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FearsomeFennec

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Posts posted by FearsomeFennec

  1. BUG: Lua Defence got stuck with an enemy spawning in the area under the map, rendering the entire mission incompletable.

    SCREENSHOT: 

    Spoiler

    GSroFKK.png

    NOTES:
    Okay, please DE. This is getting ridiculous. 2 sorties in a row rendered incompleteable. Please implement a sort of "reset" feature that can fix things like this. It's totally ridiculous that this bug still exists (when I've seen other examples dating way back) and there are seemingly no safeguards to prevent it. This kind of frustration is the stuff that leads players to get incrementally more annoyed with the game and quit.

    There needs to be checks for mobs that haven't been in combat for long amounts of time.

  2. 2 hours ago, Calamitant said:

    There are a *lot* of entities that have their own scans different to the normal objects and don't contribute to the codex entries. A lot of a lot of them. I mean, my list here has all the ones I know about. Some of them exist for weird coding reasons, some for different drop tables, and some I honestly have not the faintest clue. This game is weird.

    I'd noticed a lot of inconsistencies, but damn, I didn't realise there were that many. Seems DE needs to take some time to check every game object. :P

  3. Last Tested: Version 19.11.3

    BUG: Certain in-game entities, seemingly ones which are "guaranteed" versions of usual randomly generated counterparts seem to occupy their own non-existent section in the Codex. Specific easily verifiable examples are Uncommon Corpus Containers and Broken Grate.

    EXPLANATION & EXAMPLES: 

    On certain tiles, such as the "Corpus Ship" tile in which you can jump up and find a collection of containers, the containers that spawn are guaranteed uncommon, but scans do not count towards the uncommon container scans, seemingly occupying their own hidden codex entry. [1]

    The "Corpus Outpost" has a tile in which there is a breakable grate underneath some stairs, this grate is an example of the bugged version of the grate, appearing orange with the codex scanner when the broken grate entry is complete.

    The example below contains minor spoilers about the game's plot.

    Spoiler

    The Lua 'Music Memory Room' puzzle's reward container is another example of this, although somewhat different in that it seems to have a separate loot table. This object can be scanned, but does not count towards Rare container scans.

    If you scan these objects enough times, they appear green too, however do not have a codex entry.

    OBSERVATIONS: 

    I have witnessed other examples of this in-game, although the above 2 are the ones that I've personally seen multiple times and verified. It appears to be an issue with the object on the tile being guaranteed to spawn as a certain variant, and the codex scan not matching the version that spawns randomly (and appears in the Codex itself).

    SCREENSHOTS:

    [1] Corpus Uncommon Guaranteed

    Spoiler

    lzBXbNc.jpg

     

  4. BUG: During a long survival mission, I appeared to de-synchronise from the host, I could see and attack enemies as usual, I got loot and progress... However doors would not open for me and I wasn't visible to the host additionally the extraction point would not recognise me being there.

    Replication unsure.

  5. BUG: With a sortie mission and a visible syndicate mission available on a node, the nodes text displays the node for the sortie mission, but shows the game mode of the syndicate mission.

    NOTES: This happened with a New Loka Survival mission, and the sortie set pictured below. Unsure what the exact circumstances of this bug are aside from a triple mission node.

    vB8E8iH.jpg

    ndfDu60.jpg

  6. BUG: Under certain (some unknown) circumstances, crouch-slide does not break stealth.
    REPLICATION (INCONSISTENT): This bug seems to only occur immediately after deactivating Artemis Bow while in Prowl, then crouch sliding. However this does NOT guarantee bug replication. Exact replication is unknown.
    NOTES:

    • This does not always occur, however when it does, the bug can be replicated multiple times in series.
    • Once one slide has been executed without breaking prowl, any further slides will break prowl, unless Artemis Bow is cast then unequipped.
      • In other words, when the bug is occurring, one slide will not break prowl each time you unequip an Artemis Bow, but subsequent slides will act normally.
  7. ERROR: Text reading "IDENTIFIED: ___ ENDO _" with two numbers.
    REPLICATION: On Sabotage missions, Endo rewards from Resource caches may contain both a number in the item name and in the count.
    NOTE: Since there are 1 reward per cache, it is unclear whether this is suggesting receiving 5x250 Endo for a cache or if the number is a mistake.

    40HfK2h.png

     

  8. BUG: Occasionally the Post-Mission display will show other glyphs on a mod polarity, commonly it is an asterisk, or things like syndicate logos. This will revert to normal if scrolled out and in of view.
    REPLICATION: Unsure, appears sporadically. Occurred on PC version.

    rnqVH2d.png

  9. BUG: Dragon Key debuff indicators are not removed when you expend one, nor is an indicator added upon picking up the contents of the vault.
    REPLICATION: Go into any Orokin Derelict mission and open a vault, you will still have your original debuff (key) indicator, when picking up the contents, you will not be given a new indicator to match the new debuff either.

    Also, Dragon Key should be reduced to 1 per loadout. Currently, if you have more than 1 dragon key of the type you are using, using it during a mission will not rid you of the debuff, since the gear loadout "allows" more than 1, despite the fact that you can't use more than 1 in a single mission and having more than 1 puts you at a marked disadvantage.

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