Underrail Forum

Underrail => Bugs => Topic started by: Marcus on March 28, 2015, 12:56:55 am

Title: Re: 0.1.14 bugs
Post by: Marcus on March 28, 2015, 12:56:55 am
I found shock and contaminated bullets blueprints for sale, but only once each.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on March 28, 2015, 12:57:41 am
- tch-mainhall lower level is glitchy. You can walk off the level at both stairways leading down and you can get under the staircase leading to upper floor
I tought i fixed that at our play testing, cona check that out.

 new blueprints (ammo, infused leather, flashbang) aren't sold anywhere
ammo is really rare, took me quite some time to get them, try the weapon traders around core city and sgs, Infused leather is only sold at the foundry and you need to finish the beast quest and talk after that to the guy standing by gloria (forgot his name), for flashbangs, going to check it out.
Title: Re: 0.1.14 bugs
Post by: Greep on March 28, 2015, 06:36:00 am
Possibly an old bug that hasn't gotten fixed.  Got a crash during assault on eddie in junkyard.  Hit space bar a few times, leading to "battle mode ending" and I watched my allies go at it in real time.  However, within a few seconds, maybe 3, an enemy popped into my view, and the game crashed, possibly because battle started again before an actual 6 second turn passed.
Title: Re: 0.1.14 bugs
Post by: Altos on March 29, 2015, 12:59:13 pm
In lup-a2 there is an incomplete rock barricade at the exit to lu-a6. To be fair, there really isn't anything in lu-a6 and beyond for a low-level player to take advantage of, but the rest of that area is blocked off by rocks so I figured this was worth mentioning.
Title: Re: 0.1.14 bugs
Post by: Greep on March 29, 2015, 09:29:59 pm
Stunned rather than dazed with thick skull feat via telepunch after being set on fire

(http://i57.tinypic.com/2wohlwk.jpg)
Title: Re: 0.1.14 bugs
Post by: Mac Orion on March 30, 2015, 08:39:17 am
-tch-mainhall fixed
-lab signs fixed
-tch-mu1 fixed
-lu raf-fixed

Can you please provide a screenshot or some more info about that vent at jimbo? Also a screenshot for the missing tile at util-2. I did't find any problems with the transitions at up-cc maybe make a screenshot so im 100% sure i look at the right tile.
Title: Re: 0.1.14 bugs
Post by: Styg on March 30, 2015, 08:43:51 am
- cant craft the new mk2/3 emp nades/mines with the old blueprint

What do you mean? There's no new/old blueprints. They are the same regardless of when you studied them.
Title: Re: 0.1.14 bugs
Post by: Marcus on March 30, 2015, 10:49:00 am
Not really a spelling mistake or a bug, but I'm posting it here:
The description of the Rapid Fire feats states that the cooldown is a single turn. The actual cooldown is two turns.
Title: Re: 0.1.14 bugs
Post by: PhrygianDominant on March 30, 2015, 10:50:21 am

- utility station 7 terminal 6 can move the window frame by repeatedly toggling the emergency shutters

quest stuff
- Psycho quest doesn't complete properly. not in your notes and vuk keeps screaming psycho is on the loose. at least rista still gives more missions
- median samuel claims to give you 450 charons for the utility station 7 quest, but he actually gives 400. that lying bastard! :P
- notes for forsaken island quest mentions PI Georgis instead of Rista
- radio comms in the first T-ray quest go bonkers inside tch_mut, they tell you to head back west instead of south to the table

- PI Georgis' alcohol quest doesn't fail properly (note doesn't turn red) if you refuse to do it, yet you can't ask him about it again
- after finding Nevil, there's no option to tell him you've seen what goes on in the utility section, not even if you've talked to "sharp".


-That's what shutters do in real life. :P But it'll get fixed if you insist...
-Psycho quest seems to work fine in my version, notes properly read its completed and Vuk talks to you normally. Anyone else having the same issue?
-Fixed. He is a lying bastard, shame on him! :)
-Fixed.
-Fixed.
-Also fixed.
-Will add that option at a later time.

Edit: Original message got cut in half. Grrrrrr!
Title: Re: 0.1.14 bugs
Post by: Gman on March 30, 2015, 08:13:58 pm
Haven't been able to test by crafting my own gun yet, but for  any found/bought smgs with a laser dot doesn't show the actual boost to hit % in its stats, and I didn't actually see a change as I tested just to if it was working and not showing me, but didn't seem to give a bonus to hit anyway as I used two identical guns, one with and one without. 

Also, from previous bug list,
Core City upper metro station - these barrels can only be accessed through wall:
(http://i.imgur.com/n8DSqlY.png)
and then
core city barrels fixed

That one barrel by the door though in that shop on the south-eastern area of the core city metro station, still buggy, and I can't get to it at all, even through the wall.
Title: Re: 0.1.14 bugs
Post by: Mindless on March 31, 2015, 06:41:49 am
1. Thick Skull feat does not work properly(no effect against T-Punch)
2. When Dissasembling some items you get 1 quality materials (reinforced rathound leather gloves -> tung steel 1 quality)
3. Termodynamic Destabilization bugged? No effect after death("boom" sound! but no damage to nearby enemies)
4. Laser sight(LS) for pistols does not work properly in the new version(No +% precision mod in the description and no + to hit bonus)
5. In some places there are no visual effect of toxic barrels(in "under-passages" for example)(bug or not?)
6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)
Title: Re: 0.1.14 bugs
Post by: Greep on March 31, 2015, 07:14:51 am
Crafting a rapid reload smallest ammo hornet incorrectly displays 10 AP cost, whereas the resulting crafted weapon correctly shows 9.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on March 31, 2015, 07:50:58 am
Limbo in tch-util1 fixed
up-cc exit fixed
tch-util2 vents fixed (this happens when you do multiple quest solutions for a quest and it takes longer than a weak when you go back to add stuff to your map, the other way was intended for the secret vent but made a new one :) so the old one left there)
Black Screen in Lift fixed
barrel in up-cc can now be accessed

Title: Re: 0.1.14 bugs
Post by: Gman on March 31, 2015, 08:52:06 am
After finally crafting, pistols/smgs do not get the precision bonus from laser sights at all, whether bought/found/made by player, but that is so far the only weapon mod standing out as non-functional. The two new muzzle break and barrel compensator seem to be working just fine.

6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)

I experienced that before the update actually and found a way to get it to work too; was related to my responses to the two leader guys  in the dialog as they are explaining that particular quest to you. Positive responses kinda made it buggy and not trigger but being neutral/negative got it to trigger, took me several tries but eventually worked as should.

Noticed a similar problem with Lenox Pierce (SGS guy who lost his brother) dialog when you first accept the quest from him and you then ask for info about his brother right after, and the dialog window just disappears like you said goodbye instead, but otherwise was able to finish the quest normally later, after you did more legwork in the quest progress.

Oh yeah, a little weirdness, after reloading a game in the lower underrail near Lurker base tunnels, wire gates I had opened were shut after reload, but normal doors were still open properly.
Title: Re: 0.1.14 bugs
Post by: Greep on March 31, 2015, 09:35:30 am
Not a bug but surely not intentional:  Hornets with compensators have BETTER hit accuracy with bursts!
Title: Re: 0.1.14 bugs
Post by: Styg on March 31, 2015, 09:37:49 am
1. Thick Skull feat does not work properly(no effect against T-Punch)
2. When Dissasembling some items you get 1 quality materials (reinforced rathound leather gloves -> tung steel 1 quality)
3. Termodynamic Destabilization bugged? No effect after death("boom" sound! but no damage to nearby enemies)
4. Laser sight(LS) for pistols does not work properly in the new version(No +% precision mod in the description and no + to hit bonus)
5. In some places there are no visual effect of toxic barrels(in "under-passages" for example)(bug or not?)
6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)

1-4 fixed for the next hot fix.

5. Depends what you mean by "visual effect" not all toxic barrels release gas.

6. Are you using an old save (created before 0.1.13.0 version)?

Crafting a rapid reload smallest ammo hornet incorrectly displays 10 AP cost, whereas the resulting crafted weapon correctly shows 9.

We're talking 7.62 caliber, right? It works fine for me. Can you reproduce this? If so can you upload your exported character or save game for me to check out.
Title: Re: 0.1.14 bugs
Post by: Styg on March 31, 2015, 09:40:15 am
Not a bug but surely not intentional:  Hornets with compensators have BETTER hit accuracy with bursts!

That's what compensators are meant to do. What's the problem?
Title: Re: 0.1.14 bugs
Post by: Greep on March 31, 2015, 10:39:53 am
Er, I worded that wrong.  I mean they have better accuracy with bursts than even normal attacks.  I've noticed this is only in medium/short range though.

Edit: I'll try and reproduce the ap cost bug tomorrow, but I just realized I may have been testing out a 8 mm as well and switched to a 7.6, so it might be alright.
Title: Re: 0.1.14 bugs
Post by: Mindless on March 31, 2015, 10:52:41 am
6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)
6. Are you using an old save (created before 0.1.13.0 version)?
No it was completely new game 0.1.14.0 version, but i picked for the first time "Free Drones" side. Talked to some chars -> Becket -> Trenton & Bate dialog -> they gave me "Visit Junkyard hideout" mission(broken one) -> Bate "Rescue captives" quest(this one is ok!).

P.S. Will a Laser sight work for me in the current game after the new patch?
Title: Re: 0.1.14 bugs
Post by: Marcus on March 31, 2015, 11:10:13 am
I've got a problem with the Kill the Rock Best in the Foundry:
Ezra gets the captured bladeling, but then his dialogue loops about researches in Biocorp. No Psi lure given.
Title: Re: 0.1.14 bugs
Post by: Greep on March 31, 2015, 11:11:02 am
Did you fix gloria?
Title: Re: 0.1.14 bugs
Post by: Marcus on March 31, 2015, 11:23:25 am
No, because nobody told my character that the beast can be killed by molten metal. The loop in the dialogue isn't normal:
Ezra talks about the bladeling absorbing rock
I have two dialogue options:
Continue
See you
When clicking on continue Ezra says in biocorp the beast was called entomorph or something.
I get the two dialogue options as before.
When choosing to continue my dialogue Ezra's lines loop.
Title: Re: 0.1.14 bugs
Post by: Styg on March 31, 2015, 12:15:06 pm
Er, I worded that wrong.  I mean they have better accuracy with bursts than even normal attacks.  I've noticed this is only in medium/short range though.

Ah, yes, that was definitively unintended. Fixed for the hotfix.

P.S. Will a Laser sight work for me in the current game after the new patch?

Yes, but only for the newly crafted/generated stuff. So save your components for now.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on March 31, 2015, 03:49:29 pm
-Daniel Arda dialogue doesn't give you the option of buying Hercules if you choose about ask him of the price of materials first.
-During The Beast battle cinematic, The beast can get caught in a trap and not enter the chamber before the doors close and molten metal is poured. This is simply aesthetic as the body will die and end up where it's supposed to.
Title: Re: 0.1.14 bugs
Post by: Gman on March 31, 2015, 08:30:30 pm
Milton, guy who wants a key in the caves, has a new (because he didn't have this previous release) bug in his dialog where he refers to you as '(#buddy, girl)' during your initial meeting with him.
Title: Re: 0.1.14 bugs
Post by: Greep on April 01, 2015, 05:21:33 am
Yeah I failed to reproduce the AP bug, so it was probably an oversight.


Anyways, this happened to a converter on a shield I disassambled a while back.

(http://i62.tinypic.com/vym652.jpg)

Note sure if this was found yet, but this is at epion lab entrance

(http://i60.tinypic.com/r8fa6g.jpg)
Title: Re: 0.1.14 bugs
Post by: Styg on April 01, 2015, 07:25:00 am
-lu raf-fixed

Hold on; does this mean the stuck bug is caused by map data rather than some kink in the pathfinding system?

Because it can happen almost everywhere, but not consistently. If you don't mind explaining what causes it, I could probably list more maps to be fixed. I'm guessing pathfinding doesn't use as high resolution grid as collision and thus you can get stuck on small/offgrid objects?

No, it's a pathfinding bug, but we also tend to avoid using small collision objects where possible so tweaking the collision is also an acceptable way of dealing with this. So, no, you don't need to report every place where happens, but if there's a place where collision occurs for no apparent reason (there's no object that should realistically block passage) - that you should report.
Title: Re: 0.1.14 bugs
Post by: Styg on April 01, 2015, 07:26:55 am
Anyways, this happened to a converter on a shield I disassambled a while back.

Fixed for future generations.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on April 01, 2015, 07:41:33 am
tch-entry Fixed
up8 Fixed
epion lab fixed
Title: Re: 0.1.14 bugs
Post by: PhrygianDominant on April 01, 2015, 09:16:58 am

I swear I haven't seen shutters that can teleport window frames IRL :P

I don't know what could've gone wrong in my end at the psycho quest. Everything seemed to work normally.
I carefully damaged it a little bit to evaluate its resistances, hit it with a tranq bolt, ended combat and snuck away, waited for tranq bolt cd and repeated until it had low enough hp (about 70 IIRC) to become permastunned and turn neutral. Then a dialogue opened when approaching it and I managed to attach the pacifier. Then I returned to the lab, but Vuk was still screaming Psycho is on the loose and Rista didn't have any dialog options that would've let me finish the quest, but at least he still gave me more jobs.


-You win! :D Fixed shutters for the next update

-Hmmm... I tested the psycho quest again today and everything seemed to work fine. I stunned Psycho, placed pacifier and returned back - just like you did. I blame it on some bad voodoo stuff! Still, if you don't mind posting your save (before the quest would be perfect, but even after it is okay) I'll look into it and see if it really is voodoo or not. :D

-Also fixed the west wing hole dialog incorrectly stating that you will not get hurt if you jump down. Sorry about that!

6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)

I experienced that before the update actually and found a way to get it to work too; was related to my responses to the two leader guys  in the dialog as they are explaining that particular quest to you. Positive responses kinda made it buggy and not trigger but being neutral/negative got it to trigger, took me several tries but eventually worked as should.

You are right Gman, one of the responses was indeed buggy. Fixed it for the next patch, but you'll have to load the save before you talked to them. Sorry for the inconvenience.

Other fixes:
-Daniel Arda should now properly sell Hercules.
-Milton's dialog fixed
Title: Re: 0.1.14 bugs
Post by: Gman on April 02, 2015, 08:20:07 am
Was doing some, ahem, scavenging in a vacant house in Foundry, when I noticed the guard on a railing was somehow eyeballing me... through the second story wall that the house has visible while outside.  This house is just infront of the mayors place with the Chief, with that foundry Sniper guarding the rail just south of the mayors door. That's a me stealthed by the bed.
So yeah, best guard or map bug.

(http://i.imgur.com/TmveNJV.png)
Title: Re: 0.1.14 bugs
Post by: Greep on April 02, 2015, 08:32:22 am
Looks like you found clark kent.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on April 02, 2015, 09:12:17 am
up4 door should be fixed (hope so)
Foundry Sniper is no longer Supe... Clark Kent.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 02, 2015, 08:42:32 pm
Incendiary Chemical Ammo crafted with magnesium powder and napalm produces 20 and 30 vials respectively, but only uses 10 empty vials. I can't imagine that being on purpose.
Title: Re: 0.1.14 bugs
Post by: Greep on April 03, 2015, 02:31:32 am
For unknown reasons, I have seemed to become invulnerable to w2c damage, dreads are giving me no damage at all rather than smashing me to bits like they did when I have 98% mech resist.  I have 100% mech resist, but that should only be 35% against w2c.

At a guess, I'd say it's because going over 100 causes dr to be set at 100 in any circumstance.
Title: Re: 0.1.14 bugs
Post by: Styg on April 03, 2015, 09:44:27 am
For unknown reasons, I have seemed to become invulnerable to w2c damage, dreads are giving me no damage at all rather than smashing me to bits like they did when I have 98% mech resist.  I have 100% mech resist, but that should only be 35% against w2c.

At a guess, I'd say it's because going over 100 causes dr to be set at 100 in any circumstance.

No, it's just the case that being immune to certain damage types cannot be mitigated by any type of resistance reduction.
Title: Re: 0.1.14 bugs
Post by: captainmeow on April 03, 2015, 03:43:41 pm
For unknown reasons, I have seemed to become invulnerable to w2c damage, dreads are giving me no damage at all rather than smashing me to bits like they did when I have 98% mech resist.  I have 100% mech resist, but that should only be 35% against w2c.

At a guess, I'd say it's because going over 100 causes dr to be set at 100 in any circumstance.

No, it's just the case that being immune to certain damage types cannot be mitigated by any type of resistance reduction.

I'm guessing this was the fix to stop people from killing the beast themselves :p
Title: Re: 0.1.14 bugs
Post by: Gman on April 03, 2015, 04:30:02 pm
It would appear assault rifles fire 6 shots in a burst when the little icon on the bottom says it fires 5 shots a burst.  Tested this with a 8.6mm hornet I found along with a 7.62mm one I crafted just to see if it was mine, but no.  Not sure if this is intended and the button wasn't updated, or bug.

Onnnnee more thing: Olivia in Foundry isn't dying to the explosion in her lab, surviving with a sliver of health after several tries. Not that I had to at that point, but was removing the remaining evidence of my involvement after the fact.

Thirdly, it seems the barrels in the foundry, the mine area specifically are all empty for me and constantly getting rid of the (empty) status in ones I've looked in, after I leave the area and return.
Title: Re: 0.1.14 bugs
Post by: Blaze on April 03, 2015, 10:50:31 pm
Hello everyone! I'd like to report a bug on the Steal shield emitter shipment (http://www.underrail.com/wiki/index.php?title=Steal_shield_emitter_shipment) quest.
The problem arises when I get the item (http://www.underrail.com/wiki/index.php?title=Energy_Shield_Emitter_Shipment) I need to deliver to Gorsky/Sneaky, and meet them at the Hardcore City Bar, there is no dialog option suggesting the end of that quest. That means I'm stuck at that quest. Any help would be appreciated.
P.S. I tried to redo the quest using a save just after I killed the protectorate soldier in the lower level of the warehouse, and got the same result.
Title: Re: 0.1.14 bugs
Post by: Blaze on April 03, 2015, 11:01:18 pm
Not sure if this is a bug or not but I noticed that quite frequently the cut-throat attack can be resisted. On other occasions it inflicts damage, but does not stun. This seems contrary to the definition:
Quote
Perform a powerful knife stealth attack from behind the target that bypasses all resistances and shields, applies a bleeding wound that deals extra 800% damage over 3 turns and stuns the target for the same duration.
At first I thought it was the helmet protecting characters from cut-throat, but then I checked and it turned out not to be the case. Every time I performed the attack the stealth-invisibility condition was met. Also, I'm interested if the damage scales with how much the target sees you (eg. higher damage if the eye is green than if it is orange)?
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 03, 2015, 11:57:40 pm
-I can't seem to enter the Tchort Institute. I loaded an older character and went straight to the Institute to see what would happen and it triggered a cut scene and introduced Denzil. This doesn't happen to the character that I've made specifically for this version. The only thing that's different is that the new character visited Tchort courtyard before all of the oligarchy quest were given and has already gone to Lunatic hideout, retrieving the statue before even knowing about the related quest.

-I got an instance of the incendiary grenade zombie grenade bug again.
Title: Re: 0.1.14 bugs
Post by: Greep on April 04, 2015, 12:06:15 am
Hello everyone! I'd like to report a bug on the Steal shield emitter shipment (http://www.underrail.com/wiki/index.php?title=Steal_shield_emitter_shipment) quest.
The problem arises when I get the item (http://www.underrail.com/wiki/index.php?title=Energy_Shield_Emitter_Shipment) I need to deliver to Gorsky/Sneaky, and meet them at the Hardcore City Bar, there is no dialog option suggesting the end of that quest. That means I'm stuck at that quest. Any help would be appreciated.
P.S. I tried to redo the quest using a save just after I killed the protectorate soldier in the lower level of the warehouse, and got the same result.

Yeah the dialogues are a bit weird there, you might have to fiddle with them, like click "about core city..." or whatever, to get them to pop up.
Title: Re: 0.1.14 bugs
Post by: Blaze on April 04, 2015, 11:10:04 am
Hello everyone! I'd like to report a bug on the Steal shield emitter shipment (http://www.underrail.com/wiki/index.php?title=Steal_shield_emitter_shipment) quest.
The problem arises when I get the item (http://www.underrail.com/wiki/index.php?title=Energy_Shield_Emitter_Shipment) I need to deliver to Gorsky/Sneaky, and meet them at the Hardcore City Bar, there is no dialog option suggesting the end of that quest. That means I'm stuck at that quest. Any help would be appreciated.
P.S. I tried to redo the quest using a save just after I killed the protectorate soldier in the lower level of the warehouse, and got the same result.

Yeah the dialogues are a bit weird there, you might have to fiddle with them, like click "about core city..." or whatever, to get them to pop up.
Thank you very much Greep, you were right. This seems odd though, as you usually get the quest completion dialog option directly up front when talking to an NPC.
Quote from: epeli
Hmm, the description of cut-throat can be misleading. The point is, it bypasses defenses that could reduce your damage. It can still miss normally and if you're not behind your target or it can see you, you get just a regular knife attack.

Also, any kind of stuns can be resisted with high fortitude (derived from level and constitution) or Thick Skull feat. But this should be fairly rare and I don't think any enemies have Thick Skull. If I'm not mistaken, fortitude is checked against your attack skill. So getting your melee higher should help land cut-throat stuns more reliably.

And lastly, its damage doesn't scale with how close to detection you are. It's just a normal weapon damage roll and then the bleeding wound deals 8x that.
What I missed here is that you should be behind the target. Although this perfectly makes sense, it is not explicitly stated that it is mandatory (correct me if I'm wrong).
Anyway, thanks epeli!
Title: Re: 0.1.14 bugs
Post by: Blaze on April 04, 2015, 12:12:10 pm
There is a misplaced door in Core City. This is the room with bandits. The thing is when I throw a gas grenade into the room, and the block the entrance with force field the game crashes after 1-2 turns. When I tried to throw a regular grenade first, and then block the entrance, it did not crash (the image here is after I defeated them, obviously).
(http://i.imgur.com/a26s40r.jpg)
Title: Re: 0.1.14 bugs
Post by: Styg on April 06, 2015, 07:04:27 am
There is a misplaced door in Core City. This is the room with bandits. The thing is when I throw a gas grenade into the room, and the block the entrance with force field the game crashes after 1-2 turns. When I tried to throw a regular grenade first, and then block the entrance, it did not crash (the image here is after I defeated them, obviously).
(http://i.imgur.com/a26s40r.jpg)

Can you reproduce this? Where did the gas grenade land the time it crashed?
Title: Re: 0.1.14 bugs
Post by: Styg on April 06, 2015, 07:47:38 am
edit: remembered a couple of old things
- opportunist doesn't count suppressed as a slow
- infusion: reflexes stacks after effects that drop evasion/dodge to zero (intentional?)

Fixed for future release.
Title: Re: 0.1.14 bugs
Post by: PhrygianDominant on April 06, 2015, 08:09:27 am

Spoilers ahead...
When investigating the strange tremors, if you helped the injured faceless in Core City, meet him in the west wing and listen to his warning, then tell that to Eidein, you can also tell Eidein that you confirmed the faceless invasion force with your own eyes - even if you never entered tch-inv!


Fixed.
Title: Re: 0.1.14 bugs
Post by: Gman on April 06, 2015, 04:20:03 pm
Made a great pair of infused-siphoner leather boots with hard padding, right.  Not sure where but it got the 'Immune: Immobilization' stat at some point, which is fine, but if that means what I think it does, being hit by a thrown net and being Entangled still worked against me(Carnifex is and always will be a cheap shit with that net, where I experienced this) so buggy somewhere.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on April 07, 2015, 08:02:30 am
lu-b12 should be fixed

As of those issues with doors and tables, those are not map specific and we know about those issues, that would need some changes in the engine and I hope we can fix that.
Title: Re: 0.1.14 bugs
Post by: Blaze on April 08, 2015, 03:37:46 pm
Quote from: Styg
Can you reproduce this? Where did the gas grenade land the time it crashed?

The grenade landed on the tile just behind the doorway, and I blocked the entrance with force field next to the tile the grenade landed on.
The game crashed after the gangsters gathered at the edge of the force field and started using hypos. I could reproduce the same bug in the warehouse mission (same circumstances) but less reliably.
I noticed too that gas grenades are somehow not perceived as hostile action by the Acid Hunters, though a regular hand grenade is (when I throw a gas grenade at them, they heal with hypos, but do not turn hostile and I can still talk to them).
Title: Re: 0.1.14 bugs
Post by: VaeliusNoctu on April 09, 2015, 02:06:41 am

I swear I haven't seen shutters that can teleport window frames IRL :P

I don't know what could've gone wrong in my end at the psycho quest. Everything seemed to work normally.
I carefully damaged it a little bit to evaluate its resistances, hit it with a tranq bolt, ended combat and snuck away, waited for tranq bolt cd and repeated until it had low enough hp (about 70 IIRC) to become permastunned and turn neutral. Then a dialogue opened when approaching it and I managed to attach the pacifier. Then I returned to the lab, but Vuk was still screaming Psycho is on the loose and Rista didn't have any dialog options that would've let me finish the quest, but at least he still gave me more jobs.


-You win! :D Fixed shutters for the next update

-Hmmm... I tested the psycho quest again today and everything seemed to work fine. I stunned Psycho, placed pacifier and returned back - just like you did. I blame it on some bad voodoo stuff! Still, if you don't mind posting your save (before the quest would be perfect, but even after it is okay) I'll look into it and see if it really is voodoo or not. :D

-Also fixed the west wing hole dialog incorrectly stating that you will not get hurt if you jump down. Sorry about that!

6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)

I experienced that before the update actually and found a way to get it to work too; was related to my responses to the two leader guys  in the dialog as they are explaining that particular quest to you. Positive responses kinda made it buggy and not trigger but being neutral/negative got it to trigger, took me several tries but eventually worked as should.

You are right Gman, one of the responses was indeed buggy. Fixed it for the next patch, but you'll have to load the save before you talked to them. Sorry for the inconvenience.

Other fixes:
-Daniel Arda should now properly sell Hercules.
-Milton's dialog fixed

Same Problem here i done all well and dont can done Psycho Quest he is still there stuned and neutral but the quest is not done.

My savegame i cant Post its to big to Upload.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 09, 2015, 02:37:42 am
(http://i1094.photobucket.com/albums/i446/lurkersupreme/2015-04-08_00002_zpsbww1x1fl.jpg)

The north corner of the hideout in the cave on Island has a rotisserie with no collision.
Title: Re: 0.1.14 bugs
Post by: PhrygianDominant on April 09, 2015, 07:28:36 am
The north corner of the hideout in the cave on Island has a rotisserie with no collision.

Fixed.
Title: Re: 0.1.14 bugs
Post by: Styg on April 09, 2015, 07:50:45 am
My savegame i cant Post its to big to Upload.

You can upload it to Dropbox.
Title: Re: 0.1.14 bugs
Post by: Blaze on April 09, 2015, 07:44:05 pm
Here is a video of the gas grenade bug I made, this time in the Foundry prison.
https://www.youtube.com/watch?v=2YmZ9Vou2r8&feature=youtu.be&gl=US (https://www.youtube.com/watch?v=2YmZ9Vou2r8&feature=youtu.be&gl=US)
The bug is 100% consistent when I do everything I've done in the video (tested like 5 times).
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 10, 2015, 02:15:56 am
I hope i'm not mistaken ,but Mad Chemist seems to affect all chemical pistol you use rather than just one your character crafts. Of the few acid blob pistols that i've found, it looks like the bonus is being applied on the combat stats window.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 10, 2015, 03:24:48 am
Gah!! I had a feeling I misinterpreted something again. Disregard, thanks.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 11, 2015, 02:04:31 am
This door don't know its place.
GMS compaund 3 floor.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 12, 2015, 03:03:56 pm
Is it bug?
I can buy blueprint Energy shield emitter before I even get quest to find drill part.
Gort (Scrappers location) sell it and Kathrine sell Energy Shild.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 12, 2015, 09:43:45 pm
They are here! :o
Lying  and watching dead!  :o :o

Killed muties, one of them just lies on the floor. And he sees me! And I can't loot him.
Just threw molotov at a bunch, and that one was frightened.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 13, 2015, 04:29:13 am
Old geezer still has that line about earthquake after I give Tanner drill part.
Title: Re: 0.1.14 bugs
Post by: Blaze on April 13, 2015, 02:55:42 pm
Undead Protectorate soldier at SRO
(http://i.imgur.com/N9Dukqo.jpg)
Title: Re: 0.1.14 bugs
Post by: Styg on April 14, 2015, 07:54:59 am
The undead glitch is not map specific and we'll be working on fixing that bug. If you know a way to reproduce that I could actually replicate easily, let me know. I know it involves static harmful environmental effects (such as fire).

Psionic effects which should last "up to X turns" actually always last X turns. (Frighten, Mental Breakdown, Enrage, Hypothermia)
All other "up to X turns" effects work ok (throwing net, tranq bolt, burrower/cave ear poisons and the new incendiary/cryo blob traps)

This is not true, target's resolve (besides giving it a chance to resist the effect fully) lowers the duration of these effects. Have you tried invoking these abilities with sub-optimal psi skill against high level enemies?

Cryostasis cannot be resisted.

Cold resistance lowers the duration and if you have enough of it, you can mitigate it entirely.

Fire is really, really scary :D Even inanimate targets fear it! (Bots are immune as expected)

edit: Oh look, more prealpha stuff in Core City!

Fixed. :P
Title: Re: 0.1.14 bugs
Post by: Styg on April 14, 2015, 08:41:59 am
A couple of the small portrait files (such as Old Jonas there) have problems. All large portraits are fine.

og1_s - purple outline
gr1_s - purple line, top
bladeling_s - purple line, bottom
blade_beast_s - purple line, bottom
boar_s - purple line, bottom
crawler_s - purple line, left

Fixed.
Title: Re: 0.1.14 bugs
Post by: UnLimiTeD on April 14, 2015, 02:19:17 pm
Bunch of save stuff:
First char I started this patch couldn't save through anything but quicksaves (didn't try if the autos worked), I exported him, then dumped the concept.
Just now tried quicksaving with another char the very moment I stepped on a mine, resulting in the save failing and all interactive objects being gone, including the character. Was below Depot A.

Also in the Mushroom caves, there was a tile on the bridge with no pathing, but nothing on it, either. <- I didn't check if that one was already reported.

EDIT-edit: All actual edits moved into a later post, page 7, as per epeli's suggestion.
Title: Re: 0.1.14 bugs
Post by: Styg on April 14, 2015, 02:25:35 pm
This is not true, target's resolve (besides giving it a chance to resist the effect fully) lowers the duration of these effects. Have you tried invoking these abilities with sub-optimal psi skill against high level enemies?

No, they are either completely resisted (that works just as it should) or full duration. I tested that on Ezra with ~70 effective thought control. :\

edit: Hypothermia seemed to work correctly after more testing (absolute minimum metathermics against higher level targets brought it down to 21-24t), my bad.
Mental breakdown on the other hand.... it's almost impossible to land at 40 thought control, so the resist chance calculation works, but it still gets full duration.

You're right about Mental Breakdown. The duration was not being applied as it should, but the rest should function as I said. I did a quick test with Frighten after your first post and it worked, so I just skimmed through the code of other abilities. Fixed now.

In that case, Cryostasis description should probably say "for up to 2 turns" like cryo traps do. :P

But resistance barely affects it - even bots with 90%/100 cold res still get frozen, only for 1 turn less than anything else. The effect seems to be bigger on cryo traps, with only ~20% resistance reducing their duration by 1 turn. I guess cold resistance reduces a percentage of the full duration rather than discrete number of turns?

Yes, it's reduced by the damage resistance percentage (so it's only fully mitigated at 100%) and there used to be a line in the description that mentioned mitigation through cold resistance, but it got lost somewhere along the way. :/ Fixed now.
Title: Re: 0.1.14 bugs
Post by: VaeliusNoctu on April 14, 2015, 02:49:59 pm
Hello,

im now on my 2nd playthrought with a fresh Character from that Version and still have the Bug with the Psycho Quest.

Here is a link with my ziped savegame: http://www.fileconvoy.com/dfl.php?id=gefe65da22a3a93dc99965056818cf10c5e5e2c7ff

2nd option but needs registration?  http://www.filedropper.com/neu


EDIT:

maybe the Problem is that Psycho is still stuned after you use the Pacifier. I thought after you use the Pacifier the stun effect is removed. So maybe that fails the quest to be done.

I btw killed the Psycho to test what happens. After i do so the quest is not failed and Investigator Vuk, Animal Caretaker and Rista still think he is alive.^^
Title: Re: 0.1.14 bugs
Post by: Fenix on April 14, 2015, 04:22:38 pm
Well, I experienced difficulties with saving - first time i was forced to reset PC, second time Task Manager did respond (so first time was because my PC is old crap on XP), so I kill process with it help.
But since nobody report about such problems, I suggest it's personal problem, because my PC start to do something resource-consuming in the same moment he saved game, or something. Wrote about it just in case. )
Title: Re: 0.1.14 bugs
Post by: Fenix on April 14, 2015, 09:09:00 pm
Problem with targeting, I'm sure that was reported before, but (just in case).
Title: Re: 0.1.14 bugs
Post by: Fenix on April 14, 2015, 09:17:46 pm
Problem with Cliff.
I didn't talked with him, sneak in a cave, saved Je(a)nny, and after they confessed that they love each other, Cliff still lost his HP.
Or it has been conceived that way, but in that case he didn't say a word about he is actually dying.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 14, 2015, 09:20:40 pm
Also not a bug, but if you fix this, game would look more polished.
Explosive barrel shows it is "stun immune", if you hit it with Telepunch.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 15, 2015, 03:17:14 am
Camp Hathor.
Kidnaped Sarine, quest to kill Rathound King became red.
Killed Rathound King - was rewarded by Edgar with feat, quest still red.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 15, 2015, 08:17:58 am
Reverse highlight should work when normal higlight doesn't and vice versa.

Huh? How? Buttons?
Title: Re: 0.1.14 bugs
Post by: Codaxio on April 16, 2015, 12:54:41 pm
Hi,

I'm new here and at first I would like to say that I really enjoy Underrail, congratulations to the developers !

So I noticed a very minor bug, there is a clickable barrel in the Burrower nest near the Camp Hathor that doesn't have the text "Barrel" when the tab key is pressed. Here is a screenshot for the exact location.
(http://tof.canardpc.com/preview2/05e43f4e-3fe0-48db-a214-1a8ccd4041a4.jpg) (http://tof.canardpc.com/view/05e43f4e-3fe0-48db-a214-1a8ccd4041a4.jpg)

And another thing more problematic is the fact that the dodge and evasion bonus doesn't work for my character.
Here are my stats without armour, boots and balaclava :

(http://tof.canardpc.com/preview2/262e29ff-6ad8-46ca-b6d9-a577fa4ec25d.jpg) (http://tof.canardpc.com/view/262e29ff-6ad8-46ca-b6d9-a577fa4ec25d.jpg)

The armour and boots stats (the images are clickable). I forgot the balaclava but it's not important.

(http://tof.canardpc.com/preview/ae12ec45-99ef-4296-9c0a-b623f6fe49dd.jpg) (http://tof.canardpc.com/view/ae12ec45-99ef-4296-9c0a-b623f6fe49dd.jpg)

(http://tof.canardpc.com/preview/c93b2f09-e7e4-4519-85cb-f33cdcf7c73e.jpg) (http://tof.canardpc.com/view/c93b2f09-e7e4-4519-85cb-f33cdcf7c73e.jpg)

So I should have a bonus in stealth dodge and evasion, but when I look at my stats I don't know why but only the stealth bonus is applied.

(http://tof.canardpc.com/preview2/753b0ada-b762-494a-98bc-a468a25f157e.jpg) (http://tof.canardpc.com/view/753b0ada-b762-494a-98bc-a468a25f157e.jpg)

Maybe there is a conflict with the feats I choose : Aimed Shot, Doctor, Expertise, Hunter, Marksman, Nimble, Psi Empathy, Force User, Kneecap Shot, Pyromaniac and Pack Rathound. Maybe with Nimble or something like that.
At first I thought that was because I had 0 skill point in Evasion but I decided to put some points in this skill but nothing changed. I have a save just before a level up, so I can do some tests if you want.

PS : I apologize for the possible mistakes I made, English is not my native language.
Title: Re: 0.1.14 bugs
Post by: Fenix on April 16, 2015, 03:57:17 pm
Some barrels regain their unchecked status if you re-enter map, such as all except one in this level. (picture)
Some barrels, despite beign empty, didn't show that untill you hit "take all" button, thats rare.
Title: Re: 0.1.14 bugs
Post by: Codaxio on April 16, 2015, 07:31:41 pm
Check your Combat Stats (C) instead, the bonuses should show up there. Combat Stats are always the actual numbers your character uses in combat.

You are right thanks epeli, I almost never used this menu. But still I don't know why lockpicking or stealth bonus are displayed in the skill menu but not evasion and dodge. Maybe it's reserved for non combat skills but it would make sense to see all the bonus in the skill menu.
Title: Re: 0.1.14 bugs
Post by: UnLimiTeD on April 17, 2015, 11:06:16 am
How does one find out if a bug found is really a 0.1.14 bug and wasn't there before?
I updated my last post so far to not spam, but I'm never quite sure, as I didn't play past SGS for a hlaf year or some such.
Title: Re: 0.1.14 bugs
Post by: UnLimiTeD on April 17, 2015, 04:25:21 pm
Well, here you go:

Quote


Edit: Sturdy Vests look like Biovests when crafting. Dunno if they also look the part when finished, not enough skill atm.

Edit2: Just had a go at the scrappers HQ where the entire Eels Assault force apparently got ground down by a single dog and the first guard. Damn that was silly.
Edit3: Also, just end a round after I decided I didn't want to cast a force field, but still had the blue indicator as mouse until it was my turn again.
Edit4: Using Pyrokinetic stream with Premeditation (Above regular max range) results in the cast aborting after the first projectile (well two, but as far as I remember it's more visible flames than actual hits). They also missed, not sure if they normally do that.
The ability also misses a graphic effect when there is an interactive object like a desk between the player and target, and once a wall was enough for that bug.
Edit5: Tried to buy TNT (532) and MkIII Lockpick (68) at general store. Combined they cost 601. Recommend rounding prices.
Edit6: On talk with the Gansters near the broken Tunneler, the PC says they are "in the way", but they are actually behind the tunneler. I could fix it without interference, but that doesn't do the job. *shrugs*
Edit7: When you tell Saban "I don't think you can kill it alone", his answer comes from "Unknown".
Edit8: Anna says "Earn some Many" when talking about Hugo.
Edit9: When I already know about the faceless' object, (I then asked them about something else), I can still ask around in Foundry, and not tell the chief that they supposedly left. Not necessarily a bug, but it feels off.

Sides, PLEASE make combat not automatically stop when the last remaining enemy is frozen. He will eventually thaw, you know.
TNT doesn't show in any Inventory category.

Supersteel sheets are called Laminated Fabric on crafted Items.
Title: Re: 0.1.14 bugs
Post by: Codaxio on April 19, 2015, 02:25:25 pm
I don't know if this has been reported but you can be stuck in the foundry prison in this room:

(http://tof.canardpc.com/preview2/3ac6aadd-287a-442e-9a4c-1800bde6e499.jpg) (http://tof.canardpc.com/view/3ac6aadd-287a-442e-9a4c-1800bde6e499.jpg)

The other door is locked too and for those who don't have lockpicks or enough skill (45 minimum and 50) this can be problematic.

Here is what I did to be stuck (possible spoilers):

1) Convince the chief of the prison to let me talk to Todor because I'm his wife.
2) Try to convince him to take some poison, the screen become black then the guy disappeared.
3) You are in the room alone and possibly stuck.
Title: Re: 0.1.14 bugs
Post by: UnLimiTeD on April 20, 2015, 10:39:20 pm
Enraged Siphoners apparently trigger red cameras in the arena. Looks odd.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 28, 2015, 03:38:48 am
When using Cryo-pistols on Burning targets the flames don't get extinguished, even when they're turned into a block of ice.
Title: Re: 0.1.14 bugs
Post by: Styg on April 28, 2015, 07:14:14 am
When using Cryo-pistols on Burning targets the flames don't get extinguished, even when they're turned into a block of ice.

Heh, fixed.

Also fixed bunch of other stuff from this thread. Keep it coming.
Title: Re: 0.1.14 bugs
Post by: SadBaxter on April 28, 2015, 11:18:27 am
Heh, fixed.

Also fixed bunch of other stuff from this thread. Keep it coming.

Have you seen the other bug report I made? I linked some screenshots to try and illustrate the problem in more detail.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on April 30, 2015, 11:38:03 pm
-This area in the Lunatic hideout (the one where you can fall through the floor  next to a pack of hungry dogs) can leave a player trapped if they don't happen to have TNT to use or meet the lockpicking requirements of the nearby door. Consider having another option in this situation.

(http://i1094.photobucket.com/albums/i446/lurkersupreme/2015-04-30_00003_zps1luux5vl.jpg)


-When two individuals die on the same tile and in the same position, it makes it difficult to loot the body underneath. Not much of a bug as it is an inconvenience.

-I'm not particularly sure what's going on ,but I'm noticing that my characters have their health start to regenerate when at about 90%. I'm not sure if it is only at 90%, but that's when I usually catch it. It slowly regenerates until their health bar is filled. It usually happens after I use healing items like a bandage or hypo although I haven't paid attention enough to confirm the direct relation.

(http://i1094.photobucket.com/albums/i446/lurkersupreme/underregenbug_zpsl78otnrz.png)
Title: Re: 0.1.14 bugs
Post by: SadBaxter on May 01, 2015, 12:22:09 am
-I'm not particularly sure what's going on ,but I'm noticing that my characters have their health start to regenerate when at about 90%. I'm not sure if it is only at 90%, but that's when I usually catch it. It slowly regenerates until their health bar is filled. It usually happens after I use healing items like a bandage or hypo although I haven't paid attention enough to confirm the direct relation.

That's intentional. Your character will slowly heal over time if your health is at 85% or above. It means that you don't have to use a healing hypo if you've only taken minor damage.
Title: Re: 0.1.14 bugs
Post by: LightningMonk on May 01, 2015, 01:19:09 am
I never noticed that. Is that new or was it always like that and I was just being unobservant as usual.
Title: Re: 0.1.14 bugs
Post by: UnLimiTeD on May 01, 2015, 03:29:43 pm
It's certainly been that way for a bit, numbers not withstanding.
Title: Re: 0.1.14 bugs
Post by: Codaxio on May 02, 2015, 08:01:29 am
I don't know if it's a bug but I lost a lot of items in the two barrels just next to the entrance of the mine in the Foundry. Usually I stock heavy stuff in barrels in the different cities and it works quite well but I guess that these two barrels are bugged. Is there a way to get back my items? I tried to reload an old save but it was too late.

And the second thing is that the dialogue are bugged with Nicolas in the foundry. If you found him and you talk to him he will tell you to follow him. Then if you decide to tell him that you know nothing about the murder, re-talk to him and said that you changed your mind you will re-follow him. And even if you choose to said "Let's talk" or something like that you will re-follow him etc.
I don't know if it's clear. Tell me if you want more informations or some screenshots.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on May 02, 2015, 11:01:10 am
I don't know if it's a bug but I lost a lot of items in the two barrels just next to the entrance of the mine in the Foundry. Usually I stock heavy stuff in barrels in the different cities and it works quite well but I guess that these two barrels are bugged. Is there a way to get back my items? I tried to reload an old save but it was too late.

Can you please provide a screenshot of those barrels, thanks, You can't get your stuff back, only if you have a save where you put it  in there and did not exit the area, this is a bug and if it happens to some other container just post a screenshot and where you did find it so we can fix it.
Title: Re: 0.1.14 bugs
Post by: Codaxio on May 02, 2015, 11:48:44 am
Ok no problem, here is a screenshot of the barrels I took the picture from the wiki.

(http://tof.canardpc.com/preview2/e83fbdce-d6b6-470a-9a20-a5c0312f2a8e.jpg) (http://tof.canardpc.com/view/e83fbdce-d6b6-470a-9a20-a5c0312f2a8e.jpg)
Title: Re: 0.1.14 bugs
Post by: Gman on May 02, 2015, 07:11:21 pm
Almost all/most of the barrels are fucked up in the Foundry mine, they reset constantly and look full with stuff, while being empty. I as well mentioned how buggy the barrels were previously in this thread ,
Thirdly, it seems the barrels in the foundry, the mine area specifically are all empty for me and constantly getting rid of the (empty) status in ones I've looked in, after I leave the area and return.
For me, the entire foundry mine barrels were empty and bugged out. The city itself and associated housing and such within were all fine, problem began only... well, in the above guys screenshot, with the mine entrance and the chemist wife.
Title: Re: 0.1.14 bugs
Post by: Mac Orion on May 04, 2015, 08:11:06 am
Ok no problem, here is a screenshot of the barrels I took the picture from the wiki.

(http://tof.canardpc.com/preview2/e83fbdce-d6b6-470a-9a20-a5c0312f2a8e.jpg) (http://tof.canardpc.com/view/e83fbdce-d6b6-470a-9a20-a5c0312f2a8e.jpg)
fixed
Title: Re: 0.1.14 bugs
Post by: PhrygianDominant on May 05, 2015, 02:48:55 pm
And the second thing is that the dialogue are bugged with Nicolas in the foundry. If you found him and you talk to him he will tell you to follow him. Then if you decide to tell him that you know nothing about the murder, re-talk to him and said that you changed your mind you will re-follow him. And even if you choose to said "Let's talk" or something like that you will re-follow him etc.
I don't know if it's clear. Tell me if you want more informations or some screenshots.

Fixed. With the amount of Nicolas/Olivia related bugs being reported, I feel like their quests are more broken than their relationship.:D

Quote from: epeli
A couple of things related to Forsaken Island.

- You can walk through part of Svana's boat
- you can mention the skeleton to Rista even if you haven't visited the sub-area where it is.


Fixed both.

Also fixed a few quest-related issues reported in this thread, like the Psycho dialog bug, Foundry prison visiting room locked door, and other stuff. Keep it coming people, and thanks a lot. ;)
Title: Re: 0.1.14 bugs
Post by: SadBaxter on May 11, 2015, 01:45:28 am
I just had a weird bug with an incendiary grenade again. I used a molotov on a group of mutated dogs, when they died from the flames instead of dying normally they... well, the sound effect for their death played, but they continued to act out the rest of their turn and then would lay down into their 'dead' sprite, and they also continued to act throughout the rest of combat until I killed the last dog. They didn't leave any remains either, the only thing left was an untargetable mutated dog lying on its side.

(http://i.imgur.com/yewGisg.png)

I don't know what the trigger is as I'm having some trouble replicating it. So far as I can tell, it seems to be that if an enemy is caught in the area of effect of fire, they usually don't move at all, probably because their AI is trying to avoid the huge damage you take for moving through fire. The living dead dogs bug seems to have happened because the dogs decided to move through the fire anyway, which killed them, but instead of killing them normally they continued to move and act while dead.

Title: Re: 0.1.14 bugs
Post by: SadBaxter on May 11, 2015, 04:15:06 am
Aha, Got it! Okay, for the bug to trigger the dog has to die on the FIRST tick of flame damage as it moves, later ones and it'll die normally. If it dies on the first tick the sound of the dog dying plays and it becomes untargetable but it continues moving for the rest of its turn, and will continue to act on subsequent turns.

http://i.imgur.com/Dmfmcjy.jpg
Here in this first screenshot, I was unfortunately too slow to capture the dog dying and continuing to walk around, but you can see it's lying on its side

http://i.imgur.com/a3y8mUC.jpg
Second, the dog is now standing, and has just fired an acid blob at my character

http://i.imgur.com/wOE5HeH.jpg
and third, it's now back to lying on its side, but in a clearly different position to the first screenshot.

http://i.imgur.com/43BLT5P.jpg
Here's a fourth, in which I managed to screenshot the dead dog actually using acid blob.

It only ever used acid blob (whenever it came off cooldown), it never came over and attacked in melee, and once combat was over it went back to being properly dead, although its corpse was still untargetable and it left no remains.

EDIT: Managed to capture the initial zombification

http://i.imgur.com/R4E87E0.jpg Alive
http://i.imgur.com/v7tTyjV.jpg dead (note that it's taken a single instance of heat damage)
http://i.imgur.com/AEbY1FD.jpg continuing to move while dead
Title: Re: 0.1.14 bugs
Post by: Styg on May 12, 2015, 08:13:25 am
Aha, Got it! Okay, for the bug to trigger the dog has to die on the FIRST tick of flame damage as it moves, later ones and it'll die normally. If it dies on the first tick the sound of the dog dying plays and it becomes untargetable but it continues moving for the rest of its turn, and will continue to act on subsequent turns.

http://i.imgur.com/Dmfmcjy.jpg
Here in this first screenshot, I was unfortunately too slow to capture the dog dying and continuing to walk around, but you can see it's lying on its side

http://i.imgur.com/a3y8mUC.jpg
Second, the dog is now standing, and has just fired an acid blob at my character

http://i.imgur.com/wOE5HeH.jpg
and third, it's now back to lying on its side, but in a clearly different position to the first screenshot.

http://i.imgur.com/43BLT5P.jpg
Here's a fourth, in which I managed to screenshot the dead dog actually using acid blob.

It only ever used acid blob (whenever it came off cooldown), it never came over and attacked in melee, and once combat was over it went back to being properly dead, although its corpse was still untargetable and it left no remains.

EDIT: Managed to capture the initial zombification

http://i.imgur.com/R4E87E0.jpg Alive
http://i.imgur.com/v7tTyjV.jpg dead (note that it's taken a single instance of heat damage)
http://i.imgur.com/AEbY1FD.jpg continuing to move while dead

Thanks. I'll check your theory and let you know if I found the bug.
Title: Re: 0.1.14 bugs
Post by: VaeliusNoctu on May 15, 2015, 11:25:43 am
Jack Quicksilver Azif Mission Bug:

I found some Problems in the Jack Quicksilver Questline. All the Quests i done in the same way in all my Playthroughts with the same Game Version. I dont write about the 2 other Quests for the reason i done them in the same way (as in wikki from epeli writen), so i revealed the complete backgroundstory behind Patrick and done the Hercules Drug Quest.

In my 1st playthrought i free Tudor without break him out. Azif Quest follows...

In my 2nd and 3rd the Quest is buged for me: I talked with Tudor, found the Sniper Rifle on the roof but dont can report that to the chief (no new talk options). So i must break him out...still Azif Quest follows...

This time in my playthrought i do the same as bevore (2nd and 3rd playthrought) but dont get the Quest for Azif...after all...Jack Quicksilver says "i contact you...".

If i choose the talkoption..."how you contact me?"...he dissappears from Core City. Choose the option "ok see you" let him not disappear.

EDIT:

I think that this is where you will do the individual tasks a problem with the order. If this is done in the wrong order the Quest stucks.

I have at the moment, for example, first talked with Eddard to get the quest. Then I talked to the chief and said I think he keeps an innocent firmly. After that the woman in prison and Tudor. Get the Sniper Rifle, talked with Tudor again and then with the Chief. As I said i have now the third playthrought where it stucks. In my two previous i get still the Azif Quest so np but now not.

Psycho Quest (Tschort)

I still have after 4 Playtroughts the Psycho Quest Bug in Tschort Institute.
That means i get the Quest and can catch Psycho but after i acept the quest i cant complete them (no options i can Report them in the conversation with the Questgiver, but i can, after i acept the quest do the other quests and complete them). One small Problem is that the Merchant there still says Psycho is on the run or so and i cant buy anything from him.
Title: Re: 0.1.14 bugs
Post by: Styg on May 18, 2015, 11:34:08 am
Aha, Got it! Okay, for the bug to trigger the dog has to die on the FIRST tick of flame damage as it moves, later ones and it'll die normally. If it dies on the first tick the sound of the dog dying plays and it becomes untargetable but it continues moving for the rest of its turn, and will continue to act on subsequent turns.

http://i.imgur.com/Dmfmcjy.jpg
Here in this first screenshot, I was unfortunately too slow to capture the dog dying and continuing to walk around, but you can see it's lying on its side

http://i.imgur.com/a3y8mUC.jpg
Second, the dog is now standing, and has just fired an acid blob at my character

http://i.imgur.com/wOE5HeH.jpg
and third, it's now back to lying on its side, but in a clearly different position to the first screenshot.

http://i.imgur.com/43BLT5P.jpg
Here's a fourth, in which I managed to screenshot the dead dog actually using acid blob.

It only ever used acid blob (whenever it came off cooldown), it never came over and attacked in melee, and once combat was over it went back to being properly dead, although its corpse was still untargetable and it left no remains.

EDIT: Managed to capture the initial zombification

http://i.imgur.com/R4E87E0.jpg Alive
http://i.imgur.com/v7tTyjV.jpg dead (note that it's taken a single instance of heat damage)
http://i.imgur.com/AEbY1FD.jpg continuing to move while dead

Thanks. I'll check your theory and let you know if I found the bug.

I couldn't reproduce it, meaning there's something other than on which damage tick the dog dies that is causing this. I'll keep looking into this, but let me know if you manage to figure out what the recipe is yourself. Also, it might be useful if you could escape the area once this happens to you and upload the save for me.

Cheers.
Title: Re: 0.1.14 bugs
Post by: Lurker King on May 18, 2015, 05:07:36 pm
If I keep moving the mouse when the game is loading, when the game starts my control over the mouse is screwed up.
Title: Re: 0.1.14 bugs
Post by: RailNomad on May 22, 2015, 06:35:19 pm
Mediant Samuel at Tchort Institute keeps giving you coins if you return with Matteos head and keep asking about him.