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Messages - WeiJayTan

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16
Bugs / Viewing a surveillance monitor from an impossible angle
« on: April 08, 2024, 03:55:50 pm »
*See attached screenshot

17
Bugs / NPC facing position after dialogue ends
« on: April 08, 2024, 03:53:54 pm »
Ezra (after the main dungeon has been completed) does not reset the position he faces (towards his desk) after dialogue with him ends, not even after the player walks out of sight.

I remember encountering a similar scenario with Ethan Lanford when he is still at SGS at the start of the game.

18
Bugs / Re: Report spelling/grammar errors
« on: April 08, 2024, 03:39:11 pm »
[1]
[2] a Free Drone
[3] a mention of [...] seem to find it
[4] moments

19
General / Encounters with Aran
« on: April 06, 2024, 01:59:28 pm »
Okay. If one keeps the important artifact with them in their inventory and ignores Aran's invitation to meet them for a while, they could riftwalk back into their Core City Home and briefly see Aran's shadow, before he attacks them on sight.

Are there any other encounter experiences with the tech ninja that other players have encountered? I've tried walking through the Drop Zone with the artifact in my inventory, with the same initial conditions as mentioned above, but I didn't meet him.

20
General / Re: Absolutely unable to solve the cipher
« on: March 28, 2024, 12:26:59 pm »
The code is 1928. Let me know whether it works or not.

Minor 6th (8 Semitones)
Perfect Unison (0 semitones)
Major 7th (11 semitones)

Following the information given, the decoding table should be as follows:

A    B  C    D  E  F    G   H   I  J  K   L  [Octave numbers 3,4 assigned to musical notes] [Block 1] [Original shifted by 8 Semitones] [8]
G#  A  A# B  C  C# D  D#  E F  F# G

M   N O   P Q  R  S  T   U V W  X [Octave numbers 6, 7 assigned to musical notes] [Block 2] [Original shifted by 8 semitones] [8+0]
G# A A# B C C# D D# E F F# G

Y  Z   0   1   2 3  4   5  6   7  8   9  [...] [Block 3] [Original shifted by 19 semitones] [8+11]
G G# A  A# B C C# D D# E  F  F#

Note: C#=Db, D#=Eb, F#=Gb, G#=Ab, A#=Bb

I decoded the first line of the text, and it indeed reads 'Polychromatic Waterscapes', but unlike normal or hard difficulty that of which I have experienced, there is no number hidden within the text.

The given keypad code (Encrypted) is
BbF#BF

So, following block 3, it decodes to: 1 9 2 8.

21
Bugs / Re: Anastasia's Key (Fort Apogee)
« on: March 13, 2024, 11:51:23 pm »
Side Note: Patrick Pierce's Room should have an electronic lock instead of a mechanical one, since it is unlocked with a keycard.

22
Suggestions / Returning Terry Baker's Body to SGS
« on: March 12, 2024, 08:13:18 pm »
After discovering Terry Baker's Body, the player can also inform Vera of it's location and return him to SGS. Where it will later be found in the Morgue.

23
I've tried taking a Hypercerebrix Pill while wielding an Energy Pistol and having the High Technicalities feat, but I noticed on the combat stats screen that the damage counter doesn't change. Is it a hidden change, or is it that the feat only works with BASE Intelligence, and does not work with any boosts?

An example I've seen where stat boosts will not work is the Jawbone Crossbow. 7 base strength is required to gain it's on hit effects, and boosts will not work for that.

24
Bugs / Crimson Meadow Horticulture Center Control Panel Wall
« on: March 12, 2024, 01:45:35 am »
If the gate is opened, I think this wall can be walked through. Closing the gate while standing at this exact spot, the player character will not be able to move afterwards. Once the gate is opened again, they can move again.

25
General / Re: New Mercantile Update (v.1.2.0.15) quick math
« on: March 09, 2024, 05:00:48 am »
Something interesting I noticed:

Before resolving the Burrower Emergency at Camp Hathor: The value of a Cave Hopper Steak sold by Freddy is 1195 (61 effective mercantile skill).
After resolving the Burrower Emergency at Camp Hathor: The value of a Cave Hopper Steak sold by Freddy is 945 (61 effective mercantile skill).
After killing the Rathound King, the value of a Cave Hopper Steak sold by Freddy is 595 (still 61 effective mercantile skill).

I suppose how a faction sees the player also affects the price of items sold. Nice!

26
Bugs / Weird ground tiles
« on: March 09, 2024, 01:31:58 am »
[1] This tile in Foundry near Dan is solid and cannot be walked over, even though it should not be solid.
[2] This water treatment plant tile can be walked over, but it doesn't appear to be a tile of solid ground.

27
Bugs / Heidi not charging coins for medical attention
« on: March 07, 2024, 05:30:56 pm »
Heidi mentions that she charges 10 coins for medical attention. But it isn't deducted after receiving medical attention.

28
General / New Mercantile Update (v.1.2.0.15) quick math
« on: March 06, 2024, 03:19:22 pm »
So, as you guys know, the v.1.2.0.15 patch updated the mercantile mechanics of the game. I did some quick math, and I think I found something that checks out:

Taking a Cave Hopper Steak as the item being sold by a merchant, and a mercantile effective skill of 61 (Six!!):

Starting value when sold by a merchant (at 0 effective mercantile): 1250
Value after mercantile price reduction: 945

Therefore
 (945/1250)*100% = 75.6% [The Cave Hopper Steak is sold at 75.6% of it's original price]
  100%-75.6% = 24.4% [61 effective mercantile provided a discount of 24.4%]
   24.4/61 = 0.4 [Each point in effective mercantile skill gives a 0.4% discount]

Reverse calculation check
1250 - [1250*(0.4%*61)]
 =1250-305
 =945

Interesting... I wonder how the mercantile of the previous versions of the game worked. That is a question only the developers can answer...

29
He wants to return north and deal with his past, not join another dangerous expedition into uncharted territory.

I suppose you are right... I should scratch my idea, then.

30
Bugs / Re: Report spelling/grammar errors
« on: February 22, 2024, 03:01:19 pm »
[1] It
[2] an
[3] hear
[4] crossbow (he wields a crossbow, not a gun)
[5] an

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