Author Topic: 0.1.14 bugs  (Read 15758 times)

PhrygianDominant

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Re: 0.1.14 bugs
« Reply #120 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. ;)

epeli

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Re: 0.1.14 bugs
« Reply #121 on: May 10, 2015, 05:29:17 AM »
Minor crafting bugs.
Shield emitters apparently have some antigravity components! Basic shield emitter weighs 1.05 as expected from its components, but one pimped with High Efficiency Energy Converter weighs only 0.15 :D

Another small but strange quirk: Adaptive Night Vision Goggles have white name (http://i.imgur.com/NogDlvx.png) despite the fact that they use Image Intensifier Tube which has higher rarity (green). AFAIK all other items derive their rarity from components.

edit
Apparently, secondary modulators don't affect the value of crafted shield emitters.
« Last Edit: May 10, 2015, 06:32:08 AM by epeli »
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SadBaxter

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Re: 0.1.14 bugs
« Reply #122 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.



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.


SadBaxter

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Re: 0.1.14 bugs
« Reply #123 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
« Last Edit: May 11, 2015, 04:22:40 AM by SadBaxter »

Styg

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Re: 0.1.14 bugs
« Reply #124 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.

VaeliusNoctu

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Re: 0.1.14 bugs
« Reply #125 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.
« Last Edit: May 15, 2015, 03:35:09 PM by VaeliusNoctu »

Styg

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Re: 0.1.14 bugs
« Reply #126 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.

Lurker King

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Re: 0.1.14 bugs
« Reply #127 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.

RailNomad

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Re: 0.1.14 bugs
« Reply #128 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.

epeli

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Re: 0.1.14 bugs
« Reply #129 on: July 23, 2015, 11:34:14 AM »
Super Steel Sheet has no description when used in armors, it uses description from Laminated Fabric Ballistic Panel instead.

Also, I managed to repeat the zombification bug 2 times in a row with toxic gas at utility station 7... but couldn't reproduce it afterwards with the exact same steps. It's a real schrodinger's bug. :\
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