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Messages - PhrygianDominant

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391
Bugs / Re: Acid Hunters potential missing dialogue?
« on: October 22, 2019, 08:50:05 am »
Looks to me like an oversight. Fixed for the next update. 8)

392
Bugs / Re: Blueprint for the Juice bug
« on: October 21, 2019, 01:26:50 pm »
There doesn't seem to be anything wrong with the scirpting, and I get the item properly in my version. It could be that you're missing this specific item file for some reason. Go to (SteamLibrary folder or wherever it's installed)\Underrail\data\rules\items\blueprints\thejuice.item and see if this file exists. You can also try verifying the integrity of game files through Steam or reinstalling the game if nothing else works.

393
Bugs / Re: Ferryman pickpocket suspicion bar does not degrade
« on: October 08, 2019, 10:41:01 am »
Bruh...

394
Bugs / Re: Zone transition error in Black Sea expedition
« on: October 08, 2019, 07:54:03 am »
It's a known bug that's already been fixed, we just haven't released the update yet. In any case, I fixed your save so you can continue playing -> https://www.dropbox.com/s/sh5x56cfc4wawkg/JoaquinFixed.rar?dl=0

Have a nice day.  8)

395
Bugs / Re: Buying Jet Skis
« on: October 07, 2019, 11:13:19 am »
Strange. Mind posting your save so we could take a look at it? You can upload it to a cloud service of your choice (Dropbox, Google Drive, etc.) and then post the link here. :)

396
Bugs / Re: Infinite Juice Exploit
« on: October 07, 2019, 11:11:51 am »
Works fine when I try it, and I seem to remember fixing this or something related a long time ago. What version are you playing on?

397
Bugs / Re: Ray's Shop Bug(s)
« on: October 03, 2019, 02:05:04 pm »
If it's something you have to trigger before going on the expedition then that might be what it was, rather than a bug.

Pretty much, yeah. The shop is empty until you go to the Black Sea, so you've got the opportunity to go in and loot, and once Ray comes back he notices unlocked doors/that things are missing and such. But everything that happens afterwards is handled solely by the in-game mechanics, as NPCs in our game don't react to theft in such a complex way as was scripted for this particular event, and expanding on that would require extra scripting and dialog variations, naturally. And we have to draw the line somewhere.

398
Bugs / Re: Ray's Shop Bug(s)
« on: October 03, 2019, 01:26:16 pm »
Also have some bugs with Ray's shop but very different.

1. The thief dialogue doesn't trigger. I've stolen the money out Ray's desk and pretty much everything in any other container that's not watched by cameras. Also found the guy you can accuse. Still no dialogue.

2. Can buy and sell the devastator to Ray for 2000 coin profit with the max mercantile checks.

As another note, the cameras are picking up when I try to remove parts from vehicles.

1. When you say you've stolen things from him, was that while breaking into his shop or after he and Gib returned, and if former, how exactly did you get inside and did you lock/close anything behind you? In any case I've added a few extra checks in the code that evaluates whether you've broken into the shop.

2. Someone on Steam reported this recently and it's already been fixed. :)

399
Bugs / Re: Foundry turns hostile after exiting prison
« on: October 03, 2019, 10:57:34 am »
What I meant.
If you open the door (usually the one leading to the shaft) in a way camera sees you it will beep. This means foundry camera system have you logged, and you need to clear it (before you go into any zone transition, later clearing doesnt help), or foundry will become hostile. Problem is, prison will not become hostile, so its not immediately apparent to the player. Thus then if player enters the tunnel and comes back out of it, and makes 2 autosave during all of this (quite common), unless he made a hard save there is no recourse and he finds that once he leaves the prison.

Understood what you meant now. Found what caused the bug and fixed it for the next update. Thanks!

400
Bugs / Re: Tchort gate; don't know how to progress (did everything)
« on: October 03, 2019, 09:44:05 am »
The quest note lists what you need and how much, but considering there is so much stuff to do in DC and thus things can easily be overlooked, why not help the player a bit? Anyway, good luck with Tchort :)

401
Bugs / Re: North Underrail doesn't appear on Metro's selection options...
« on: October 03, 2019, 09:20:01 am »
You're right, it was because of Gorsky. Fixed that for the next update. What happens in Core City is going to stay in Core City from now on. :D

Also unlocked the option to travel to North Underrail as soon as Six tells you about Tanner. :)

402
Bugs / Re: Tchort gate; don't know how to progress (did everything)
« on: October 03, 2019, 08:30:20 am »
You need three hydraulic fluid canisters, and you only have two. I've changed the lines to say "one/two out of three" as a reminder. :)

403
Bugs / Re: Foundry Gunner permanently blocking the door to Mayor's office
« on: October 02, 2019, 07:59:08 am »
Yes, the gunner didn't have his guard waypoint configured, so after investigating the sound of the grenade you used he didn't know where to return to. There's probably a few more bugged NPCs out there somewhere, but in general the best way to move them if they get stuck like this is by luring them away with sounds again.

Anyway, fixed for the next update.

404
Bugs / Re: Foundry turns hostile after exiting prison
« on: September 26, 2019, 11:05:42 am »
And for most people, leaving the location happens when you enter the secret tunnel, so you have no idea what you did, come back and save is  ... well busted ...

Unless something is awry, going through the tunnel and exiting on the other side will trigger the hostilities, not merely entering it.

@LordRetBrick Do post a save where you're still inside the prison so we can take a look at it. You can use any cloud service you like, like Dropbox/Google Drive, etc., and post the link here.

405
Suggestions / Re: Unique portraits for important characters
« on: September 26, 2019, 10:53:47 am »
We're updating the game little by little in that regard, giving the more important/interesting NPCs new models and portaits. In fact, we got a few new ones coming up in the next update.

You have a good point about the generic NPCs and their portraits. As a matter of fact, we've been discussing the same thing recently, as there is also a matter of cost/effort that goes into making portraits and the inherent limitations that this kind of approach imposes. All in all, things will stay as they are for now, at least for the base game, but we'll reconsider this in the future for sure. :)

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