Minor/annoying bugs

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Damageatrix
Posts: 7
Joined: Fri Mar 29, 2013 3:11 am

Fri Mar 29, 2013 3:55 am

Great game with a lot of potential here - noticed a few things in the first few days which don't seem quite right and they don't seem to be mentioned elsewhere. If you would prefer one bug per topic let me know and I'll repost as several topics - all the following spotted on the latest Steam version .40.something - would be useful to have the version number on the options page so people can quote the version for issues:

1) Hirable characters sometimes spawn on exact same spot as barman - this causes you not to be able to interact with the character - sometimes they will run off to fight bandits and you can talk to them then but its slightly annoying. Not sure if its the same guys in the same bars that spawn on top of barman or if its a generic character spawn algo issue.

2) 20 character limit but 11 character spaces on the top row of the squad hotbar and only 9 on the bottom

3) If you are carrying a bandit/ninja for bounty and you save and then reload he will be on the ground when respawned. If he's healed up he'll sod off at high speed - especially if you took his weapon. Wouldn't be so much of a problem but you don't seem to be able to hit someone if they are running away even if you are faster.

4) Following reload characters do not continue with their assigned actions, working in mine/farm/building etc, perhaps this is intentional especially as I can see potential issues with timing of interactions with bandits that haven't been respawned yet.

5) Building storage boxes near to doors in small shacks often seems to cause pathing issues with guys getting stuck in the doors when trying to make deliveries/pickups of goods.

6) No dedicated storage container for fabrics/rum so the job will get stuck when the output is full and you have to manually move it to a chest/backpack

7) If you start the work action on the fabric loom (possibly other jobs as well) immediately after opening a nearby chest, i.e. you are still in crouched position, the character goes into an extremely painful looking groinal-thrust extreme-yoga work animation with his knees bent the wrong way :lol:

8) You can loot from a temporarily incapacitated templar/trader/mercenary and nobody seems to mind. This could be intentional of course, and it opens up a tactic of drawing bandits in to rob your 'allies' kit, but it seems odd that you can rob the paladins sword and armour and leave him running around in his skivvies and his men don't bat an eyelid :) Perhaps make that specific group agro you if you steal from them but not lose as much permanent faction standing?

9) If two characters loot at the same time then when you right click on the top loot dialog item both sets of items end up in the first looters bags, confused the hell out of me for a while there - actually if the right loot went to the right looter this could be a really useful feature for grabbing all the swords from multiple corpses with multiple characters simultaneously :)

10) You can put full bags inside other bags which seems somewhat tardis like and I have checked the tools trade item and there's no sonic screwdriver...

11) Dropping bags on any significant incline of slope risks the bag dropping under the ground and it makes it difficult to find the hitbox for retrieving it - annoying when it has all your medikits in it :o

12) This is probably more of a feature request but you obviously only have hotkeys for the first 10 guys you hire - it would be really useful to be able to reassign a squad members position.

Keep up the good work and I'm really looking forward to the crafting implementation for armour/weapons :)

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Rising_Chaos
Posts: 4
Joined: Sat Mar 30, 2013 11:12 am

Sat Mar 30, 2013 11:27 am

5) Building storage boxes near to doors in small shacks often seems to cause pathing issues with guys getting stuck in the doors when trying to make deliveries/pickups of goods.
Kinda the same in all buildings i'd say. same with shop counters and i guess everything else anyway when it blocks the path...
6) No dedicated storage container for fabrics/rum so the job will get stuck when the output is full and you have to manually move it to a chest/backpack
The same goes for bread as far as i can see it...at least my workers stop after 5 successful production cycles^^
10) You can put full bags inside other bags which seems somewhat tardis like and I have checked the tools trade item and there's no sonic screwdriver...
Check...and sometimes when put full bags back in your storage and there is a full one inside, it stacks the prolly empty (or not) bag with it and from time to time (not always) empties one of them...

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Addendum 1:

When you sell swords, clothes etc. to NPCs, which don't stack in shop counters...you can sell them as stacks when you have that stack in your backpack
e.g.:
1 stack of 6 katanas => if you right click, everything is sold seperatly (as it should be i guess) BUT
if you take something like a medi kit, put it on the place of your sword-stack so that you get the stack "in your hands" and move them in the counter, they are sold as stack there (also for the right price).

Addendum 2:
I don't know if it should be that way, but your crew will get slaughtered when they are busy with working and bandits come to your camp...the only ones that react are those who idle because there production cycle stopped due to a full output (rum, bread...) and no way for the NPC to clear it because of missing storage.


Keep up the good work :)
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Insanity is not a disease...
it's a cure to stupidity^^

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