areas but I was always in the same position relative to them when it happened - when I was in this exact position and the hive got destroyed, I was perma-stuck and unable to move, having to reload.
pic 1 and pic 2

Damn, you really have a knack of breaking the game. :D Seems like you hit some specific sequence of events that derailed Chief's dialog. I'll take a look at it, but it might take a while before I fix it as those quests have some pretty complex scripting and would require a lot of testing as to not break something else. Will also take a look at the other bugs.

343
Bugs / Re: Muties don't attack Ola in the sewers.
« on: April 28, 2020, 11:35:48 am »
It may not be the best solution, but since Ola is a critical NPC we intentionally made him so that he's not hostile to the muties, as his death would pretty much break the main story. Nowadays we let everyone die and handle the questlines accordingly, but that quest was designed in... ancient times. :D

344
Bugs / Re: Port Zenith quest bug?
« on: April 28, 2020, 11:24:04 am »
We really ought to add this option at some point.

Actually, this has been sitting in my TODO list for quite a while, now that I look at it. We'll get around to implementing it eventually, I hope. :D

345
Suggestions / Re: Big Bret net blueprints
« on: April 28, 2020, 11:15:03 am »
Done. Also added some fixed blueprints to merchants that sell hunting equipment.

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