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 91 
 on: October 14, 2024, 05:16:34 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Note it'd be nice to specify what part of the UI you're referring to when it might matter, since hit chance can generally appear in no less than three separate places on the interface and you had just written about the Scan window so I was thinking it might be that after not seeing it have anything to do with the robot popup (which is what I was waiting and watching repeatedly for at first xD). Only after a while did I realize you probably meant the weapon-specific hit chance (I don't use that one myself except to see recoil mods).

Anyway, that is fine, it's just a lagging indicator since UI elements can be created and then responsibility for more detailed calculations regarding whether it wants to continue to exist are its own responsibility, but that doesn't always happen immediately. You've seen it elsewhere as well.

 92 
 on: October 14, 2024, 04:56:35 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Ha, so few people use that window at all, although I use it all the time for certain purposes, just clearly not for hidden doors. That's been that way forever, but I guess it all makes enough sense that if someone saw it they might not think much of it, since it technically makes sense to indicate "Wall" anyway. Will change it to be able to differentiate the name as opening the full info does.

 93 
 on: October 14, 2024, 02:53:47 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
When aiming a guided weapon on a target that's barely out of range, the hit chance of 100% will appear briefly.

Video is from Beta 13, but i've confirmed that it also happens in Beta 14.
https://imgur.com/a/barely-out-of-range-hit-chance-marker-BmKGvab

 94 
 on: October 14, 2024, 02:44:16 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
This Emergency Access door is labelled as a "wall" in the scan window, while its armor value is correctly displayed as 20.

 95 
 on: October 13, 2024, 06:51:13 PM 
Started by Theyflower - Last post by Kyzrati
Oh right, forgot it was seed-based. That would be important.

 96 
 on: October 13, 2024, 01:21:23 PM 
Started by Theyflower - Last post by Theyflower
Ah so it still requires Beta 12, eh? Was hoping it was updated or at least compatible with at least 13 so I could stream it with the new UI...
I'm not sure if the seed still works. I'd have to find a new seed for a B13 version.

 97 
 on: October 13, 2024, 05:37:13 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Ha nah, I changed the description so that it still has a possibility of catching stuff close but just "outside" the range ;)

 98 
 on: October 13, 2024, 02:34:24 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Thanks, that solves the problem i had perfectly.
Though now that i think about it, there's a chance someone will make a bug report about "the Phasing AFG having a greater range than stated, which caused some items thought out of range to get damaged".

 99 
 on: October 13, 2024, 02:30:43 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
This is normal because they are technically disarmed for that turn. To be considered "armed" a robot must have an active weapon (not a weapon capable of being armed/activated), but it needs to be the AI's turn before it can decide to activate another weapon (if possible). Remember that you cannot activate multiple melee weapons simultaneously.

 100 
 on: October 13, 2024, 02:26:55 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the video, A6 appears discolored (weaponless) after triggering a Segregator Trap and getting one of their Enh. Force Lances blown off,
despite the other weapon being unaffected. (This tricked me into thinking A6 had been disarmed by the first trap i set, so i switched Storage Units at that moment instead of a later, better time.)
On A6's next move, they regained their color.

https://imgur.com/a/a6-appears-weaponless-temporarily-5tSLDTj

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