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Messages - Logan

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Technical support / Re: [2.0.0] Stuck during attack on blockade
« on: March 28, 2016, 12:18:23 PM »
I'm not sure! We provided GOG with the updated binaries around the same time as we updated the standalone and Steam builds, so I can't see any reason why it wouldn't be running the latest version. You may have to ask them directly as to why there is a delay.

Hey flyer,

We don't have any plans at the moment to add new features to Deadnaut or significantly change how the game plays, so I don't think we'll be able to add any player-controlled rules of engagement as such.

That said, the Deadnaut AI already includes this sort of logic internally -- I can tweak it so that Deadnauts with melee primaries and ranged sidearms won't open fire on enemies that are not aware of them.

I saw those reports, thanks. Here's another file bundle that includes quite a few changes:
  • A number of optimisations to sentinel AI, which should help performance on larger ships
  • Deadnauts will never automatically attack friendly sentinels (though you can still force-attack them)
  • Deadnauts with melee primary weapons and ranged sidearms will now use those sidearms when appropriate
  • A *large* number of additional optimisations to reduce stuttering in general
  • Deadnauts are now smarter when distributing work*
* This needs some further explanation. In 1.3.0 (the current version), if you have a bunch of Deadnauts selected and then interact with something -- hacking a console, investigating a corpse, opening a door, etc -- the best person for the job is always selected, regardless of what they may already be doing. Which is what you usually want (fast hacks, optimal knowledge recovery, etc).

In this fix, I've changed the logic to be more efficient. So, if you have multiple Deadnauts selected, and click on three corpses / downloads in quick succession, the best Deadnaut *not* already investigating will be selected. They'll spread out to work concurrently.

Further to this, distance is now factored into the logic. This means your Deadnauts won't wait around for your best door opener if he or she is far away, instead, the next best person within a reasonable distance will do it.

Thanks Cat Lady. If you could, can you use the files in this ZIP instead? I've tweaked the workaround so that it won't place controllers in the middle of a room unless there is no other option (which should never be the case in practise).


It also includes some performance optimisations which should reduce stuttering and improve the frame rate a little.

Hi Cat Lady,

I believe the description is off the mark here, possibly due to balancing we did at some point. Possessed can be killed as usual -- they don't have any special powers to teleport away or regenerate -- so that's working as it should, gameplay wise at least.

As for Horrors, they have a chance of disappearing / reappearing when they're hit, however, if you can pump enough damage into them before they get a chance to do this, they'll die as usual.

EDIT: Yes, if memory serves, we fixed some issues with blast weapons in 1.3.0 that made Horrors much more difficult, so to balance it out we removed this extra resilience.

Hello Cat Lady,

I've put together some fixed binaries for the Linux version (I think you mentioned that's the version you're running). Can you make a backup for the files under "Deadnaut_Data\Managed" and copy the contents of the ZIP file below into that folder:


If this sorts out the critical issues you've mentioned, we'll look to roll this out formally.

Hello guys,

I'm not sure what's causing this exactly, but I am sorting out a workaround. The disadvantage of the fix I have is that you might find the odd power controller in the middle of a room, but the save should load.

Technical support / Re: [BUG][1.3.0] Campaing summary issues
« on: March 19, 2016, 09:40:50 PM »
I've had a quick look at this -- I'm not sure about the knowledge issue, but I have found the cause of the erroneous sentinels hacked count and should be able to fix it.

Hi guys,

I've taken a look at this and it appears the text component we use in Deadnaut can't handle excessively long pieces of text.

I'm sorting out a patch that should address this by culling the chat log (starting with the oldest lines) after a certain number of lines is reached. This limit should be generous enough not to impact gameplay.

Hey Cat Lady,

This is actually working as intended. We knew that an easy loophole of the stim addict background would be to simply not give said deadnauts stims, so they'll sneak their own onto missions. The best you can do is provide them with useful stims.

Technical support / Re: 2.0 new bug
« on: March 18, 2016, 06:54:59 PM »
Just letting you know we've tracked down this bug and will have a hotfix out soon to address it.

Technical support / Re: [2.0.0] Stuck during attack on blockade
« on: March 18, 2016, 06:54:13 PM »
Just an update -- we'll be releasing a hotfix soon that addresses this issue (and a few other things).

Technical support / Re: [2.0.0] Stuck during attack on blockade
« on: March 18, 2016, 01:59:18 PM »
Hey flyer,

Thanks for the report. I can see what's causing the problem -- it looks like a "never should happen" situation occurred with the Blockade. As the error says, it shouldn't have happened but did.

Sorry, that's probably confusing. We'll take a look at it.

Technical support / Re: 2.0 new bug
« on: March 18, 2016, 01:56:39 PM »
Hey Velma, sorry you've run into problems. We didn't make any intentional changes to the way Wanderers work in 2.0.0, but we'll certainly take a look.

Fear Equation / [2.0.1] New Game Mode - Blockade
« on: March 15, 2016, 07:50:51 PM »

Update: We've released a hotfix, 2.0.1, to address some important issues:
  • Fixed: (Salvation) Investigating a wanderer would cause the game to stop working correctly.
  • Fixed: (Blockade) An issue with Blockade victory that could cause the game to stop working correctly.
  • Fixed: (Blockade) Enemies getting stuck after a successful negotiation attempt.
  • Fixed: (Blockade) A few issues with weapons not firing when they should during Blockade resolution.
  • Fixed: (Blockade) The alarm sound continuing to play after a military defeat.
  • Fixed: Screen flash effect not working on systems running DirectX 9.

Yes, you read that right! Fear Equation just hit the big 2.0.0. Why the jump from 1.6.0? Well, Fear Equation has received its meatiest update ever -- an entirely new game mode called "Blockade"!

In this scenario, the military has set up a blockade to the East. Take a squad of military deserters, upgrade your train's weapons and bust through the blockade. But be quick and efficient: if you lose someone, you can't replace them - and in a few weeks, the military will bomb the region.
  • Take charge of a single carriage and 15 military deserters
  • Upgrade the train's weapons and take out the roaming military forces
  • Watch combat unfold in real-time via a new mode on the mission computer
  • Discover secret military documents that provide special bonuses
  • Manage damage to subsystems and prioritise repairs
  • And more...
Please note we're still fine-tuning this experimental mode, so expect a balance / bug fix patch or two down the road! We also highly recommend only experienced players tackle Blockade -- a strong familiarity with the fundamentals of the game is required to master the scenario.

Regarding custom games: Firstly, custom passengers are not shared between game modes. Secondly, you cannot create custom Engineers for the Blockade scenario. Finally, the selection of occupations differs between modes, with Blockade restricted to a small pool of more combat-focused careers.

For all the changes in 2.0.0, check out the changelog below:
  • Added: New game mode - Blockade. The military has set up a blockade to the East. Take a squad of military deserters, upgrade your train's weapons and bust through the blockade. Note that the original game mode is now called "Salvation".
  • Tweak: Pressing the time acceleration key while in the rear section of the train during the guard phase will automatically put the player into bed.
  • Tweak: Slightly increased the speed of the "falling asleep" animation.
  • Tweak: The player ID card and modifier bundle have been moved to the carriage console.
  • Tweak: The dream log and lottery card are now hidden for carriages containing no passengers.
  • Fixed: (Windows) Reverted volumetric lighting quality to pre-1.6.0 levels.
  • Fixed: Potential issues with holding the carriage console notebook and attempting actions such as moving or accelerating time.
  • Fixed: "NaN" appearing in the loading text during startup.
  • Fixed: The graphics options menu is no longer cut-off on non-16:10 resolutions.
  • Fixed: Map generation elements not being cleaned-up properly on new games.
  • Fixed: A visual issue in Direct3D 9 where UI elements would disappear.
  • Fixed: A few visual issues with map pin placement.
  • Fixed: Workarounds for erroneous damage messages involving the Rewind fear.
  • Performance: Small optimisations to light cookie textures.
  • Performance: Various optimisations to reduce memory and CPU demands.
It is recommended you start a new game after updating, as saved games may not be compatible between versions.

Note to Mac OS X users: You will need to install Mono in order to run the update. The latest version of Mono for OS X can be downloaded here.


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