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 11 
 on: May 02, 2024, 12:21:01 AM 
Started by Mr Goldstein - Last post by Kyzrati
Found the exits you were referring to, but... weirdly it still doesn't happen for me. Did a bunch of tests using these files as a starting point, and follow the same steps, but it's all still working normally. Pretty inexplicable.



Fortunately it's minor, but I'd certainly like to know why. Doesn't seem like this is likely to be resolved, hm :/

 12 
 on: April 30, 2024, 06:25:24 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Added for Beta 14:
* NEW: Melee attacks made with any momentum benefiting from speed bonus while using overloaded propulsion can cause burnout as moving normally

 13 
 on: April 29, 2024, 03:56:29 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
I mean, everything in the game happens because that's how it was coded, including bugs.
I know, I'm saying it's done that way intentionally.

 14 
 on: April 29, 2024, 03:44:16 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
This isn't a bug, it's just how that particular event is coded.
I mean, everything in the game happens because that's how it was coded, including bugs.
I was more reporting the fact that it makes no sense using in-world logic, which is the defining characteristic of a lot of bugs. (It's also somewhat frustrating to figure out how that particular event works : Why would you assume it to be based on your own vision rather than the Sentry's?)

Disable at your own risk!
I'm not sure how i'd be disabling my Visual Processing Units with any risk, given that i usually know if there are other hostiles nearby, and that almost every time, i'll prefer missing a few shot against the sentry from not seeing it¹ rather than having tracking reinforcements sent after me.

(¹With traps or a good Sensor Array, i wouldn't even need to shoot in the dark.)

 15 
 on: April 28, 2024, 05:48:17 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
This isn't a bug, it's just how that particular event is coded. Disable at your own risk!

You'll find a number of other events and situations that use a similar approach for various reasons.

 16 
 on: April 28, 2024, 04:10:48 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
In order to request backup, outpost sentries of cave branches need to have made their pre-backup request statement.
In order to make that statement, they have to :
1 - Be tracking Cogmind.
2 - Do the same thing that NPCs like Exiles need to do when they want to tell you something, which is to say be within Cogmind's FOV.

This makes no sense whatsoever, as it means having a Visual Processing Unit-type utility can cause the sentry to request backup before it actually sees you (if you shoot it from afar, for example).
This also makes disabling visual range utilities a good idea (and makes Cloaking Devices useless for preventing backup) when attacking 0b10 outposts.

 17 
 on: April 27, 2024, 04:33:37 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Yes this is not referring to a specific part, and is not a bug xD

It's just referring to Makeshift parts in general, and in their opinion, as stated.

 18 
 on: April 27, 2024, 03:10:12 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the attached screenshot, this Tinkerer says their makeshift parts are "pretty effective for their mass", which implies that the parts are of lower mass but still as/more effective than same-mass non-makeshift parts.
However, one of the parts here is a Mak. Transmission Jammer, which has a higher mass than its same-range counterpart.
The only way it can be considered more effective is with its energy cost, but it still has a higher mass than any other Transmission Jammer.


It's probably normal in some way, but unless i'm being annoying by posting so many of these bug reports i'll keep posting what feels wrong to avoid not reporting an actual bug.

 19 
 on: April 27, 2024, 02:58:36 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Understandable, although as a part of the line-of-fire visualization rather than extra AOE visualization, it will remain for now.

 20 
 on: April 27, 2024, 02:53:45 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
I mean... explosion predictions are pretty obvious because they have a half-square outline delineating the maximum in each axis direction, which is the more fundamental part of that display--it uses lines in addition to the interior highlight area and not just relying on color like the rest of the targeting interface.
It might be intended to be the more fundamental part of that display, but what i automatically check to see if an explosion will occur is the far more obvious highlighted area. I wouldn't be surprised if that was also the case for a good chunk of players.
At some point, i even saw those explosion range line indicators and thought "wait, were those always there?". I might be good at noticing things generally, but apparently i can tunnel vision when i'm not in "parsing the entire screen for information" mode.

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