Posted April 12, 2021
* See 1st bug report below *
~~~~~~~~~~~~~~~~~~~~~
As there are some single bug problems and I got a collection of bug reports and feature requests,
I think such a thread could be useful for all who want to help improving this game and make it great.
So it could be a place for collecting bugs and for looking about already solved problems (or any introduced
new one) on later versions - if others find that useful, too.
As only forum threads can be edited without a GOG support ticket ... which are currently not worked on,
reviews will have zero chance to be improved upon (they have to be deleted by GOG support to create
a new one - no way to edit a review) and should not be too technical.
This is just the introduction for inviting others to add their bug report or feature requests if they wish so.
So now comes the real one ... ;)
Small Collection of Bug Reports and Feature Requests concerning Linux-Version (GOG), Arcade mode, Version 2.0.3.1:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
During coop Player 2 was able to "steal" any extra hearts that Player 1
had from wearing one or more Football Helmets.
As soon as Player 2 used a workbench he gained hearts while Player 1
lost all of his his extra-hearts (3 at the time). However, Player 1
could get them back again by using the workbench.
This could be repeated until Player 2 had a ludicrous amount of hearts
that couldn't even be displayed properly on screen anymore.
This happened during a run. I am not sure if this can happen with the
workshop in the Hub.
=> Screenshot Danger_Scavenger_HeartBug__Screenshot_20210411_190437_sm.jpg
On another occasion (coop) Player 1 used a workbench and gained a heart.
This time it did not remove any hearts from Player 2 and was also
repeatable until the top of the screen was filled with hearts.
I noticed this right after I had bought several Football Helmets for
this character and he got more hearts from them than he should have.
During solo play I noticed that picking up a Sheriffs Hat while having
extra hearts from Football Helmets decreased my hearts. The appearance
(hat) of the character changed and one heart was lost.
On other occasions I have seen a decrease of up to 2 hearts. This only
seems to happen when using highly upgrades Sheriff's Hats (level 3+)
This was unfortunately PERMANENT and affected all playable characters.
Leaving the game did not help. However using "RESET GAME MODE" from
the main menu did - but this also deleted weapons, items and scrap.
When I equip a weapon with 30% attack speed bonus and 3 items with a
similar bonus the game sometimes gives me an insane attack speed.
With +30% from the weapon and 3 times +5% from Sheriff's Hats I would
expect something like +45% but it felt more like 450%. I used a
sniper rifle and it fired as fast as a minigun! Normally I wouldn't
complain about this ;^) but it depletes my ammo way too fast.
When looking through the items or weapons in the workshop menu the game
sometimes "forgets" to scroll the list and the blue frame highlighting
the selected item/weapon moves out of the visible area.
When I changed the games "quality" setting during a coop-run the game
started to show strange graphical glitches whenever we advanced to a
new level. Changing the quality back and forth between "high" and
"ultra" would stop the glitches but only until we entered the next
level. After the next visit to the Hub this was fortunately gone.
=> Screenshot Danger_Scavenger_GraphicsBug_Switching_High_Ultra_Screenshot_20210411_175410_sm.jpg
When starting the game a loading symbol appears briefly in the bottom
right corner. Then the game just displays a black screen. Pressing a
button will continue to the intro sequence but this feels just... odd.
During coop-play one player managed to get "out of bounds" in one of
the secret rooms accessible via hatches. So we had to return to the Hub.
This has so far happened once and in version 2.0.2. I have not been able
to reproduce it yet.
The screen inverting/shaking should be totally switched off - at least by an
option - especially for the coop mode ... it may be reasonable if getting hit
one gets a little confused - i.e. single player mode.
But getting confused if another one is hit is unrealistic and for me annoying ...
thus it should not be done by inverting y coordinates but just not done.
Similarly the motorcycle start: both mount one bike - then nothing happens
(only sound) than both are standing on the roof top and there is only one
motorcycle ... these inconsistencies should be avoided.
The controller buttons used in the workshop are EXTREMELY confusing.
Normally A selects and B cancels but this game uses a weird combination
of bumpers and triggers for equipping and crafting. Even worse the
bumpers used to select and confirm a crafting operation are REVERSED
when I am using a workshop during a run as opposed to the one at the
Hub. And A is used to exit the workbench ... which should be B.
Normally one would move with right stick as done, but select with A
and end with B (exit workshop) - for buying / recycling one could use bumpers,
but triggers really feel strange for a selection as it feels like e.g. recycling can happen
for several items instead of only for one as intended.
It is too easy to accidentally recycle an item in the workshop.
Yes, I am aware that X reverts the last action here but I think there
should be a confirmation required at least for upgraded/modded items.
It would be really nice to have a shared inventory and scrap account in
coop-mode. This would make the game more realistic and fun.
Especially as this is appropriate for real cooperation.
And maybe a way to simply drop items during a run so the other player
can pick them up. Right now it is a bit difficult to get the items and
scrap to the player who actually needs them the most.
The 5 areas of the game need to be played through in one sitting which
usually takes longer than an hour. It would be useful to have an option
to save the progress (any time) and pick up the game again at a later point.
And of cause several save slots would be nice - at least in arcade mode
this should not annoy anyone.
It is strange that the last used weapon is kept in case of death - not the one crafted
(or the started weapon from Hub - which is typically the same). Without ammunition one may
use the 2nd weapon and when killed loosing the important one. In hard mode this would be OK,
but not in Arcade mode when one just wants to have fun. And this game could be fun!
As crafting is an important fun and motivation factor getting this into shape - working intuitively
and without flaws - would be great.
P.S. Sorry for the low-res images attached - a 500k limit per file is not reasonable since 2015
with 4k getting normal. But for the purpose good old FHD will be OK ...
Will be interesting when 8k screens are available ...
~~~~~~~~~~~~~~~~~~~~~
As there are some single bug problems and I got a collection of bug reports and feature requests,
I think such a thread could be useful for all who want to help improving this game and make it great.
So it could be a place for collecting bugs and for looking about already solved problems (or any introduced
new one) on later versions - if others find that useful, too.
As only forum threads can be edited without a GOG support ticket ... which are currently not worked on,
reviews will have zero chance to be improved upon (they have to be deleted by GOG support to create
a new one - no way to edit a review) and should not be too technical.
This is just the introduction for inviting others to add their bug report or feature requests if they wish so.
So now comes the real one ... ;)
Small Collection of Bug Reports and Feature Requests concerning Linux-Version (GOG), Arcade mode, Version 2.0.3.1:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
During coop Player 2 was able to "steal" any extra hearts that Player 1
had from wearing one or more Football Helmets.
As soon as Player 2 used a workbench he gained hearts while Player 1
lost all of his his extra-hearts (3 at the time). However, Player 1
could get them back again by using the workbench.
This could be repeated until Player 2 had a ludicrous amount of hearts
that couldn't even be displayed properly on screen anymore.
This happened during a run. I am not sure if this can happen with the
workshop in the Hub.
=> Screenshot Danger_Scavenger_HeartBug__Screenshot_20210411_190437_sm.jpg
On another occasion (coop) Player 1 used a workbench and gained a heart.
This time it did not remove any hearts from Player 2 and was also
repeatable until the top of the screen was filled with hearts.
I noticed this right after I had bought several Football Helmets for
this character and he got more hearts from them than he should have.
During solo play I noticed that picking up a Sheriffs Hat while having
extra hearts from Football Helmets decreased my hearts. The appearance
(hat) of the character changed and one heart was lost.
On other occasions I have seen a decrease of up to 2 hearts. This only
seems to happen when using highly upgrades Sheriff's Hats (level 3+)
This was unfortunately PERMANENT and affected all playable characters.
Leaving the game did not help. However using "RESET GAME MODE" from
the main menu did - but this also deleted weapons, items and scrap.
When I equip a weapon with 30% attack speed bonus and 3 items with a
similar bonus the game sometimes gives me an insane attack speed.
With +30% from the weapon and 3 times +5% from Sheriff's Hats I would
expect something like +45% but it felt more like 450%. I used a
sniper rifle and it fired as fast as a minigun! Normally I wouldn't
complain about this ;^) but it depletes my ammo way too fast.
When looking through the items or weapons in the workshop menu the game
sometimes "forgets" to scroll the list and the blue frame highlighting
the selected item/weapon moves out of the visible area.
When I changed the games "quality" setting during a coop-run the game
started to show strange graphical glitches whenever we advanced to a
new level. Changing the quality back and forth between "high" and
"ultra" would stop the glitches but only until we entered the next
level. After the next visit to the Hub this was fortunately gone.
=> Screenshot Danger_Scavenger_GraphicsBug_Switching_High_Ultra_Screenshot_20210411_175410_sm.jpg
When starting the game a loading symbol appears briefly in the bottom
right corner. Then the game just displays a black screen. Pressing a
button will continue to the intro sequence but this feels just... odd.
During coop-play one player managed to get "out of bounds" in one of
the secret rooms accessible via hatches. So we had to return to the Hub.
This has so far happened once and in version 2.0.2. I have not been able
to reproduce it yet.
The screen inverting/shaking should be totally switched off - at least by an
option - especially for the coop mode ... it may be reasonable if getting hit
one gets a little confused - i.e. single player mode.
But getting confused if another one is hit is unrealistic and for me annoying ...
thus it should not be done by inverting y coordinates but just not done.
Similarly the motorcycle start: both mount one bike - then nothing happens
(only sound) than both are standing on the roof top and there is only one
motorcycle ... these inconsistencies should be avoided.
The controller buttons used in the workshop are EXTREMELY confusing.
Normally A selects and B cancels but this game uses a weird combination
of bumpers and triggers for equipping and crafting. Even worse the
bumpers used to select and confirm a crafting operation are REVERSED
when I am using a workshop during a run as opposed to the one at the
Hub. And A is used to exit the workbench ... which should be B.
Normally one would move with right stick as done, but select with A
and end with B (exit workshop) - for buying / recycling one could use bumpers,
but triggers really feel strange for a selection as it feels like e.g. recycling can happen
for several items instead of only for one as intended.
It is too easy to accidentally recycle an item in the workshop.
Yes, I am aware that X reverts the last action here but I think there
should be a confirmation required at least for upgraded/modded items.
It would be really nice to have a shared inventory and scrap account in
coop-mode. This would make the game more realistic and fun.
Especially as this is appropriate for real cooperation.
And maybe a way to simply drop items during a run so the other player
can pick them up. Right now it is a bit difficult to get the items and
scrap to the player who actually needs them the most.
The 5 areas of the game need to be played through in one sitting which
usually takes longer than an hour. It would be useful to have an option
to save the progress (any time) and pick up the game again at a later point.
And of cause several save slots would be nice - at least in arcade mode
this should not annoy anyone.
It is strange that the last used weapon is kept in case of death - not the one crafted
(or the started weapon from Hub - which is typically the same). Without ammunition one may
use the 2nd weapon and when killed loosing the important one. In hard mode this would be OK,
but not in Arcade mode when one just wants to have fun. And this game could be fun!
As crafting is an important fun and motivation factor getting this into shape - working intuitively
and without flaws - would be great.
P.S. Sorry for the low-res images attached - a 500k limit per file is not reasonable since 2015
with 4k getting normal. But for the purpose good old FHD will be OK ...
Will be interesting when 8k screens are available ...
Post edited April 13, 2021 by JMB9
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