Author Topic: Various minor problems and some exploits  (Read 5879 times)

Crekoo

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Various minor problems and some exploits
« on: November 07, 2014, 03:18:28 pm »
This week i found some minor problems:

- 2nd/3rd quest (retake the outposts): if you go to the underground lift first at the northest base (where M'lan Ratula lives), there is no hint or indication that it's connected to the quest. A simple no power or restore the power text can fix this.
- It is possible for a level 1 character to travel to core city and start join one of the oligarchs. During the JKK  escort Vivian quest the conversation brings up various topics, all of them can't be true because they didn't happened yet (solved the faceless problem, etc.)
- Arena gladiator fights can be won by freezing or incapacitating opponents. After the 2nd turn the combat will end and you've won the battle! Congrats!
- Physics problem: after setting enemies on fire and then freezing them does not put out flames.
- There is an unchargeable Haxxor 2 in the JKK Escort Vivian quest. Attached a pic of it.
- Keys and keycards should be used up after activating them... half of my inventory is story related keys or keycards, and with every restart they keep coming!
- It's not possible to attach anything to an existing weapon. In real life it's easy to take some duct tape and a laser pointer to make an improvised laser sight for your gun. Sure it's a cheapo way but it can be done and it's effective.
- In close combat it's possible to attack your enemy without being close to them: if the 2 characters graphics are adjacent to each other but actually a few tiles away in game mechanics, you can still attack your enemy but you'll always miss. Guess this is related to 2.5D isometric view.
- Fishing for blue eels is all about pixel hunting: please make the fishing rod area a bit larger. Even with the psi-shrooms around and using flares it's too damn small and not quite visible. Thanks
« Last Edit: November 07, 2014, 03:44:46 pm by Crekoo »

PhrygianDominant

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Re: Various minor problems and some exploits
« Reply #1 on: November 07, 2014, 03:52:30 pm »
You shouldn't be able to get to Core City before finding the drill parts, unless there is a a bug we missed. After you find the drill parts, you get access to explosives to clear the rocks. The train, as well as the ferry will also be able to take you to Core City after that point.

Btw, found the buggy Haxxor. Fixed for the next update.

Crekoo

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Re: Various minor problems and some exploits
« Reply #2 on: November 07, 2014, 03:59:32 pm »
My bad about the Core City. It's not possible to travel there without getting TNT first. Yet after starting a new game, using explosives to blast my way to Core city, the Escort Vivian quest refers to things not yet done or even started. Can't quite remember right but definietly involving the faceless situation and some sgs stuff which happens after the drill quest.


Already fixed the haxxor? Wonderful, that was quick :)

+1: It's possible to travel back to SGS without clearing the metro tunnel.
« Last Edit: November 07, 2014, 04:04:08 pm by Crekoo »

Styg

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Re: Various minor problems and some exploits
« Reply #3 on: November 08, 2014, 10:01:39 am »
- Arena gladiator fights can be won by freezing or incapacitating opponents. After the 2nd turn the combat will end and you've won the battle! Congrats!

Does this actually trigger the cutscene and teleport you out of the arena?

Crekoo

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Re: Various minor problems and some exploits
« Reply #4 on: November 08, 2014, 03:17:10 pm »
Yes it does trigger the cutscene and you'll also get teleported out. It needs further testing but it works in the fight with the Pulverizer and Chemical Agent. At least i did not give a chance to  restart the combat with the other opponents.

Crekoo

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Re: Various minor problems and some exploits
« Reply #5 on: November 08, 2014, 03:19:22 pm »
+1: It's possible to travel back to SGS without clearing the metro tunnel.
Again, you won't be able to get into the metro tunnels before getting the drill part unless you "cheat" some TNT in with export/import.
[/quote]

Yes it is true! But if you happen to have a single TNT charge with you, you can travel/sneak to foundry via the ironhead camp. After that, you can travel back with the metro to SGS. But you can't use it to go back, so it's only one-way.

Elhazzared

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Re: Various minor problems and some exploits
« Reply #6 on: November 08, 2014, 06:57:09 pm »
Keys should be gone after using since you won't need them again or at least make a keychain (which also occupies a single slot) and all keys and keycards go there.

The weapon attachment thingy has been debated before. The problem here lies with crafting mechanics. Crafting is (for the most part anyway) not really that great. While now there may be a few craftables that are worth investing into it, for the most part crafting is bad because anything you can craft you can find much earlier on on sale in a store. So crafting for the most part keeps you behind the curve, at least on weapons and armor. Energy shields seem to be the exception to it and some easy things like health hypos or psi made out of mushrooms are good but the investment is minimal anyway. Grenades are also pretty good but the investment is fairly heavy now and debatable of whether or not is it worth to invest into it... So why am I saying all of this? Because the reason to craft weapons that are behind the curve is the so called attachments. Some attachment are only able to be on a weapon if you craft it, no one sells weapons with them... Well, at least some are planned to be like that, not sure if there is some for weapons and armor already in the game that are only craftable. So it's kinda the way of saying that crafting is worth your time though frankly if the weapons I have are behind the curve i don't see how it would be worth it anyway, even if it gets some other bonus the penalty I get for a lot less damage on a weapon is very iffy. That's just my opinion of course. Eitehr way that's the reason, no weapon attachments without crafting in order not to make crafting useless.

As for the physics yeah it would be pretty funny though it's easy to understand. The game engine does not understand that the attacks are fire and burning as well as ice and elemental interaction. As far as the game is concerned, the target has a fire dot and an ice stun. I'm pretty sure Styg can later code some exceptions to treat elemental interactions.

Styg

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Re: Various minor problems and some exploits
« Reply #7 on: November 10, 2014, 08:41:29 am »
Yes it is true! But if you happen to have a single TNT charge with you, you can travel/sneak to foundry via the ironhead camp. After that, you can travel back with the metro to SGS. But you can't use it to go back, so it's only one-way.

You cannot acquire one unless you import it through an old character. We do not intend to handle this sort of stuff. If you import TNT, quest items and the like, you do so on your own responsibility.

- Arena gladiator fights can be won by freezing or incapacitating opponents. After the 2nd turn the combat will end and you've won the battle! Congrats!

I cannot reproduce this - I tried incapacitating and freezing Pulverizer, and while it did take me out of combat as it should, it didn't end the arena match. Can you give me a step by step instruction on how you did this?

- Physics problem: after setting enemies on fire and then freezing them does not put out flames.

This has been fixed for the next update.

- Fishing for blue eels is all about pixel hunting: please make the fishing rod area a bit larger. Even with the psi-shrooms around and using flares it's too damn small and not quite visible. Thanks

I'll keep this in mind when I work on fishing next time.

Crekoo

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Re: Various minor problems and some exploits
« Reply #8 on: November 10, 2014, 05:36:17 pm »
You cannot acquire one unless you import it through an old character. We do not intend to handle this sort of stuff. If you import TNT, quest items and the like, you do so on your own responsibility.

Yes, its true you can only go to Foundry/Core City if you already accessed TNT with your exported character. My problem is: with a fresh start, if you happen to have TNT you can go there and travel back to SGS. But the cave-in is still in place in the metro tunnel!

I cannot reproduce this - I tried incapacitating and freezing Pulverizer, and while it did take me out of combat as it should, it didn't end the arena match. Can you give me a step by step instruction on how you did this?

I was only happen to have a save before the Surgeon fight. I was able to reproduce it on the 3rd try. Chilling the Surgeon first, then freezing him. The combat ended after the 2nd turn and i was teleported out from the Arena.

On the other 2 tries i found some small logical errors too. Nothing serious, but i hope it might help:
- Destroying the cameras in the arena: after doing this the cameras won't be replaced! Poor Arena show viewers can't see anything.

- Using stealth can give you a huge advantage: your opponent will stand still whereever you left him, waiting for you. Maybe it'll be better for them to have some alarm triggered and actively search for you? Like when you happen to trigger the alarm at the Ironhead base.

- You can pickpocket your poor frozen enemies: with high enough stealth you can pickpocket frozen enemies. Question: how can you take anything from a giant icecube? Pun intended :).

- Different kind of poisons: crawler poison does not work on burrowers and vice versa. I understand technically it's just a poison flag, but this should be reworked.

Also 2 non-related issues:

- Detecting traps: without moving in stealth mode, detecting traps is way too slow. Oftentimes i only recognize traps when it's unavoidable to step on them. Simple bear traps with 96 traps skill. Can you please increase the trap detection radius?

- Coil spider traps: you can't force trigger coil spider traps unlike regular ones. Your character detects them as obstacles and just go around them.

Crekoo

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Re: Various minor problems and some exploits
« Reply #9 on: November 10, 2014, 07:53:13 pm »
Managed to create a screenshot of the problem. Also noticed, that the cinematics did not happen after the combat ends. The announcer starts his lines as usual.

Crekoo

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Re: Various minor problems and some exploits
« Reply #10 on: November 11, 2014, 05:04:35 pm »
But a new character shouldn't get any TNT charges before the metro tunnel is cleared. Did you find any?

Oh it looks like i was not able to explain it correctly. Consider this situation: Create a new character, finish the drill part quest, access TNT, then export it and start an entirely new game with it. Now i understand that this character is able to travel to Core city without problems. But my problem is that he can use the metro to travel back to SGS compound without even finishing any quests! For me it's a logical error: how on earth can the metro go back in the collapsed tunnel? Our little fella was used side and service tunnels not the rails!

Excuse me for my poor english and all the misunderstandig :). My opinion was to suggest the metro usage feature until the get the drill parts quest is finished. Or at least the SGS part of it. Hope i  was more clear and understandable :).