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Topics - Kalkkis

Pages: [1]
1
Fixed Bugs & Non-Bugs / Inconsistant capitalization of "Anti-matter"
« on: October 14, 2016, 05:18:07 AM »
There is light "Anti-matter Cannon" but then there is also "Anti-Matter Reactor". Also apparently it is spelled without the hyphen.

2
Fixed Bugs & Non-Bugs / Backup lasers on an operator
« on: October 12, 2016, 03:22:24 AM »
After getting it's datajack blown off, an operator got backup lasers as replacement. Though technically correct (mechanics replace lost weapons with backup lasers) maybe this shouldn't happen? Or if it does, should the operator be able to attack with it? Also it got two lasers for some reason. Somehow related to how it didn't get a blown off hover unit replaced?


3
Fixed Bugs & Non-Bugs / Core energy capacity in the manual
« on: October 11, 2016, 11:43:59 PM »
It seems that the energy capacity of the core has risen to 100, but the manual still claims it's 50.

4
First, great job on the update. Looking forward to playing it.

The very first time ascended from the scrapyard in this version, there was a "hostile" operator in sight. I thought that you weren't supposed to get hostile robots in sight when you enter the level? I guess the operator doesn't count.


5
Fixed Bugs & Non-Bugs / Lost map data to corruption
« on: October 09, 2016, 06:39:19 AM »
Even if you lose the knowledge of exit's location to corruption, you can still recall it when pressing "4".


6
Fixed Bugs & Non-Bugs / Stuck engineers
« on: October 08, 2016, 01:06:55 PM »
These engineers are stuck, they won't move.



They keep coming.  ;D


7
Fixed Bugs & Non-Bugs / Matter storage unit extra matter
« on: October 08, 2016, 10:08:42 AM »
If you have over 300 matter and you lose a matter storage unit bringing your max matter back to 300, the extra matter vanishes into the aether.

8
Fixed Bugs & Non-Bugs / Repair station part output
« on: October 08, 2016, 09:37:19 AM »
This repair station looks like it would put the repaired item on the left side of it, but it puts it on the right side instead.


9
Fixed Bugs & Non-Bugs / Unarmed robot behavior
« on: October 08, 2016, 09:22:22 AM »
I blaster this guy's weapon off, but he got a backup by a machinist. But after getting it he kept moving away, not noticing that he has a weapon now. He probably still thinks that he has to find a repair station or something.


10
Fixed Bugs & Non-Bugs / Combat log messages
« on: October 08, 2016, 06:19:16 AM »
Ordering of hit messages in combat log is erratic, here I am shot with Gatling laser and Flak gun. Two hit from the gatling laser are listed right after it, like expected, but the third hit is after Flak gun hits.





11
Fixed Bugs & Non-Bugs / Rebooting robot requesting backup.
« on: October 07, 2016, 08:28:10 AM »
Y-64 Sentinel is requesting backup while rebooting.


12
Fixed Bugs & Non-Bugs / Advanced Component Analysis Suite too strong?
« on: October 07, 2016, 04:35:27 AM »
Advanced Component Analysis Suite identifies a prototype every 10 turns. Should it be every 100 turns? This would make it more comparable to regular Component Analysis Suite that identifies a prototype every 300 turns.

13
Fixed Bugs & Non-Bugs / Typo in (imp.) stasis canceller description.
« on: October 07, 2016, 04:23:15 AM »
"Reduces strength of stasis beams targeting self by 2, and for fliers/hoverers ignores the beam's negation of the 10%/5% dodge bonus. Also atempts to escape a stasis trap are 3x as effective (fliers/hoverers also ignore the dodge reduction in stasis traps)."

14
Fixed Bugs & Non-Bugs / Guided launcher pathing issue. (Spoilers?)
« on: October 07, 2016, 02:50:39 AM »
Guided launcher doesn't seem to like waypoints in destroyed walls, even if you can guide it through them with no problem. If you put a waypoint in a destroyed wall, the game claims that the path is blocked to any other destination after that.



Luckily I could still maneuver the shot around.


15
Fixed Bugs & Non-Bugs / Volley accuracy
« on: October 04, 2016, 01:10:19 PM »
1st shot in a volley immobilized the enemy, the 2nd shot then got increased accuracy. But all shots in a volley are supposedly shot at the same time, right? Is this desired behavior?



Edit: Also, if one of your weapons jams, the recoil penalty is applied to weapons before it but not in weapons after it.

16
When trying to select parts from the list after scrolling, it selects the part that was in the position originally, not the one that is there after scrollin. So when trying to select thermal converter here, it selects imp. targeting computer instead, the part that was in that position before scrolling. I'm using the mousewheel to scroll and I select the part with mouse.


17
Fixed Bugs & Non-Bugs / Melee analysis suite bonus.
« on: October 02, 2016, 10:32:44 PM »
Melee analysis suite gives 500% bonus instead of 5%. Also hit chance is capped at 94% instead of 95%.

18
Fixed Bugs & Non-Bugs / Bullet path
« on: September 29, 2016, 10:39:55 AM »
Here I'm supposed to have clear line of fire, but still two supposedly accurate shots didn't connect.


19
Fixed Bugs & Non-Bugs / Scanning unidentified prototypes
« on: September 29, 2016, 10:15:44 AM »
If you insert an unidentified prototype into a scanalyzer, the command the game uses to do this reveals the name of the object even if the scan fails. So it should look like insert(prototype energy gun) and not like insert(imp. lightning gun).

20
Fixed Bugs & Non-Bugs / Defensive analysis bonus
« on: September 27, 2016, 08:33:47 PM »
You should get +5% evasion against robots you have analysed, right? Is this working correctly?



It looks like the adjacent G-34 Mercenary has 60+15r+10m=85% to hit me, shouldn't there be -5a as well?

21
Fixed Bugs & Non-Bugs / Volley analysis readout
« on: September 26, 2016, 08:35:58 AM »
I have med. laser and lgt. assault rifle equipped and active. When in firing mode and beyond the range of lgt. assault rifle, the volley analysis readout says that the volley will cost 180 time units, so it applies the delay modifier from lgt. assault rifle even if it is out of range. With only one weapon activated, it works as expected.

22
Fixed Bugs & Non-Bugs / Combat log hit location
« on: September 26, 2016, 08:27:52 AM »
Sometimes combat log doesn't report what part of the robot you hit. If you destroy the part it doesn't show in the combat log, but it does show in the regular log. But sometimes in other cases it also isn't reported.

Also if you have full info, the probability of hitting the part you hit is shown, even if you don't have scan enhancer that would show you robot parts and chance to hit them, but that might be intended.

23
Fixed Bugs & Non-Bugs / Combat accuracy info + analysis info
« on: September 22, 2016, 02:56:20 PM »
Weapon accuracy shows -10? when it should presumably show +10 for size.



Analysis info shows +0% to hit when it should be +5%.


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