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Upgraded to Debian testing with KDE5 and nvidia drivers 367.57.

1. Log mentions that enemy absorbed some damage but it does not say where it came from (Hacker’s shield has Hotwire).

https://i.sli.mg/UJCHW1.jpg
https://i.sli.mg/AnWkH0.jpg

2. CorpSec Officer tried to summon help but stuck:

https://i.sli.mg/YRsgjL.jpg

There is also this weird thing floating between an officer and his bot :)

Player.log: http://pastebin.com/97cweJUj (closed the game with Alt-F4).
Game’s console output: http://pastebin.com/PvK308mG (just in case)
I saw a server room :)

// GOG dropped my message here because of 1F604 emoticon :/

So,

1. Server room does what terminal used to do (find objective, disable traps, detect enemies). Is that how it is supposed to be?

https://i.sli.mg/Oxd2Av.jpg
https://i.sli.mg/qBeVaj.jpg

2. Server also say Rhyzohm, even though it was a mission against Boomslang. Is that how it is supposed to be? (see screenshot above)

3. Normal terminal allows me to seach for my objective again even though I already did that successfully in server room. (I found my objective and detected enemies there).

https://i.sli.mg/l8bySP.jpg
Post edited December 04, 2016 by tinysalamander
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tinysalamander: I saw a server room :)

// GOG dropped my message here because of 1F604 emoticon :/

So,

1. Server room does what terminal used to do (find objective, disable traps, detect enemies). Is that how it is supposed to be?

https://i.sli.mg/Oxd2Av.jpg
https://i.sli.mg/qBeVaj.jpg

2. Server also say Rhyzohm, even though it was a mission against Boomslang. Is that how it is supposed to be? (see screenshot above)

3. Normal terminal allows me to seach for my objective again even though I already did that successfully in server room. (I found my objective and detected enemies there).

https://i.sli.mg/l8bySP.jpg
That all looks correct! Rhyzohm owns server room architecture, so they're Rhyzohm property on Boomslang turf. Normal terminals (found outside server rooms) are going to lose their objective finding / enemy scanning tech as they get replaced with newer events.
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JuggernautGames: That all looks correct! Rhyzohm owns server room architecture, so they're Rhyzohm property on Boomslang turf. Normal terminals (found outside server rooms) are going to lose their objective finding / enemy scanning tech as they get replaced with newer events.
Ah, I see. Ok then. That’s probably for the better :)
(I’m not sure by now whether I posted this before but…) after mission is finished sometimes it takes awhile for a “mission complete” window to appear. I have a player.log, but I’m not sure it’ll help in any way here:

http://pastebin.com/CgMAP58M

Nvidia drivers updated to 375.20.
Random ideas for Force Psyker energy generation:

1. Focus. Skip a turn to get more force energy – +50% or +100% of the usual amount.

2. Martyr. Taking damage gives force energy – every 1% of HP lost gives 1-2 force energy. Alternatively, this only happens when you skip a turn (might increase gains then).

3. That’s just wrong, pal. Gain some energy when others take damage – no more than, I dunno, 25% per turn or something.

4. Trouble. Force Psyker can actually go down to -100 force energy when using his abilities BUT in the next battle it will be troublesome for him in some way (might depend on the amount of energy debt) – reset energy to something non-negative and… “acts last,” 3 turn slow, bleeding, reduced defenses… Stack those penalties if you feel particulary evil.

Might be a bit cheesy with bosses, not sure. Force Psyker aren’t exactly overpowered, or so was my impression.

5. Hero. When others miss Force Psyker gains some force energy.
Post edited December 11, 2016 by tinysalamander
Could you please apply a mask or something to custom combat portraits so this does not happen?

https://i.sli.mg/q9M64I.png

Sometimes I don’t really have a transparent source.
1. Small Angron Vial has no icon/description in battle.

https://i.sli.mg/56G0zi.jpg

2. {BRK}

https://i.sli.mg/p2TcqZ.png
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tinysalamander: (I’m not sure by now whether I posted this before but…) after mission is finished sometimes it takes awhile for a “mission complete” window to appear. I have a player.log, but I’m not sure it’ll help in any way here:

http://pastebin.com/CgMAP58M

Nvidia drivers updated to 375.20.
What about the 375.26 drivers?
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JudasIscariot: What about the 375.26 drivers?
Don’t have 375.26 in Debian testing yet but it exists in unstable. I’ll see whether that changes anything when it migrates to testing.
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JudasIscariot: What about the 375.26 drivers?
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tinysalamander: Don’t have 375.26 in Debian testing yet but it exists in unstable. I’ll see whether that changes anything when it migrates to testing.
We have a new scene loading pipeline in the 12.24 patch that should smooth out transitions to and from missions - also a bunch of bug fixes you mentioned and masking for custom character portraits. Merry Christmas and Happy New Year! :D
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JuggernautGames: We have a new scene loading pipeline in the 12.24 patch that should smooth out transitions to and from missions - also a bunch of bug fixes you mentioned and masking for custom character portraits. Merry Christmas and Happy New Year! :D
Cool \(^ . ^)/
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tinysalamander: (I’m not sure by now whether I posted this before but…) after mission is finished sometimes it takes awhile for a “mission complete” window to appear. I have a player.log, but I’m not sure it’ll help in any way here:

http://pastebin.com/CgMAP58M

Nvidia drivers updated to 375.20.
avatar
JudasIscariot: What about the 375.26 drivers?
Updated them recently. Didn’t seem to change anything. Level’s background music plays on a black screen for awhile. Eventually window appears, though.

Player log: http://pastebin.com/e6ut6HfR

nvidia driver 375.26
GeForce GTX 650
Debian testing
KDE5
Qt 5.7.1
1. Whenever the party boards an “independent ship” there are shipments (and other items) in there that belong to the company that sent you. Well, technically ship could belong to them unofficially…

2. Personally, I like the old way of scrolling a map better. This new one “lags” in comparison.
Happy New Year! The latest build is live for Windows / OSX users and Linux should be up directly. I update our Unity engine to 5.5, we should see an improvement on the loading crash issue for all platforms.

The map scrolling does need to be snappier, there's a big pause before it starts to move after a click ;)