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Possibly only occurs in this specific spot (during the encounter "Stopped in Tracks" of Episode Four, "Metro Central") with this specific ability ("Assault") but in case it's indicating a more general issue:

https://imgur.com/dKoB7cf

Also, again making a case for more HUD customisability given how obviously "visually busy" and cluttered it gets the more HUD elements (pop-ups, tool-tips, etc) come into view, on top of all the things that are visible and on screen by default/all the time anyway.
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Swedrami: Possibly only occurs in this specific spot (during the encounter "Stopped in Tracks" of Episode Four, "Metro Central") with this specific ability ("Assault") but in case it's indicating a more general issue:

https://imgur.com/dKoB7cf
Thanks for going through the effort of posting video.

We're aware that there's still the occasional case left where a character will visually aim or step out of cover in the wrong direction (it does not affect the game mechanically in any way, however).

It's sadly (but also luckily) not one big systemic problem but many individual cases and eliminating them has been like swatting flies. Maybe one day we'll get every last one of them... one day...
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Swedrami: Also, again making a case for more HUD customisability given how obviously "visually busy" and cluttered it gets the more HUD elements (pop-ups, tool-tips, etc) come into view, on top of all the things that are visible and on screen by default/all the time anyway.
Well, not as obviously as you'd think. Funnily we've been receiving contradictory feedback on this since the game's reveal and still after the game's release with some complaining about screen clutter and others praising the game for having a clean UI that is not overly busy. But yeah, I hear ya. I hope we'll manage to squeeze in some additional HUD customizability options - some of these should be rather cheap to do.

Personally my biggest gripe is that the movement ranges are too busy with all those "islands" instead of only showing one border for the maximum movement range - it is particularly pronounced on levels with height differences like the one your GIF is from. We've tried cleaning that up but haven't been able to do so bug-free before release.

Side note: I see that you haven't hidden the panel with the hit chance breakdown. So, just in case: besides the details panel in the bottom right corner that's another HUD element that you can hide already.
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Swedrami: Also, again making a case for more HUD customisability given how obviously "visually busy" and cluttered it gets the more HUD elements (pop-ups, tool-tips, etc) come into view, on top of all the things that are visible and on screen by default/all the time anyway.
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F4LL0UT: Side note: I see that you haven't hidden the panel with the hit chance breakdown. So, just in case: besides the details panel in the bottom right corner that's another HUD element that you can hide already.
I usually have it collapsed but expanded it for the purpose of the showcase.
Doesn't really mitigate the overall screen clutter whether you have it hidden or not in any case, as far as I'm concerned.


Some feedback on the implementation/depiction of the "Darkness" plot twist in the "Dead End" encounter of Episode Four, "Metro Central":

Just tinting the environment in (infra)red doesn't sell the idea at all that, from now on combat is supposed to take place in darkness. To me at least.

https://i.imgur.com/UKiD57X.jpg

I expected it to be more like it's usually depicted (from the perspective of a surveillance or security camera), tinted in grainy night vision green or grey, as, coincidentally it's also shown on the monitors in the short plot twist announcement cutscene prior to that:

https://i.imgur.com/CP4Kexh.jpg

Would also mix it up visually a little if a portion of combat or an entire encounter would look like as if viewed through a residual light amplifier.
Post edited May 07, 2023 by Swedrami
A minor visual issue:

Upon finishing an encounter and switching back to the exploration part of the episode the character models often/always(?) are placed in the exact same spot, visibly clipping into each other:

https://i.imgur.com/349y9Lw.jpg

https://i.imgur.com/ocW4kUT.jpg
Post edited May 08, 2023 by Swedrami
I think I've run into a bit of a situation trying to finish the optional "Horror Hospital" encounter of Episode Five, "Industrial Zone" where the right one of the two reinforcement spawning points in the upper left corner (next to the third and final healing station) keeps on resetting and churning out additional Scum (3x) and Fume (1x) defenders, over and over again.

https://i.imgur.com/CK2F1LA.jpg

The third and final healing station which I managed to destroy just before the time/turn limit would have run out (on turn 7) also keeps resetting to its "intact" state. Only visually though, since it cannot be targeted (despite the black and white crosshair icon which I don't remember having seen before either). Once the current batch of defenders is dispatched of, the visual reverts back to "destroyed" (like in the first screenshot) and everything begins anew.

https://i.imgur.com/vxpoFdn.jpg

No idea what's causing it but looks like I'll have to start over and hope that it doesn't get stuck in an infinite loop again.
Post edited May 08, 2023 by Swedrami
Thank you for all the bug reports and suggestions!
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Swedrami: I think I've run into a bit of a situation trying to finish the optional "Horror Hospital" encounter
Yes, quite a few players seem to be experiencing this and it is easily one of the worst bugs left in the game. We're already working on a fix and it should be included with the next update.

Workaround for now: the bug seems to get triggered by loading a saved game on the level and it should not occur if you beat it in one sitting without loading the game (personally I recommend playing the game without save scumming anyway - we've put a lot of energy into making the game fair and fun to play this way :)).
Version 1.01 just dropped and contains a fix for the respawning healing stations on Horror Hospital among other things. :)

The full change log can be found here (I hope we'll manage to set up a sticky thread with patch notes here soon).

It's not a massive update but it addresses some of the most serious issues and we're already working on the next one.
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F4LL0UT: Version 1.01 just dropped and contains a fix for the respawning healing stations on Horror Hospital among other things. :)
That did the trick, cheers.


A couple more (visual) issues:

Note how the red Drone Monk icon stays on display, even during subsequent turns (on "Butcher Shop Bloodbath"):

https://i.postimg.cc/qrwbjjDg/sghd015.jpg
https://i.postimg.cc/MxFvbJy5/sghd016.jpg

I assume this happened because the lethal amount of damage received exceeded a certain amount/went well beyond what the Drone Monk had left in health points?

Steps to (maybe?) reproduce:

- Impersonate via Tybalt's "Body Swap"
- Have the nearby Fume hit the body-swapped Drone Monk for 15 (leaving him with 5 health points)
- Have him finished off by his own summoned Attack Drone for 20 (leaving him with -15 health points)


Speaking of "Overkilling" and the visuals that go along with it - having a regular Scum "just" loose his limbs when being shot at by Zoe at point blank range with a 1x or 2x Windupp'ed Spass-13 (clever wordplay with the gun's name and description there, by the way) I find quite underwhelming.
That close and with that amount of damage (45 resp. 75 max) the entirety of the corporeal form should be turned into a fine red mist with only a few leftover giblets suggesting that this used to be a human once. Maybe you could have the animator(s)/VFX guy(s)/girl(s) put together something along those lines but by all means more visually appropriate for these specific "overkill" situations.


Some more noticeable "floaty", not properly grounded debris (as well as the generator) around and near that red pipe section there:

https://i.postimg.cc/vYnsw-Y7z/sghd018.jpg
https://i.postimg.cc/zzK9Pd52/sghd017.jpg

Even more "floaty", not properly grounded debris, just outside of the church where the "Sacrificial Slaughter" encounter takes place:

https://i.imgur.com/IH56UF4.jpg
https://i.imgur.com/kekJhp5.jpg
https://i.imgur.com/vieNxnI.jpg
https://i.imgur.com/9Ws7cdg.jpg
https://i.imgur.com/wpCftSV.jpg
https://i.imgur.com/xcHlr5e.jpg
Post edited May 15, 2023 by Swedrami
Another minor visual thing:

A little hard to make out but note how the cloth physics on the Bishop's wraps (possibly on clothing of other character models as well?) do not function correctly during the killcam sequence:

https://imgur.com/UA3F2hM
Post edited May 14, 2023 by Swedrami
Should only be occurring on the description panels for Marcus' "Incendiary Grenade" and "Napalm Grenade" (=where the length of the description makes scrolling necessary):

https://imgur.com/W71nHfM

On 2560x1440, should this be of any relevance.


The red skull "transition pad"/trigger point for entering/starting the "Sacrificial Slaughter" encounter appears noticeably "floaty" and rather gravity-defying as well:

https://i.imgur.com/Ll1mRuv.jpg
Again something relatively minor you'd have to look for or you probably wouldn't notice otherwise - the "Admiring Fan" at the start of the penultimate "Amber Harbor" episode and the character model of another generic NPC have been placed in the exact same spot, visibly clipping into each other:

https://imgur.com/jQ1j01M
https://i.imgur.com/eJMvcWo.jpg
Another one of these (at the end of the ambush just before the opportunity to attempt the optional "Warehouse Massacre" encounter):

https://imgur.com/7Oi9iPi
https://imgur.com/0lmPyr0

Curiously enough (as was the case with this one reported earlier) occurring with "Assault" too.
Also note the screen very briefly going off-center and immediately snapping back on Scarlett again at the very end (of the clip from the non-killcam perspective, just before the fade-to-black) there.
Post edited May 16, 2023 by Swedrami
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Swedrami: Again something relatively minor you'd have to look for or you probably wouldn't notice otherwise - the "Admiring Fan" at the start of the penultimate "Amber Harbor" episode and the character model of another generic NPC have been placed in the exact same spot, visibly clipping into each other:

https://imgur.com/jQ1j01M
https://i.imgur.com/eJMvcWo.jpg
Same thing with the "Zealous Fan" (next to the entry point to the "Carnival of Death" encounter) further into the episode:

https://imgur.com/sr8J6nR
https://i.imgur.com/0F2E5ce.jpg
As demonstrated, the stepping-out-of-cover in order to properly take aim works quite well and the character model's stance and orientation usually matches up with the line-of-fire from the gun to the selected target, but not in this particular case during the "Carnival of Death" encounter, where it's slightly off (and even more apparent in the second clip from the killcam perspective):

https://imgur.com/56pk3Qu
https://imgur.com/WrQG9h0
That first (of two) batch(es) of reinforcements (1x Muerta, 1x Firestarter & 1x Scum, at the start of turn 3 during the "Carnival of Death" encounter) just being put on the battlefield and entirely skipping the usual exiting-the-door-and-getting-into-position sequence (effectively rendering any Overwatch set-ups made prior useless) can't be "working as intended"?

https://imgur.com/BtyCaf3
Post edited May 18, 2023 by Swedrami