[BUG] Resolve very first encounter (dogman in cryopods) with Strength+Melee = error

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[BUG] Resolve very first encounter (dogman in cryopods) with Strength+Melee = error

I just bought the game (yay!) and started up the beta (v0.959b), only to hit a bug within seconds! :(

In the very first encounter with the dogman, I was impressed to realize I could use both Strong AND Melee (not just one or the other) to resolve things, meaning I awesomely crushed the beast! However, the game then refused to let me out of the "grab the security footage" choice, as there was no box to put my chosen action in (options = leave or check records).

Wondering if I'd just missed something, I restarted the game and retried twice, using either Melee OR Strong on their own to resolve the encounter; there was no error in either case, so it appears to just be a bug for using Strong and Melee together.

My Mods:SaveMan|Fishing|Shouldered|Bottles

I believe it is because you were holding the tape from your explots put that in your hand and you can continue

IMAGE(http://www.darkwoodgame.com/sigs/darkwood_sig_600x120.jpg)
Official Trained Dogman

Thanks! I didn't even notice; solved the problem (guess I expected it to inventory the item automatically).

One more question: should I be given the "Down the hall" option after beating the dogman or is it supposed to appear only on a second visit to the facility?

My Mods:SaveMan|Fishing|Shouldered|Bottles

I know my first game on the demo i thought the same thing that it bugged but turns out i had a shopping bag in my hand i quit the game. For your question the Down the hall option appares when ever you go back in even if the dogman took a body (from one of the other cyros) deeper in the facility. Btw dont wary about being attacked in the cyro after the dogman you wont

IMAGE(http://www.darkwoodgame.com/sigs/darkwood_sig_600x120.jpg)
Official Trained Dogman

Yeah, that's my (clunky) way of telling the player they have loot that needs to be claimed before moving on. I was worried that if a player received loot during an encounter, they'd miss it (or forget it), and would miss special quest items. So when it's a single item, it gets attached to the cursor, and the encounter won't advance until put down.

I could just add it to the player's inventory, but I was worried that later on, the player might not have carry space for it. Also, some encounters will teleport the player out of the hex, so it's possible the item could be missed if it didn't fit in their hands/pack.

Still, it needs fixing. The item-sticks-to-cursor issue you had is actually a stumbling block for many, so it's a bad UI design. This was a good reminder, thanks for the heads-up!

Dan Fedor - Founder, Blue Bottle Games