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Messages - LightningMonk

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151
Bugs / Re: 0.1.13 bugs
« on: December 19, 2014, 02:23:40 am »
damn epeli is a beast at bug busting. it's a handful just playing for me.

- I encountered a bug in the Invictus Arena fight with Carni. One of two things happen. He would not spawn in the arena during and after the cutscene leaving me stuck in the arena with out a means of escape. He can also spawn right next to his arena entrance and would be unable to move. He might also be quaking in his boots after witnessing my awesome power, but i'll give him the benefit of a doubt.
- In the Burrower mission for Camp Hathor i decided to see what happens when you race to the first level of the cave before the TNT detonates. What happens is that the camera gets stuck on the second level while your character is left on the first with no way to move. (link to related saves in the spoiler[suspicious] https://onedrive.live.com/redir?resid=9766F40D228C30A4!281&authkey=!AGGEe6aEvPuu-Qc&ithint=folder%2c [/suspicious]
-If I neglect to complete Jack's quest in sGS until after the Junyard Drill Board mission is finished, he never shows up at the warehouse.
-Here's a crash dump. Nothing unusual to note other than I used a Molotov during this fight:
Code: [Select]
System.ArithmeticException: Function does not accept floating point Not-a-Number values.
   at System.Math.Sign(Single value)
   at ai9.b()
   at ai9.c(Boolean A_0)
   at aau.m()
   at bjt.e()
   at bjt.a(Object A_0, EventArgs A_1)
   at bkr.u()
   at bhb.b(List`1 A_0)
   at bhb.b(a6y A_0)
   at ba3.a(at7 A_0)
   at bij.cf(baw A_0)
   at zs.c(baw A_0)
   at a3k.b(aeo A_0, baw A_1)
   at baw.a(CollectionDelta`1 A_0, Boolean A_1)
   at baw.y9()
   at at7.y9()
   at ai9.of(TimeSpan A_0, TimeSpan A_1)
   at bpu.g(TimeSpan A_0, TimeSpan A_1)
   at brg.of(TimeSpan A_0, TimeSpan A_1)
   at bpu.g(TimeSpan A_0, TimeSpan A_1)
   at bc4.a(TimeSpan A_0, TimeSpan A_1)
   at bb3.a(ad9 A_0)
   at awp.gw(ad9 A_0)
   at rm.gw(ad9 A_0)
   at di.a(ad9 A_0)
   at wb.Update(GameTime gameTime)
   at fj.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at a1t.a(String[] A_0)

152
Bugs / Re: Jacks Package
« on: October 08, 2014, 09:27:11 pm »
You don't need the package though. The whole point was to force you to fight the thugs whether you have the package or not. You were supposed to be a distraction.

153
Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: September 30, 2014, 02:49:16 pm »
Do fire bombs and gas grenades not have cooldowns or are they treated like grenades/special grenades?

154
Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: September 29, 2014, 01:08:41 pm »
UI improvements sound excellent so far as well as the molotovs and gas grenades. Throwing weapons seems to be getting a lot of love recently.

155
General / Re: Level cap and carry capacity
« on: September 06, 2014, 04:08:27 pm »
I find the opposite to be true; a lack of carry weight would be immersion-breaking. A good solution I found is to break all armors, weapons etc. down into repair kits. Repair kits are lighter, more useful and many merchants buy 4-5 at a time. Even with 3 strength, I was more than capable of holding the important stuff in dungeon experiences (if I wanted to pick everything up, sure, but most things have essentially no value.)

The level cap does seem a bit premature with the contexture of the current system. Regardless of how I play, I find myself maxing out rather early in the game. Perhaps slowing down levelling would help but that would require re-balancing all encounters.

One gripe I have is about the economy. Apart from early on, I find it really easy to conserve money and there's not a whole lot to spend it on. Even high quality components are easy to afford.

My exact feelings so far. I'm wondering how leveling up is going to work out later considering you character reaches the 20 level limit fairly quickly ( after Junkyard, Camp Hathor ,Railway Crossing and little exploration you should already be there.) After doing nearly all the quest I had 159 exp points unused after hitting the cap, and the character you can build up to that point is nothing to sneeze at.

156
Suggestions / Re: A few suggestions
« on: August 30, 2014, 03:49:15 pm »
A few more things:


-Are one of the NPC's  in front of the Protectorate supposed to be the one to inform you that Abram would like to speak with you? If so, I never got approached after I entered their HQ . Before I did this, I got into a fight with a thugs that charged a toll to get past them which involved a number surrounding NPC's that got themselves killed and I imagine one of them were supposed to alertme to the quest. You can still talk to Abram afterwards but I imagine that a secondary way to inform the player that Abram wants to see him if they miss the first hint.

-I managed to get into a few situations were the player could get directly near an opponent and not be able to use melee attacks against them.

In this situation  I wasn't near the opponent so I couldn't use melee attacks against him, yet he was able to use knife attacks against me from the same distance?




While caught in the doorway I couldn't attack the sentry. I'm not sure if such a small offset should prevent me from attacking.






-It might be a good idea to disable passive abilities that have visual effects on exported character or else the show up in the intro.




157
Bugs / Re: Bandages doesn't heal
« on: August 25, 2014, 05:06:33 pm »
I'm pretty sure that the description says "above 40%" so i'm not sure it's a bug. Maybe it shouldn't be consumed.

158
Bugs / Re: Transition and save failed. Save screenshot problem?
« on: August 25, 2014, 02:00:23 pm »
When he said opening a map, he just referring to entering an area.

159
Bugs / Re: Hijacked Train
« on: August 19, 2014, 12:58:24 pm »
The Skills necessary  to disarm the bomb show up bracketed next to each correct dialogue option when diffusing the bomb. I believe it checks mechanics, electronics and traps.  I'm not sure if any of them show up if your skill is too low.

160
Suggestions / A few suggestions
« on: August 17, 2014, 03:48:21 am »
After playing the latest build ,which is excellent by the way, I had a few suggestions:
- I completed the Gorsky's quest to take down the gang in Core City I visited Dan in Foundry. After telling him about Gorsky and convincing him to join the Zone Rats, his dialogue was still written in a way that hadn't acknowledged that we already wiped out the gang. This should be changed.
-I noticed items which require energy that are placed on the quick bar can be recharged with batteries. However the cursor does not change to acknowledge that and shows a cannot use sign when hovered over despite being usable. I guess this isn't intentional.
-Dialogue for merchants in Junkyard still have the dialogue option for the Armadillo Drill quest still intact long after it's completed. A minor annoyance for sure, but I feel like it doesn't need to be there anymore after the fact for consistency.
-Not really a suggestion ,but the level cap is killing me! Seeing the over 100 exp I've acquired over this play through  go to waste after hitting the cap makes me real sad :'(.

That's all for now. Keep up the good work.

161
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 14, 2014, 10:06:41 pm »
Didn't realize level 20 cap was still in effect :'(. Oh well; still enjoying this build.

Edit: Just met Al Fabet. aHAHahaha! :D I also noticed that he's always encumbered. I'm dying here.

162
Bugs / Re: Acid Blob Trap hard to craft
« on: August 14, 2014, 10:02:30 pm »
Leonie seems to have this issue as well.



163
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 06, 2014, 06:07:13 pm »
Was looking forward to this so much. Hurry up you Steam thralls and get those bugs out so I can get this on Desura.  :P

164
Suggestions / Re: Require Double-click to move
« on: June 08, 2014, 02:05:07 pm »
I second this suggestion. Many times have I ended up walking towards an opponent because its hitbox was small or their stun animation shifts their hitbox one pixel away from my cursor.

165
General / Re: Will Items Disappear if left on the Ground?
« on: June 05, 2014, 03:55:15 am »
I don't think anything disappears, as far as I can tell. Be it floor, barrel or locker, it persists.

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