Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Yogimanz

Pages: 1 ... 3 4 [5] 6 7
61
Bugs / Re: Abandoned Waterway Facility Bugs
« on: March 31, 2021, 12:19:43 pm »
Fixed the check requirement for the next update. You should be able to disembark on the tile south of that rubble, although it most likely won't have any loot. Tweaked that too for the next update.

62
Bugs / Re: Sewers barrel double highlight
« on: March 29, 2021, 11:08:33 am »
Fixed for the next update. The duplicated barrels will stay in the runs where they've already occurred. They're just the exact same barrel being spawned twice by a mistake (same goes for Luben's corpse and another barrel in the same zone).

63
Bugs / Re: Sewers Puppy
« on: March 22, 2021, 08:17:41 am »
You have to look for a certain trapped hopper nearby and "catch" it. Only after that, you'll be able to offer specifically hopper meat to the dogs.

64
Fixed for the next update. The items you currently have will stay the same.

65
Bugs / Re: Bomb belt ignores cooldowns
« on: March 15, 2021, 08:21:54 am »
One flashbang activated using the belt and the other one thrown by hand? If so then yes, this is intended.

66
Bugs / Re: lost vault bugs
« on: March 15, 2021, 08:20:25 am »
The dexterity check stuff should've been fixed in the most recent update. Fixed the overlapping issues for the next update.

67
Bugs / Re: Random bug report
« on: March 08, 2021, 08:39:46 am »
Fixed Fatso's lair related stuff for the next hotfix.

68
Bugs / Re: Wolo from Cave Hopper quest dialogue loop and game freeze
« on: March 08, 2021, 08:01:12 am »
Fixed for the next update, the issue was with dialog initiation. You'll need 10 intimidation to scare him away.

69
Bugs / Re: Random bug report
« on: March 01, 2021, 12:54:47 pm »
Mutant Laboratory muties warn you if you get close, despite being in stealth and not seeing you

Tweaked for the next update. We do currently lack an intuitive indicator for players of (potentially hostile) npc's guarded territories. This might change in the near future (a red cursor for example) or at very least in our next game. 

70
General / Re: Unreachable box in Water Facility
« on: November 10, 2020, 01:20:37 pm »
You'll need a heavy jetski to navigate over sharp stones. For example, a Protectorate Cruiser will do the trick.

71
General / Re: Water Facility transitions not accessible by Jet Ski
« on: November 10, 2020, 07:41:02 am »
You'll need a faster/lighter jetski to make this jump.

72
General / Re: Otto's random quest
« on: November 09, 2020, 01:04:34 pm »
If Otto didn't spawn at Ray's shop, you should not be able to find/kill Jet Eater. If you have gotten the specific fragment, the Jet Eater's cave is located in the northwest section of the Core Ring, all the way to the west from Core City. It should not be possible, under any circumstance, to speak with the creature.

73
General / Re: Otto's random quest
« on: November 09, 2020, 10:34:44 am »
Otto cannot reappear. This encounter is generated by using our random fragments (dungeons) system, which occurs only once per playthrough, usually at the start of the game for all fragments (fragments added in newer updates can trigger in playthroughs that are already underway).

74
Bugs / Re: "Camera problems" quest
« on: October 27, 2020, 02:54:37 pm »
There's not. You can do as you wish.

75
Bugs / Re: "Camera problems" quest
« on: October 27, 2020, 07:38:18 am »
This behaviour is intentional. Indeed if you do all the discovery on your own, by figuring out the entrance to the cave and explore everything inside it, before informing Harland about the initial findings, he'll no longer need you to get him the robot and the quest will end there. High perception players may conduct this route, and finish the quest much faster than usual.

Pages: 1 ... 3 4 [5] 6 7