Grid Sage Forums
- November 21, 2024, 02:37:27 PM
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A slightly related problem is being able to identify prototypes based off leaked information while inspecting them. I can tell what a thing is gonna be before I scan or equip most of the time by just examining it and looking at the mass.l
Alrighty, looked into this today while working a new feature as part of a request, and made a new discovery. It's not really a bug, just an inconsistency, because you can already control this behavior via the options menu! It's under the Default Image section, where you can select "Background." As per the context help there, it applies to new images (including resizing) as well as post-cut areas.
:OOOOOOOOOOO
*Big Thumbs Up*
Anything you could do to repeat this would be great! It shouldn't really have much of anything to do with game logic, so what save you use may not even matter, but certainly keeping as many variables the same as possible makes it more likely to reproduce the same situation, just in case.
Oh, and I forgot to address this:Of note in the run.log is this line:Nothing special there, that's actually not too uncommon. SL3 terminals may sometimes fill up all their slots, and maybe even have too many to show because there are so many possible hacks now and they can only do up to 26 (a~z), in which case they simply can't make all their direct hacks availableQuoteW=0316075 | BS::placeMachine() | Terminal at (22,72) has more targets than CMachine can display at once: 26
What a juicy terminal for a flight hacker!
Ideally this would happen to me sometime, so that I can just attach the debugger and closely examine the state, but so far I've never seen it xD (having the game produce enough of the right diagnostic data to reliably debug it remotely would be tough). As for others who encounter it, they'd have to remember their exact sequence of key presses before it happened, and be able to repeat it, before I could possibly do so here.
W=0316075 | BS::placeMachine() | Terminal at (22,72) has more targets than CMachine can display at once: 26
Regeneration / Integrity Siphon
Equipped parts slowly regenerate (faster with higher alert) (this would give negative score bonus) (mutually exclusive with all other challenges)
Haha, I went to make the change just now only to find that I had already gone through with plans to do this just before the Beta 1 release, so for the past year we've actually had a dedicated RNG specifically for hacking. And it's a high-quality RNG, too, so really this is pure variance... Nothing the can be done about it beyond this aside from actually fiddling with the results to make it not fail (or succeed!!!) so much in a row, but that's not really a great road to go down.
Are you intentionally wanting to retain a true (255,0,255) base layer for some reason?
Heh, coming up with taglines before the name?
Yeah allowing players to summon them as the only way they arrive offers a nice choice, but really any game can become so much more, or something very different to different players, once you add 100% optional content like that, and the amount one can add is almost limitless given unlimited time and resources, or a game that is purely a thought experiment anyway
(Lore-wise, technically the Sigix could arrive anyway, looking for their lost ship that never reported back )