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The Caretaker

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The Caretaker last won the day on May 6 2023

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  • Birthday 06/02/1938

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  1. Fixes are coming along for this, when I can reproduce locally.
  2. There are two options you should be aware of - Dreck WILL spawn at the back of the map for the people who don't want to bother with the ambush ending. This is the quick out option for people who don't want to spend time on the ambush ending. It does NOT grant the bonus mission. As soon as all three hostages are back at the lab, that Dreck is no longer available, and the ambush Dreck (which is a different Dreck) grants the bonus mission on defeat. Edit: I spent months testing, and can't predict how the players will interact with the missions sometimes. Edit edit: I also added a redundancy to the granting of the reward, so it should award it 'sooner' i.e. just before Ambush Dreck shows up. In a future patch, I think I may missed the window on the next patch.
  3. Sorry this isn't working as intended, so I guess I will be coding a more definitive option to shore up the reliability.
  4. I went and checked the data files last night - Hro always spawns and he's set to IgnoreRadius, which means he bypasses the usual behavior of "Don't spawn if another spawn within X meters has spawned" - so I am unsure how your situation occurred, but seeing as you say it has, I will have to test.
  5. Fair enough, but I really thought the context of "this hole isn't plugged" would warrant a try. I'm going to go back and look though, because I was fairly sure I lit up this portal per feedback and maybe that data didn't merge in.
  6. Dreck dying should always grant an Arc Var, stored in the storyarc. Now, because of how 'credit' works, if you sat back and never hit Dreck, and didn't get credit, I imagine it might be possible that the variable doesn't award as a result, but I tested this mission for that, and was pretty sure that wasn't happening. If you want to test before I can, trigger the ambushes and do not engage with Dreck at all, and see what happens if the base defenses kill him for you. If this is actually the case, I will have to write a failsafe Lua watchdog.
  7. But also, it's like the ONLY portal not cluttered with debris and largely unobstructed. How did you not try it?
  8. Hey! I'm pretty sure I fixed this for Headhunter in beta. My data!
  9. Hi! Need to clear up some misconceptions. Morana fight is purely a bonus reward for content completionists. The glowie does not activate for people who haven't completed the KR Skulls arcs. The Morana fight does not have any bearing on the Brass Tax badge. Similarly, the special Carnie room is only tied to having the Illusionist badge. It's a teaser of future plot points. To get Brass Tax and the mission that gives it, all you need to do in the Dap-Dap finale is rescue Abby, Eida and Medusa, and bring them all back to the lab alive. Defeating the Dreck that ambushes the lab will grant the variable that unlocks the Brass Tax mission, that and only that. Dap-Dap hints that the rescuees are valuable, and that Piecemeal would be very grateful to have all those assets secured as well as the lab.
  10. Your challenge was our "Not Working as Intended". In truth it was very much NOT working according to expectation from the Live Devs, and I'm sorry that this broken interaction was fun for you, but the pile of bug complaints was *formidable* to look at.
  11. It would appear my fixes are in there. Is it possible that you had this mission before the patch (If so, you may still have a broken one somehow)? I basically need confirmation if a freshly granted Blogger mission still bugs out or not.
  12. I have in fact fixed this, but don't know where in the pipeline it went. It has to do with conflicting variables set that override the hostage/captor settings to disallow friendly fire. Edit: And a whole host of other problems with that mission too
  13. H'ro should always be spawning in that room - he's coded to spawn regardless of how close by the nearest other group may be. He'll always be in the three towers room. Medusa is set to spawn in any eligible spot in the middle of the map (again ignoring the placement of any nearby enemies), but not before you deal with H'ro D'tohz first. Edit: Your goal was always to negotiate first, and rescue Melanie second. So always make H'ro your primary goal.
  14. You have stumbled into several easter eggs based on past accomplishments! 1) Glowie in Skulls warehouse means you completed the KW Skulls arcs, and the back door by the boss is unlocked granting access to the second level, where you can fight Morana. 2) The psionic lotus you clicked on in the Carnie mission is because you have the Illusionist kill badge. This is a secret area where a Warrior is being interrogated for resisting their mind powers. Talk to the Warrior - as soon as the Carnies snap out of the trance, either fight or RUN! 3) MiniMap issues, I will have to spend some time look at those. 4) Wyvern doesn't need doors at the top because they fly up those tubes, but the doors at the bottom are for the safety of pedestrian traffic from the exhaust. 5) The Listening Post mission features a glowie that is ghosted until activated. This is not new tech, but underutilized. It was always there, but the ghosting effect makes it challenging to spot on the first time around.
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