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RoloDage

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  1. Awesome! I did a little more digging on the original setting, and it looks like only the locked containers had the "door" tag, the rest did not. If the intent is for breaching slugs to only do damage to locked safes but not unlocked safes then the "door" tag likely needs to be re-added to the locked containers. If the intent is for breaching slugs to always do bonus damage to safes, be it locked or unlocked, then adding "safes" to the breaching slug effect is likely a fine fix. In other words, from what I can tell: A20: Breaching slugs only do +1000 base damage to LOCKED containers, not the already opened ones. Given both locked containers and unlocked containers both have the "safes" tag, the only way to mix/match to get back to A20 state would be to re-add the concept of "door" tags to safes and keep breaching slugs as only bonus to doors, not also safes. Basically just depends how TFP want the item to work. Personally I think it should always do +1000 damage to safes. If it can blast thru steel doors it can certainly blast the steel off an already unlocked safe! Trigger discipline!
  2. Summary: Breaching slugs no longer work on locked containers because all locked containers switched from having the "doors" tag to having the "safes" tag, and the breaching slugs never got updated to include 1000 bonus block damage to safes. The flavor text for breaching slugs still clearly indicates that it should work on all things secure like doors and safes: Image of Shotgun Messiah 2: "Breaching Ammunition: Craft special ammunition used to breach secure blocks like doors and safes." However, if the intent is for breaching slugs to no longer work at all on the new "safes" tag on blocks, then the localization text for this perk book should be updated to indicate that it only works on DOORS, not SAFES as well like it says today. ------------------------------------------- Game Version: (A21 b3xx) A21 b317 OS/Version: (Windows / Linux / Mac) Windows 10 Pro CPU Model: (Intel i5 9600K / AMD Ryzen 7 1800x / etc) N/A not a performance or technical issue. System Memory: (4 GB / 8 GB / 16 GB / etc) N/A not a performance or technical issue. GPU Model and VRAM: (nVidia GTX 1060 4 GB / AMD RX 580 8 GB / etc) N/A not a performance or technical issue. Screen Resolution: (Width and Height such as 1920x1080) N/A not a performance or technical issue. Video Settings: (Low / Medium / High / Ultra / Custom(Custom has many combinations, so just list the settings you think are relevant to the bug if any)) N/A not a performance or technical issue. Game mode: (MP host / MP client / SP / Client on Dedi, RWG or NAV) SP RWG 8k ------------------------------------- Did you wipe old saves? (Yes/No) No. But this is not a game state/save related issue, everything is in the plain XML about this behavior. Did you start a new game? (Yes/No) Yes. Did you validate your files? (Yes/No) Yes. Are you using any mods? (Yes/No) Yes, but no modlets that touch breaching slugs at all. EAC on or off? OFF Status: NEW ------------------------------------ Bug Description: Detailed steps to reproduce the bug: 1) Make a game and take a look at breaching slugs, and if you want go shoot a safe and it does not do extra damage like it used to. 2) Dig around in XML files and diff from an old alpha20 save to see that safes used to have "door" tag but no longer do, and instead have a new tag "safes" 3) Cry and fix the xml yourself. (Line 7268 of items.xml needs "Safes" added to the effect group for base_add on ammoShotgunBreachingSlug Actual result: Breaching slugs do 80 base damage to locked container blocks. Expected result: Breaching slugs do 1080 base damage to locked container blocks. Pastebin Logs: https://pastebin.com/QUS6gqTs
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