Recent Posts

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91
Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on April 07, 2024, 11:44:34 am »
Investigator Vuk:

Listen, I am-- ::He pauses for a second.:: You know what, bro... you might have a good point there. Magnificent Tchort, yes! The pacification procedure we performed on these creatures could have caused them to view us ways we haven't really expected. Hmmm, perhaps in her mind I'm one of her young or a distressed unit.

should be "view us in ways"

also "unit" is a strange choice there, not sure its wrong though
92
General / Re: Encounters with Aran
« Last post by harperfan7 on April 06, 2024, 04:16:18 pm »
The rail crossing train, upper underrail just south of panacea, ive heard about drop zone but never seen it myself.
93
General / Encounters with Aran
« Last post by WeiJayTan 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.
94
Bugs / M'lan Ratula's friendliness is reset on save/reload?
« Last post by Phr3ak on April 05, 2024, 09:56:55 pm »
I intimidated M'lan Ratula into submitting peacefully, and he and his rathounds turned "friendly" (green). If I leave the area and return, he remains green. However, if I save and reload, he and his rathounds become "unfriendly" (orange) again.
95
Bugs / Re: Minor Arch keep bug
« Last post by PhrygianDominant on April 05, 2024, 05:47:55 pm »
Fixed for the next patch.
96
Bugs / Re: Lemurian Hospital MRI scanner
« Last post by PhrygianDominant on April 05, 2024, 02:28:13 pm »
Fixed for the next patch.
97
Bugs / Lemurian Hospital MRI scanner
« Last post by yako on April 04, 2024, 01:10:56 pm »
If activate the scanner, robots will short-circuit, and if attack them and turn off MRI, they'll turn neutral and start patrolling the area. Some of them will infinitely check up on the spot where you got caught on camera and block the passage.
For some reason they cannot be shattered when short-circuited (but can be exploded with TD).
98
Development Log / Re: Dev Log #8: Weapons and Trash
« Last post by Styg on April 04, 2024, 10:41:02 am »
Sprint could be a toggle-able "more speed for more stamina" kind of thing.  Anyway, looking great; especially those sewers.
That's how running currently works. Also, the faster you're running, the less focus you retain.
99
Suggestions / Permanently pin items to action bar
« Last post by yako on April 03, 2024, 01:43:14 pm »
Currently, if you pin an ability, it always stays pinned. Even if you dropped the item (if it is granted for an item or by item itself), disembarked (if it is a vehicle ability) or removed psi slot, etc. it just changes color to red and automatically becomes active when applicable.

But this does not work with consumables, batteries, ammo, certain plot items etc. that can run out, get removed from your inventory when used or moved to crafting window, and this does not work even if you lock the action bar buttons.

For example, if you assigned a fusion cell to recharge item and object, next time you run out of them or place it in crafting window, you'll need to reassign actions again.
100
Bugs / Switching belts
« Last post by ben on April 02, 2024, 05:41:00 am »
I know this is a very well known side effect, but it seems like incorrect behavior.
When switching between belts that grant extra utility slots, the items in the extra utility slots are always unequipped, even if the new belt is large enough to contain them.

For example:
Switching from Launcher Grenade Strap Belt (+1 utility slot) to Large Waist Pack (+1 utility slot) will cause the item in the extra utility slot to be unequipped.

If both belts have 3 utility slots, then all 3 slots should remain equipped, which is the regular behavior for the first 2 utility slots.
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