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Messages - R-26 Lightspeed

#1
Self-destruct Interrupters in Caves caches (those hidden behind full walls) are capable of interrupting self-destruction of unaware parts,
even without getting picked up by Cogmind. (And they don't lose any power and don't flash blue.)

It's been a while since i noticed this, possibly a few Betas back, but the only thing related to this that i found in the changelog was about SDIs not having any effect if dropped by other robots, so this is probably still a thing?
#2
Yeah, i wasn't sure which way the error was, but didn't think of a short enough description that would have included both as a possibility.
I probably went with the "assumption" that the Mutant was supposed to have rewireable Derelicts because hostile Derelict outposts can have rewireable Derelicts, too.
#3
In caves, there's an encounter with a hostile mutant keeping rewirable Derelicts in their hideout.
However, the scoresheet's "History" section would describe that encounter as "Attacked by a delusional Derelict stockpiling Unaware".
#4
While using the Companion's robot sensing ability while playing flight, i noticed that the robots sensing seemed to update differently for "wait" actions compared to "move" actions.

If i did a "wait" action, at the start of my next turn, a robot could have a different position than the one reported by the Companion's sensing.
(I could tell because they (Extermination programmers especially) opened doors while being reported multiple tiles away from them.)

On the other hand, whenever i did a "move" action, at the start of my next turn, robot positions always seemed exactly accurate to what the Companion's sensing reported.
(I could tell because they always opened doors at the same time as they were sensed to have moved next to them.)
#5
When you get interactive machine intel (from stuff like Index(Terminal)), you get an intel marker for the interactive tiles of the relevant machines.
However, this isn't marked on the map at all, meaning that if you turn off machine intel, you can't see any of the relevant machines anymore.

My suggestion is to have interactive machine intel also directly mark the machine tiles onto the map if they weren't already known.

I thought i'd suggest this since the opposite (map intel gives machine intel for relevant tiles) was apparently added to Beta 15.
Although, i can see that there might be some annoying edge cases with locked-out machines (particularly Operator-locked Terminals), which would be reported as "functional", potentially placing an incorrect "functional machine" tile onto the map itself. Or, in the opposite case (where the actual state of the machine would be revealed on the map), this could potentially reveal that a Terminal was locked out when the player shouldn't have known that information.
#6
I never actually remembered to try to replicate it, but i was able to confirm that this was just a mistake on my part;
I had already gotten the W-25 analysis from a Analysis(informer) hack, forgot about it, then tried to get it again in the same way, which obviously didn't work.
I verified this by comparing the "Robot Analysis" (hacking) and "Robot Analysis" (intel) data for that scoresheet. The "intel" one didn't count the time where i specifically hacked Analysis(Informer), since i'd already obtained it.
#7
Because the Modal UI causes the log window to disappear, the start-of-run "Manual seed applied" log message isn't directly visible, and as such will be missed unless the player opens the log, potentially causing a player to accidentally play the same world seed multiple times.
I don't use the Modal UI myself, but i did notice that your last two streamed runs have accidentally been using the Serflord seed FlightTrackerGuard. (Technically those were on a prerelease build, but this issue still applies to B14.)
#8
If all Garrison Accesses on a map have already been sealed (or otherwise rendered inoperable, i assume), and a cargo convoy is announced, the transfer corridor Swarmers will take one path, but the actual convoy will take another.
This has happened to me in two different runs.
The first time, the Convoy seemed to be moving towards the same exit, just taking a longer path, so i thought it was some issue with some wall being repaired,
but the second time it happened to me the Swarmers went to the top-right exit of the map while the Convoy went to the bottom-left exit. The Convoy wasn't interrupted either time.

I can try to provide a save file if necessary.
#9
After using a report trojan on one fabricator, a different fabricator that i didn't know about completed an Enhanced Nova Cannon.
This added both a comment and a Fabricator intel marker, but turned off machine intel at the same time.

Here's a video of it :
https://imgur.com/a/machine-intel-turns-off-BVDFbfz
You can see that there was no Fabricator intel marker in the direction of the report comment, meaning i didn't know about it,
and also that my other intel (Prototype Stockpile) was not deactivated along with general machine intel.
#10
One of the times i destroyed a wall with my Sigix Broadsword caused my Superquantum Companion to say "You won't catch me behind that Sigix Broadsword.",
which sounds like a "refusing to do a follow-up attack after the Sigix Broadsword" dialogue line, which wouldn't be appropriate, since you can't follow-up melee a wall, especially not a destroyed one.
#11
Yeah, i was trying to see how much damage i'd need to deal to get the Melee Specialist achievement when i noticed this.
#12
While using the Superquantum Companion, i got the shutdown effect on a robot that was already shutdown from the effect triggering three attacks before.
So it went Dormant -> Disrupted -> Disrupted -> Destroyed.

Log excerpt (for some reason the [tt] tag isn't working) :
[tt]
44510_ Sneak attack on H-77 Assassin.
44510_ Destroyed Hpw. Shotgun.
44510_ Destroyed Lgt. Antimatter Reactor.
44510_ H-77 Assassin shuts down.
44511_ Sneak attack on H-77 Assassin. <x2>
44511_ Destroyed Myomer Leg.
44512_ Sneak attack on H-77 Assassin.
44512_ Destroyed Myomer Leg.
44512_ H-77 Assassin shuts down.
[/tt]
#13
In scoresheets' "Damage Inflicted" section, the Quantum Companion's shadow attack (ranged attack) counts as "cannon" damage, which doesn't feel right?
But maybe it's intentional, it's difficult to tell.
#14
Stories / Re: Funniest moments
January 24, 2025, 02:53:21 AM
I found an Exp. Hacking Suite, and wanted to scanalyze it to get the schematic and fabricate more.
Attached is the very next factory floor (i started near the bottom left). The only Scanalyzer not visible here (because i got its location through index(Scanalyzer)) was near the right edge of the map.
#15
Here's a video of it happening :
https://imgur.com/a/archangel-ally-sends-distress-signal-wMQRdxe

I'm guessing the Archangel ran out of energy? I can't really think of any other plausible causes.
Still, it feels weird for an ally to send a distress signal, since i don't recall any other allies capable of doing so.
I have a backup from about two minute before this happened, i could try to use it create a file that reproduces this consistently if needed.
#16
After thinking about it some more, i'm pretty sure the bug i encountered back in Beta 13 with the "more" button not working¹ was actually just a symptom of a bug like this one.
It was my first session of Beta 13, which i ended by looking at some of the new stuff in menus, potentially opening the analysis list (and potentially closing it in a weird way), and then looking at Plasma Cutters.
After that, since i didn't try moving or anything else before quitting, i wouldn't have known if anything else was broken.

¹This report :
https://www.gridsagegames.com/forums/index.php?topic=1715.0
#17
No crash log, consistently repeatable, save file attached.
Playing on Linux through Proton 8.0-5.
When crashing, an error window appears saying:
QuoteRuntime Error!

Program: [cutoff filepath to what i assume to be COGMIND.exe]

R6025
- pure virtual function call

---

-Reproduction steps-

Right-click Cogmind, open analysis list, then open any analysis bot's window. (At this point, Cogmind's stats, analysis list, and one of the analyzed robot's stats are all open.)

Then, right-click another robot on the map (like the Hunter).

Now choose either option A or option B:

Option A - Crash - Trying to close the robot's window by left-clicking outside, naming them, opening their analysis, inspecting any of their parts, and many other actions will crash the game with the error described above. (Pressing escape does nothing.)
Example video (error window not visible) : https://imgur.com/a/crash-outcome-JecMLPj

Option B - Loss of control - Right-click Cogmind again, (which automatically closes the other robot's stat window) then close that window. It is now impossible to move or do actual action on the map or do anything with the ally list. It is still possible to do some stuff like turning off parts. Quitting the game then launching it again solves the issue.
Example video : https://imgur.com/a/loss-of-control-outcome-first-encounter-with-this-bug-Z25U9gg
(The second part of this video is me trying to move, first using the mouse, then using numpad.)

While in "loss of control" state, it seems that trying to click on the "more" button of Plasma Cutters (and presumably other things) in Gallery does not work, possibly related to this other bug? https://www.gridsagegames.com/forums/index.php?topic=1715.0
Clicking on the "more" button instead prevents right-clicking the Plasma Cutter's window to close it until left-clicking said window once (that specific left-click does nothing). Clicks outside the window are unaffected.
#18
Huh. I thought all such announcements were floor-wide, but apparently not.
#19
This suggestion is autocompletion support for schematics when manually hacking the [Load Schematic] at Fabricators, to make it easier which schematics you have in situations where you have a lot.
A similar thing already exists for manually hacking schematics at Terminals, an autocomplete that specifies through grey-out options which schematics you already have, so i'm hoping the code would already mostly exist.

The reason for my suggestion is that if you play in a way that gets you a lot (and i mean a lot) of random schematics (such as with extracts) in the hopes that you would get some useful ones, attempting to load any that start with letters like R into a Fabricator suddenly becomes very tedious.
The list of schematics opened by the [Load Schematic] Fabricator hack is pretty slow to scroll through, especially if you happen to have 150+ schematics.
This is made worse by the fact that failing the hack forces you to go back through the same list.
 
I know that it's possible to use manual hacking to load schematics instead, but without autocompletion, it's not very practical to know which schematics you have or not.
The simplest way to check which schematics you do have in such scenarios is to make and open a scoresheet dump and ctrl+f the schematic list.
#20
After i reprogrammed some Alarm Traps using a terminal, a Watcher eventually triggered them, causing an investigation squad, but no "Investigation dispatched" message.
It was kinda confusing to see four grunts emerge from an exit for seemingly no reason.

In the scoresheet, the investigation dispatch was correctly added to the area's total investigation squads dispatched (as the only one).
#21
Quote from: Kyzrati on December 23, 2024, 02:44:04 AMThat's because it can absolutely cave in, immediately! That's not a prediction, it's a wall->earth->earth move, which is not protected. The manual specifically states that only wall-earth-wall is safe, insofar as tunneling. Anything else can collapse, including if the third position is earth. (It's just quite rare to get collapsed on immediately in such a short tunnel, so you probably haven't noticed before.)
It does? Now that i think about it, i do remember a few occurrences explained by this behavior.
First i thought that cave-ins were based on number of tiles dug (which was my intuitive understanding of it), then i thought it was the number of tiles traveled, but apparently it's neither.

After some small testing, it seems wall-wall-wall-wall is also protected (which is very nice to know, for the few relevant situations), as is wall-wall-earth and i assume earth-wall-wall.
If i has to guess, earth-earth would also be protected.
I think it's like if moving on walls had a "cost" of 1 and moving on earth tiles had a "cost" of 2, and if a move causes you to reach of total "cost" of 5 or more, then the tile might collapse.

#22
Competitions / Re: Serflord April 1st ARG!
December 26, 2024, 01:49:30 AM
Quote from: Kyzrati on December 25, 2024, 06:48:06 PM
Quote from: R-26 Lightspeed on December 25, 2024, 10:12:52 AMI'm curious, what are the requirements for a Serflord seed?
I'm sure it's just to be able to hit all the required plot points, as not all are guaranteed in every seed. Having won you must have seen them, so that's it!
Well, yes, the required plot points have to all be accessible, but such a seed wouldn't be all that difficult to find. I'm pretty sure there are less obvious requirements.
Spoiler
The Serflord seed seems to have a bunch stuff (like Archives event) that don't really seem required,
and there's also some other conditions that i assume might exist, like Armory having to be exclusive to a required area, Hub having hubs on the corners, maybe Data Miner being on -6...
[close]
#23
Competitions / Re: Serflord April 1st ARG!
December 25, 2024, 10:12:52 AM
I've finished it!
A few of the things that happened during my run :
Spoiler
I managed to salvage 5H-AD0's Cloak after they were obliterated when they tried to fight a Golem, it was really nice to have!

When i blew up the first network hub (NE), i'd already setup everything to get the 404 achievement, so i went for it anyway. (The other three explosions all occurred outside my view/hearing range, two (SW & SE) from allies i'd left in front of them, and one (NW) from sabotage.)

I also tried going to Testing and [redacted], but neither was particularly fruitful, though [redacted] made things more convenient. Testing, however, i had to flee somewhat early due to several mistakes and also the agonizing layout and additional patrols.

I wanted to finish with an Adv. Quantum Shading Machine instead of regular, but both of those carried by the Access Hauler were faulty.

For some reason, the game seems to consider Launcher Loaders (and other two-slot parts) to be "important" items, enough to report "found unknown device" and "identified Launcher Loader" in the history section, but doesn't consider finding a stockpile of Nanoswords noteworthy.

In terms of overall performance, this has got to be my worst flight run yet. I a lot of dumb mistakes that cost me a lot (losing my first Exp. Signal Interpreter to a Behemoth when activating the Behemoth Slayer without my utility shielding (it awoke in just four strikes, that part was lucky!), fighting a sentry in Hub without my utility shielding, causing me to lose both an Exp. and an Adv. Hacking suite) and many other small things that resulted in annoying long-term corruption.
[close]

I'm curious, what are the requirements for a Serflord seed?
#24
Announcements / Re: Major Grid Sage Forums Update
December 25, 2024, 09:46:24 AM
New (minor) issue: I can't find a way to attach files to a post when making a "quick reply". Adding attachments seems to require clicking the "preview" button.
#25
Announcements / Re: Major Grid Sage Forums Update
December 23, 2024, 01:27:51 AM
That's great, thanks!