Recent Posts

Pages: [1] 2 3 ... 10
1
Bugs / Fraser prices possibly bugged.
« Last post by Vagabond on December 25, 2025, 11:59:02 pm »
At 135 effective mercantile I get 16150 value Rocket Launcher blueprint from him, however I can buy the same blueprint for roughly 9k from other merchants. Seems a bit too big of a discrepancy for it to be intentional.
2
Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on December 25, 2025, 07:35:05 pm »
Rocket blueprints say "rocket" as in singular, implying you are making one rocket, but they make three.  If bullet blueprints say "bullets" and bolts say "bolts", then rockets should say "rockets". 
3
Bugs / Gorsky quest bugs
« Last post by yako on December 25, 2025, 12:46:21 pm »
It is impossible to win the initiative on the first try during the assault on black crawlers, even if you have enough points with all feats, gear, consumables, etc. You only can attack first if you reload "cp_blackCrawlerBase".

It also appears that you are locked out of his quests and ending if you travel to DC without speaking to Tanner after finding the drill parts (also impossible to get GMS card back, should one need it for some reason). Gene probably should still give you the key along with brew in this case.
4
Suggestions / Electroinvestigative Belt should lower Reload AP cost
« Last post by gk_ on December 25, 2025, 12:20:44 pm »
I believe adding a Lowered Reloading AP cost to any weapon that recharges with batteries would help it compete with Bioinvestigative belt in the context of late-game quest reward, as the bio belt is by far the more general go-to choice if the player isn't specializing in Chem or Energy guns.

Gameplay-wise, doing this can add another choice for melee builds to agonize over (excluding Lifting Belt, which is most likely to get picked up by hammer mains), as most melee build will tend to prefer :
-Doctor's pouch for med spam
-Waist Pack for hoarding
-Trapper or Utility belt for Batman roleplay(Caltrop, flashbang, nades, etc.)

With Lowered Reload AP cost, it can help push further specializing into 10 INT High Technicalities Melee build as another option. Also, given that it's a rather late-game item, I doubt it's going to interfere with the overall balance of the game. I just see it more as a QoL adjustment.

Balance-wise you can strip away one of the 4 bonus to bring it more in-line with other belts. Some options for that could be:
-Grants 1 extra utility slots (down from 2)
-Remove Electronics bonus or lower it
-Remove %Energy damage taken reduction or lower it
5
Bugs / Re: Out of Context Dialogue: Thread
« Last post by Phr3ak on December 25, 2025, 12:18:03 pm »
One out-of-context thing that always bugs me is that after (properly) resolving Lenox's quest Arlene continues to talk about Mordre and his cigars as if nothing happened. While it's only a part of a larger issue of nobody in SGS reacting to the truth about Mordre, at least it's trivially fixable.
6
Bugs / Psychokinetic Chain does not transfer Force Emission's damage
« Last post by Albert Altmann on December 25, 2025, 11:23:47 am »
Title. Here's an example: https://www.youtube.com/watch?v=aF4DunBmbtI

Just the damage of the punch itself travels down the chain. Damage of all other psychokinetic abilities appears to be transferring just fine (Electrokinesis, Telekinetic Punch and Implosion, from what I've tested, including the instance copied by the Proxy), so I'd imagine Force Emission isn't supposed to be an exception.
7
Bugs / PSP and throwing net interaction
« Last post by PaposikG6 on December 25, 2025, 10:17:42 am »
If I am not mistaken, throwing nets and bolas seem to ignore stacks of pseudo-spatial projection. This psi skill mentions only weapon and unarmed attacks so it might be intentional, although it does look like an oversight that an enemy cant hit you with a weapon but can hit you with a net.

Edit: might also affect some special attacks like sormirbaeren acid blob attack
8
Bugs / 1.3.0.16 stealth bug
« Last post by PaposikG6 on December 25, 2025, 10:00:57 am »
If you press Tab when in stealth, you become visible for some reason (graphics bug only)
9
Bugs / Re: Out of Context Dialogue: Thread
« Last post by yako on December 25, 2025, 09:45:07 am »
If you complete the main storyline without accepting any of Tanner's quests after finding the drill parts, your character still can mention that "The tasks Tanner gave me were all somehow connected to the mysterious object which was stolen from the Faceless". You probably should tell a slightly different story in this case.

If you have already found Terry Baker's keycard and returned Lora without taking the missing merchants quest, then talked to Vera and others, some dialogue options about them will appear with Rail Crossing and Core City characters. It is probably the same if Lora died in DC or left with Faceless (you know her fate anyway at this point). There's also no option to return the keycard to her or give it to Vera.
10
Development Log / Re: Patch Notes
« Last post by Styg on December 25, 2025, 09:12:45 am »
Version 1.3.0.16

Crafting
  • [Heavy Duty] Capped the skill requirement for the usage of steel / tungsten steel in rocket blueprints to 30/60
Bugs
  • Fixed the missing oddity study text in the tooltip
  • Fixed the game crashing when using Legacy shaders in fullscreen (non-borderless) mode
  • Silencers will no longer reduce damage of SMGs (newly crafted/generated)
  • Heavy Punch is now properly classified as conditional special attacks and for that reason will receive appropriate damage bonuses
  • Fixed Pseudo-spatial projection visual bug that occurred when holding a unique weapon
  • Fixed the bug that caused cooling effects to sometimes not remove warmed up effect; metathermics is complicated stuff
  • All core city faction armors now work with unique weapon sprites
  • [Expedition] Fixed missing sprites for several unique spears and refurbished rocket launchers when equipped by female characters
  • [Expedition] Fixed graphical issues with the male version of the Gray Army soldier uniform
  • [Heavy Duty] You can no longer shoot grenades and rockets through fences and other partial obstructions
  • [Heavy Duty] Restored the missing visual effects for The Stunner
  • [Heavy Duty] Rocket launchers can no longer use improper special attacks
  • [Heavy Duty] Fixed Refurbished SPG-7 not having airburst capability
  • Various minor dialog/zone fixes
Pages: [1] 2 3 ... 10