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Messages - PhrygianDominant

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661
Bugs / Re: Wit Nosek BIO Dialog bug? (SPOILERS)
« on: March 02, 2016, 08:22:50 am »
It's a bug. Fixed for the next update.

662
We found what caused the problem. It was an issue with the general triggers we use for guarded territories, to put it simply, so this fix should apply to other areas where you're stepping into this kind of trigger as soon as you enter the zone (Foundry prison, for example, is likely to have the same issue as the manor if you enter it from the cave).

All in all, fixed for the next patch.


663
You aren't allowed in the basement, and the entrance guard explicitly states where you're allowed to go before he lets you in. There are two people in the basement: the cook and the worker, but the worker sometimes goes behind the stairs, as he patrols around, so he might not have seen you the first time you were there. If you're sure that you were seen in the basement yet no one attacked you, then it could be a bug.

664
Bugs / Re: Holloway quest confusion... (spoilers)
« on: February 26, 2016, 09:56:26 am »
You are absolutely right. The dialogue already implies it, and it makes perfect sense, yet the option to simply report your findings to the consul and let the Protectorate take care of it is missing for some reason. Will be fixed for the next update, and thanks for pointing it out.

665
Bugs / Re: Can't start Abrams quest (in Junkyard)
« on: February 25, 2016, 02:04:06 pm »
Sorry for the late response, but do you still have a save with that character so that I can take a look at what is going on?

666
A few rumours regarding the Free Drones can be heard in the early game. I'm certain that Arlene mentions one and probably a couple of Junkyard commoners, so you could in fact learn of their name that way. However, I can see where the confusion is coming from, so I've added a few more conditions to that question (the missing train quest has been started, for example), just so the player has some reason for asking around about the Free Drones, and not have it pop up like that out of nowhere.

Generally, feel free to point out these things, and we'll get to it as soon as we get the chance. As Fenix wrote, we were dealing with the more serious stuff up until recently, and with most of that out of the way, we can move on to minor stuff. Tchort bless you all. :)

667
Bugs / Re: possible bug at the institute
« on: February 24, 2016, 02:44:24 pm »
That is the conversation alright, and it shouldn't matter which oligarch you're working for. If you could upload your save and post it here, then I might take a look at what exactly is going on.

As for Eidein, he moves around the Institute, actually. Sometimes he's in the library, sometimes in one of the labs, and sometimes by the fountain. Until later on, when he permanently moves to his office. So nothing wrong there.

668
Bugs / Re: possible bug at the institute
« on: February 23, 2016, 02:26:34 pm »
*Spoilers*

Minister Percival should move to the Institute as soon as you see the Tchortists snatch the cube, but instead, as it's currently set, he moves only after you report the research facility quest to the oligarch you're working for; wrong variable used. So I presume you didn't report back to the oligarch in this playthrough, hence the odd behaviour. Fixed for the next update. :)

669
Bugs / Re: Walking through a wall in Upper Rail
« on: February 23, 2016, 08:16:59 am »
Fixed for the next update.

670
Bugs / Re: Foundry turn hostile when going near the prison entrance
« on: February 18, 2016, 11:21:37 am »
I loaded your save and indeed, going near the prison entrance initiates hostility with Foundry. There is a trigger near the stairs which checks whether you should be hostile with Foundry after leaving the prison, and the game thinks you are guilty for some reason. I'll definitely test this some more, but if nothing else, the same hostility should trigger even if you leave through the cave exit, which is probably what you did. Since we'll be releasing a new patch Very Soontm, the fix to this will probably come at some later time.

So stay tuned and stay hardcore, people. :)

671
Bugs / Re: Praetorian Find Acid hunters quest not triggering 1.0.0.10
« on: February 17, 2016, 11:52:26 am »
Technically, you also need to learn the name of Cornell's gang, the Acid Hunters, for the quest to trigger, which Buzzer mentions once you ask him if he knows where Cornell is heading. My guess is that you probably asked him the first few questions and missed that last one. I did a quick check in his dialogue file just in case, but everything seems alright.

672
Bugs / Re: DC Lighting Bug
« on: February 17, 2016, 11:01:14 am »
Fixed for the next patch.

673
Bugs / Re: image icon of spectre insignia 1.0.0.10
« on: February 17, 2016, 08:27:32 am »
Fixed for the next update.

674
Bugs / Re: The Beast takes damage from caltrops
« on: February 08, 2016, 09:56:05 am »
Fixed for the next patch.

675
Bugs / Re: Maura in Gas the Drones
« on: February 04, 2016, 08:49:58 am »
Bug indeed. Fixed for the next patch.

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