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Author Topic: Reprogrammed cave derelict talking  (Read 849 times)

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Reprogrammed cave derelict talking
« on: November 27, 2021, 11:22:15 AM »

See attached screenshot.
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Kyzrati

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Re: Reprogrammed cave derelict talking
« Reply #1 on: November 27, 2021, 03:43:33 PM »

Yeah we've known about these for years, there are a number of cases like this because they keep their dialogue despite the off chance that a Programmer could go through the caves and assimilate them, but there hasn't been a good way to change this behavior without a lot of work (it must be done manually for all potential instances in the scripts, to prevent a blanket fix from accidentally removing behavior that should be unchanged), so it remains for now. It's on my list to address at some point...
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

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Re: Reprogrammed cave derelict talking
« Reply #2 on: December 01, 2021, 02:08:56 AM »

Okay I just spent two hours going through all the scripts trying to address any cases of this by adding new conditions where it seemed possible for this to happen... Hope I didn't break anything xD (maybe overkill since that and just a few others are at all likely to have this happen, but I don't like taking half measures)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon