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Topics - Tone

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The RIF Signal Jamming ability (with NC coupler attached) still doesn't appear to block Engineers from calling reinforcements when attacked.  There's an item in the Beta 10.2 changelog that indicates this should be the case.  I think RIF Signal Jamming + transport network coupler also fails to block hauler reinforcement calls, if that's supposed to occur (I'm pretty sure this happened earlier, but I haven't re-verified since learning that these jamming issues were added/fixed).  Additionally, should Engineers who are "ignoring repairs" due to the RIF-required hack still call reinforcements?  (They currently do.)

Changelog reference: * NEW: Relay Coupler [NC] combined with Signal Jamming RIF ability also blocks busy Engineer calls for reinforcements

2
Terminal text display sound effect never stops if many Record entries are opened in quick succession.  Tested on a few guaranteed terminals that have many available lore entries (the Exiles message board is a good example).  Tried opening entries with both keyboard and mouse and both cause it.  I've encountered this before and had always assumed that the sound effects were just "catching up", but on further inspection they seem to go on for much longer than they should, and I've never heard them stop.

This seems like it would be a common issue so I hope I'm not re-reporting a known issue, but I tried searching a few times and didn't see any past reports.

3
Fixed Bugs & Non-Bugs / [Beta 8] Guided Weapon Range
« on: March 10, 2019, 05:31:25 PM »
The full trajectory path of a guided weapon can be much further than the weapon's range.  A guided weapon's total path distance for setting waypoints is restricted to its range, but the projectile will continue to travel beyond that path until it is interrupted or hits the "boundary" which is a circle centered on Cogmind with a radius equal to the weapon range.  This creates some interesting possibilities for firing guided weapons a long distance around corners, walls, or other obstacles.

To recreate:  Fire a guided weapon and set the waypoint one tile short of its max range, then for the second direction select the tile one space back in the opposite direction.  The projectile will reach it's "max range", turn around, travel it's "range" again as it passes Cogmind, and continue past until it reaches its "max range" in the opposite direction -- which results with a total projectile travel distance of approximately three-times the weapon's range.

This may be intended behavior (or even a bug-turned-feature :P ), but it is unexpected and not very intuitive so I've decided to submit it.

4
Fixed Bugs & Non-Bugs / [Beta 8] Various Chronowheel bugs
« on: March 09, 2019, 11:31:53 PM »
If the chronowheel is used and allowed to deplete naturally, then once the game is restored to the previous state (via the chronowheel's effect), the L/A/I/C options from the top-center window disappear and the player can no longer toggle between these displays.

To reproduce: equip the chronowheel, allow it to deplete naturally, observe top-center window.

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