Recent Posts

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Bugs / 1.3.0.16 Highlight Bug
« Last post by Noot on December 27, 2025, 12:36:24 am »
When pressing the highlight key, sprites are fully visible behind walls. Player positioning also matters as if a player is behind the same wall as the other sprites then they appear normal (and the player sprite experiences the bug), but when the player walks out from the wall the bug appears on the other sprite.

This might be related to the Stealth bug Paposik reported earlier.
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Bugs / Re: Gorsky quest bugs
« Last post by Eidein on December 26, 2025, 07:03:04 pm »
How can you travel to DC without speaking to tanner? I assume you mean by exporting your character, but then a bunch of stuff isnt implemented for exporting.

How do you know where gorsky is if gorsky or tanner dont tell you. Because to them its impossible to travel to corecity (they havent discovered TNT unlike the exported player).
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General / Where is Administration stygiansoftware.com ??
« Last post by Shinergyurn on December 26, 2025, 04:47:20 pm »
Where is moderator??
It is about advertisement on your website.
Thank.
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General / Where is Administration stygiansoftware.com ??
« Last post by Shinergyczw on December 26, 2025, 06:32:36 am »
Where is moderator??
It is important.
Regards.
15
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.
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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". 
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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.
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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
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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.
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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.
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