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Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

FrickenMoron posted:

Is your mod compatible with the new patch version yet?

Also in Lifeline, once you have a mission running you wont get a siege at all right?

Should be. If you notice anything off just let me know. When I checked the patch notes it looked like almost all of the changes were to Lifeline, which I haven't personally altered much.

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FrickenMoron
May 6, 2009

Good game!
It seems to work just fine, but the performance has taken quite a hit for my system.

Edit: I played a bit more, even on breakdown level 1 the zombie spawning stuff in the night is way too much! I had a huge fight in a house that never ended because the game kept spawning zombies outside the house constantly that joined the fight. It's pretty frustrating if you can't clear a horde because of infinite respawns.

FrickenMoron fucked around with this message at 11:50 on Jun 7, 2014

TescoBag
Dec 2, 2009

Oh god, not again.

Archonex posted:

Should be. If you notice anything off just let me know. When I checked the patch notes it looked like almost all of the changes were to Lifeline, which I haven't personally altered much.

Is there an easy way for me to edit the amount of hordes/zombies you have spawning? There are way too many.

FrickenMoron
May 6, 2009

Good game!
The hordes/zombies are fine during the day. During the night it really needs to be toned down. I searched a building completely so I could see all the zombies around it and i saw 5 more dots pop up every few seconds, which means they just get spawned around you nonstop which is cheap as hell.

Carnalfex
Jul 18, 2007
Has anyone noticed the parking spots at the fairground not working for supply dropoffs from your trunk? I'm not sure if that is a normal feature or something QMJS messes up. I haven't seen the problem in any other base, and this is probably the base where it is most annoying since it is huge and slowly walking through it to ferry rucksacks one at a time from the trunk sucks. I did built a watchtower in one of the parking spots, but I'm pretty sure it was doing this anyway. I built watchtowers in other base parking spots without issue, too.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

TescoBag posted:

Is there an easy way for me to edit the amount of hordes/zombies you have spawning? There are way too many.

I'm assuming you downloaded the version I had that was for testing hordes. They shouldn't be that thick on the lower levels. If so, download the version that isn't a test version.

The real version shouldn't be that bad unless you're running at a very high breakdown level. The test version I posted was just for me to see how infestations and hordes interact with zombie density, if at all. I didn't want to tweak the numbers without making sure if that was a thing, since I didn't want to risk breaking a feature. The real version was posted on a page before that.

This is the "real" version's link again, if you need it. http://www.sendspace.com/file/36jgfs

If that's too much or you already had the right version just let me know.

FrickenMoron posted:

The hordes/zombies are fine during the day. During the night it really needs to be toned down. I searched a building completely so I could see all the zombies around it and i saw 5 more dots pop up every few seconds, which means they just get spawned around you nonstop which is cheap as hell.
Night time in QMJS adds a feature where more zombies spawn and they become more aggressive, seeking out threats from longer range. At the higher breakdown levels (As in 10+) this basically becomes an unofficial siege mode like something out of Lifeline, though not quite so extreme and not limiting you to stay at the base. That being said I can track that feature down and neuter it if need be.


I also have a win.bmd editor that I found that I can upload when I get a chance. Along with the pak extraction tools and bmd converter I tracked down way back. Now that the community is a bit more solid that stuff has links to it stickied on the official forums as well.


quote:

I did built a watchtower in one of the parking spots, but I'm pretty sure it was doing this anyway. I built watchtowers in other base parking spots without issue, too.

If you look at the deconstruction information it says not to deconstruct and construct over overlapping parking spots. Though that might not be the cause since I still need to check out that home base myself.

Once I track down where the data for dropping rucksacks off from vehicles is at I can look at seeing if I can alter how the dropoff process is handled and what the cause might be. Maybe I can set the location to somewhere different. Or if it's tied to a parking space facility, just move it to something else for the fairgrounds.

Unfortunately that's a Lifeline era feature, so it's new, meaning I have to find it first. Need to poke around the files a bit more.


Edit: As an addendum to all those :words: if there's any mods or mod features that you want me to roll into the mod compilation, just let me know. I've got a bunch of ideas for personal tweaks and things to add in, but i'm posting this stuff for goons to enjoy too, so have at it.

Archonex fucked around with this message at 20:29 on Jun 7, 2014

TescoBag
Dec 2, 2009

Oh god, not again.



That is the version I'm using, I still feel that they're a bit high. Watching about 30 zombies come out of a small office in the middle of nowhere is a bit silly. That was during the day too! And breakdown level 1!

KittyEmpress
Dec 30, 2012

Jam Buddies

Are there any easy (cheaty) ways to raise the stats of characters? I made a little mistake that ended up getting three of my four really good combat people killed, and I don't want to go through the motion of meleeing a billion zombies to death again, and sprinting in circles around my base to raise cardio.

Danith
May 20, 2006
I've lurked here for years

TescoBag posted:

That is the version I'm using, I still feel that they're a bit high. Watching about 30 zombies come out of a small office in the middle of nowhere is a bit silly. That was during the day too! And breakdown level 1!

Ya I think the spawns are a bit too high. I was on breakdown level 2 and stopped to try to grab a sack of fuel from a gas station I saw when I was returning to base and zombies kept spawning non stop fast enough that I couldn't complete the search, grab the sack of fuel (if it was in there) and bug out.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Danith posted:

Ya I think the spawns are a bit too high. I was on breakdown level 2 and stopped to try to grab a sack of fuel from a gas station I saw when I was returning to base and zombies kept spawning non stop fast enough that I couldn't complete the search, grab the sack of fuel (if it was in there) and bug out.

That shouldn't be happening at all unless you're on the zombie density test version. I modded level 2 a bit as a baseline test when it came to density, but not to the extent of level 1.

I'm running a Breakdown level 1 game on the normal version and i'm barely seeing any zombies at the moment. :stare: Like maybe 4 tops at a time. The spawn rate is actually hard capped normally on that level so it's hard for large numbers of them to spawn. The only way around that would be for a horde or infestation to be nearby I believe.

I'll keep running a level 1 game to see if something is going on. Will report back and post a fix if I find an issue.

Archonex fucked around with this message at 20:41 on Jun 7, 2014

FrickenMoron
May 6, 2009

Good game!
I grabbed the version from your first post, not the horde test one. At night the spawns are so intense that you can't finish any missions because very 5 seconds 5 more zombies spawn around the corner. During the day it's fine, just regular breakdown, a bit more intense maybe. At night everything goes apeshit though, you can drive into an empty neighbourhood and as soon as you stand still for a few seconds zombies spawn all around you. Only safe spots are outpost safe zones.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

FrickenMoron posted:

I grabbed the version from your first post, not the horde test one. At night the spawns are so intense that you can't finish any missions because very 5 seconds 5 more zombies spawn around the corner. During the day it's fine, just regular breakdown, a bit more intense maybe. At night everything goes apeshit though, you can drive into an empty neighbourhood and as soon as you stand still for a few seconds zombies spawn all around you. Only safe spots are outpost safe zones.

Sounds like that's what the problem is then. I'll track down what UMJS does to alter night spawns and tone it down a bit. I appreciate the heads up on that.

PureRok
Mar 27, 2010

Good as new.
Archonex, since you seem to know a bit about modding this game, do you know if it's possible to get rid of the fatigue? Stamina doesn't bother me, but the whole "getting tired" mechanic is annoying since I like to play one survivor.

FrickenMoron
May 6, 2009

Good game!
I really wish the bases were a bit more modular. Even if it might be unwise I'd actually love to have some lamps working at night around my base if I have a generator for example.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

PureRok posted:

Archonex, since you seem to know a bit about modding this game, do you know if it's possible to get rid of the fatigue? Stamina doesn't bother me, but the whole "getting tired" mechanic is annoying since I like to play one survivor.

It is. The characters.win.bmd file contains the effects of fatigue, along with illnesses, injury, etc, etc. Removing the effects of fatigue levels would probably do the trick. Unfortunately that file glitches out horribly in my win.bmd editor when I open it, so I can't alter that at the moment. I'm looking at a workaround, but I have no ETA when it'll be available. It's something to do with all the new stuff QMJS added in to characters that is causing the issue, I think.

You can however get the PAK extraction and xml2bmd tools off the official forums and do the changes yourself. You'll want to extract the breakdown PAK file and look into the class 3.1 folder it extracts. It should be in an XML format you can edit and then convert to win.bmd format via dragging the XML file over the xml2bmd file.


FrickenMoron posted:

I really wish the bases were a bit more modular. Even if it might be unwise I'd actually love to have some lamps working at night around my base if I have a generator for example.

Theoretically they are quite modular with the right tools. There's a prefab file you might be able to use (I think some people have done some very limited modding of the level with it.), and if nothing else the game is made in the Cryengine. It's possible that the tools included in the subscription version on Steam might be able to alter the level directly and with much more speed and proficiency. Though don't take my word on that. I haven't looked at level editing that much, and i'm not familiar with the exact process that the SoD devs used to create their game world.

At the very least it is possible to add stuff to bases. QMJS does it, and with the right alterations you could mod in lamps and such. You'd probably need to find out how to alter what constitutes as part of a facility and edit the right object in. Mind you that doing it'd be fairly complicated though, if it was even possible.



Edit: On the issue of night time spawning huge amounts of zombies, it doesn't actually appear to be spawning them. I haven't found the code yet, but it appears that at night the number of zombie spawns are temporarily increased, along with a detection radius that provokes "investigation" of noises. That combined with the actual ambush spawns (The game spawns some whenever you get out of a car, it seems. I'd really like to disable that feature.) seems to be the main problem.

I might look at tweaking the sound investigation distance down as a fix for this. Or look at spawns if people are actually seeing them spawn out of nowhere in front of them. Or look at disabling ambush spawns entirely. I'm hoping this zombie ambush variable I found is what handles random surprise spawns on top of you.

Archonex fucked around with this message at 22:31 on Jun 7, 2014

Back Hack
Jan 17, 2010


I've literally had 5 or 6 zombies spawn out of nowhere during fights at night that involved unsilenced gun fire, driving my car around, or turning on my flashlight.

Diesel Fucker
Aug 14, 2003

I spent my rent money on tentacle porn.
So to get "The Scholar" you have to find a "Good Researcher" right? Is there any easier way to get that besides constantly looking out for other survivors? I've been through about 5 enclaves now, killing them all off because they have naff stats.

Bondematt
Jan 26, 2007

Not too stupid

Lasher posted:

So to get "The Scholar" you have to find a "Good Researcher" right? Is there any easier way to get that besides constantly looking out for other survivors? I've been through about 5 enclaves now, killing them all off because they have naff stats.

Yeah, you need a researcher, but the hero you get is useless. Researcher's aren't usually hard to come by, just keep rotating through those enclaves.

Research also stays throughout your playthrough, so if you research everything in BD1 you keep it until you lose.

Diesel Fucker
Aug 14, 2003

I spent my rent money on tentacle porn.
I only need it for the all hero achievement and to easily farm a shitload of pipebombs to unlock the grenadier too.

Carnalfex
Jul 18, 2007
Well QMJS does say that it increases zombie aggro/detection radius. Changing that alone might help a lot! I honestly think it should probably be turned back to vanilla (or something less than what it is anyway) since it makes stealth pretty useless. Having more zombies makes stealth more difficult AND more rewarding, but having more zombies that can also see behind them and hear pins drop just means you can't sneak at all.

I guess they wanted to promote a more siege/tower defense sort of gameplay, but you can have big fights without removing stealth as an option.

Gooch181
Jan 1, 2008

The Gooch
I just got this and the DLC on Steam and it looks pretty awful. I cranked the graphics all the way up and played with the gamma but things just look really off:



I looked through the OP and didn't see anything regarding fixing the graphics. Anyone know what I need to fix? I'm running a Geforce GTX 660 and the framerate seems really good it just looks like something is wrong. I am using the drivers that came out in the last week or so.

Any suggestions would be great! I can't really put what is wrong with how it looks into words, it just looks strange. The lightning and colors just seem messed up. It looks a lot worse in motion than it does in screenshots.

Edit: Installed This sweetFX thing seemed to help some, as did turning V sync on. (Something I automatically turn of on every game out of habit.)

Gooch181 fucked around with this message at 02:56 on Jun 8, 2014

Prokhor
Jun 28, 2009

In one moment, Earth; in the next, Heaven.

That's the game as far as I see it :/
For example, here is a picture of the moon.

Prokhor fucked around with this message at 03:01 on Jun 8, 2014

Gooch181
Jan 1, 2008

The Gooch
Oh, drat. I had a blast with the game when it first came out on Xbox, I'm sure I'll get used to it. :(

goatsestretchgoals
Jun 4, 2011

Gooch181 posted:

Oh, drat. I had a blast with the game when it first came out on Xbox, I'm sure I'll get used to it. :(

I think that's the problem, the game was made to run on an 8 year old console and I don't think they made any high resolution/polygon assets for computers.

FrickenMoron
May 6, 2009

Good game!
Archonex, another issue with the mod package: I know theres the supposed function of triggering your flashlight on and off quickly to attract zombies. This doesn't work as intended at all, just turning it on / off attracts all zombies in a huge, huge radius. Please remove this poo poo.



As seen here, using it even once creates a huge sound-wave that attracts every zombie in a mile.


Edit: I also have one survivor who has been "sick" since breakdown 1, but nothing is happening, theyre not getting better either. Is this the unimplemented version of the black fever?

FrickenMoron fucked around with this message at 07:54 on Jun 8, 2014

bunky
Aug 29, 2004

bitcoin bastard posted:

I think that's the problem, the game was made to run on an 8 year old console and I don't think they made any high resolution/polygon assets for computers.

It's really less of a resolution issue and more of a contrast/bloom issue. Anything black is super shadowed and anything white has so much bloom it is distracting.

FrickenMoron
May 6, 2009

Good game!
Something else I've noticed in breakdown with the mod: Mission spawn rates are really low. I'm never getting any community member missions. (Which I guess is okay? They can get very annoying if theres too many of them.)

The only types I pretty much got were zombie hordes and enclave missions. Note that I never had more than 11 people yet because I'm rushing up breakdown levels as quick as possible.

Gooch181
Jan 1, 2008

The Gooch

bunky posted:

It's really less of a resolution issue and more of a contrast/bloom issue. Anything black is super shadowed and anything white has so much bloom it is distracting.

That's exactly it. I started the game up and the white guy's face looks like paper. Colors are weird.

Rookersh
Aug 19, 2010
Archonex can I suggest something?

Right now, every base requires a Bedroom, a Medical Area, and a Workshop. Without those three buildings you can't get far in the game. Illness/Sleep Deprivation take away far too much stamina, and cars/weapons break down without any real replacements.

While this is fine for the Bedroom ( most places have one prebuilt, the Alamo is the only base that doesn't have easy access to one, but it's a challenge base anyway ), the Medical Area/Workshop take up valuable Home Base slots just due to being needed things. It feels unfair to choice/oddball strats.

I can't think of any way to reduce the importance of the Medical Area without ruining it, but for the Workshop, is there a way to make it so vehicle/weapon repairs happen automatically without it? Or the other way around, where you can build silencers/other stuff through the Radio Room, and the Workshop only exists to repair weapons/vehicles. It'd leave the Workshop important ( you want to build silencers/firebombs ), without making it a necessary upgrade.

I'd be more inclined to build other stuff if every base wasn't automatically "I need a Medical Area, a Workshop, a Dojo, and that's all my spaces!".

LeJackal
Apr 5, 2011

Rookersh posted:

Archonex can I suggest something?

Right now, every base requires a Bedroom, a Medical Area, and a Workshop. Without those three buildings you can't get far in the game. Illness/Sleep Deprivation take away far too much stamina, and cars/weapons break down without any real replacements.

While this is fine for the Bedroom ( most places have one prebuilt, the Alamo is the only base that doesn't have easy access to one, but it's a challenge base anyway ), the Medical Area/Workshop take up valuable Home Base slots just due to being needed things. It feels unfair to choice/oddball strats.

I can't think of any way to reduce the importance of the Medical Area without ruining it, but for the Workshop, is there a way to make it so vehicle/weapon repairs happen automatically without it? Or the other way around, where you can build silencers/other stuff through the Radio Room, and the Workshop only exists to repair weapons/vehicles. It'd leave the Workshop important ( you want to build silencers/firebombs ), without making it a necessary upgrade.

I'd be more inclined to build other stuff if every base wasn't automatically "I need a Medical Area, a Workshop, a Dojo, and that's all my spaces!".

This is not terribly difficult to do, I just did something similar by making my Latrine provide several passive bonuses and actions to replace the Barracks.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

FrickenMoron posted:

Edit: I also have one survivor who has been "sick" since breakdown 1, but nothing is happening, theyre not getting better either. Is this the unimplemented version of the black fever?

Negative. It should say when you have the black fever. It's coded in, last I recall, so it's nothing I haven't implemented yet. It's just drat near impossible to get it from what I understand due to how the game normally is in vanilla.

quote:

Archonex can I suggest something?

Right now, every base requires a Bedroom, a Medical Area, and a Workshop. Without those three buildings you can't get far in the game. Illness/Sleep Deprivation take away far too much stamina, and cars/weapons break down without any real replacements.

While this is fine for the Bedroom ( most places have one prebuilt, the Alamo is the only base that doesn't have easy access to one, but it's a challenge base anyway ), the Medical Area/Workshop take up valuable Home Base slots just due to being needed things. It feels unfair to choice/oddball strats.

I can't think of any way to reduce the importance of the Medical Area without ruining it, but for the Workshop, is there a way to make it so vehicle/weapon repairs happen automatically without it? Or the other way around, where you can build silencers/other stuff through the Radio Room, and the Workshop only exists to repair weapons/vehicles. It'd leave the Workshop important ( you want to build silencers/firebombs ), without making it a necessary upgrade.

I'd be more inclined to build other stuff if every base wasn't automatically "I need a Medical Area, a Workshop, a Dojo, and that's all my spaces!".

One way to handle the medical area could be to focus on "preventative" medical care instead of the "cure it" version we have now in Breakdown. To do this maybe I could look at checking out the code for latrines that prevents sickness and applying various passive buffs and actions to different facilities that reduce the likelihood of getting sick. Assuming we can add facility actions from scratch (And I think we can.) that would be one way to handle freeing up more slots by creating an alternate method of base design when it comes to health needs.

For instance, a bedroom could have a facility action that lets you regularly clean it up a bit to help prevent disease and the build up of stuff that you don't want in an environment after people have literally been gnawed on and spewed blood all over the place. It could expend a small bit of medicine to go with the idea of focusing on preventing disease instead of just curing it as well. Doing so would apply a buff for ____ amount of time that applies some of the same buffs that latrines give.

Likewise, offhand I forget if it already does help with it, but a kitchen or central dining area could help with preventing disease as well since people are encouraged to not act like slobs and leave/eat food wherever they please. I can't imagine having plates or tiny bits of rotting food everywhere is all that hygienic when a lot of the basic medical facilities we take for granted no longer exist.

Also, obviously there is the latrine facility in QMJS too. I recall the readme stating it only prevents discord, so a "cleanliness" buff could be provided there as well if it doesn't already exist.

quote:

Archonex, another issue with the mod package: I know theres the supposed function of triggering your flashlight on and off quickly to attract zombies. This doesn't work as intended at all, just turning it on / off attracts all zombies in a huge, huge radius. Please remove this poo poo.

I completely forgot that Romero mod does a lot of stupid poo poo that either breaks the balance of the game by being a cheat, or isn't balanced that well. For a long time it was the only real go to mod for people who wanted to mess about with the game, which is probably why I forgot so many of the issues it had until I had some time to experience it all over again over these past few days.

I'll be removing it for the next version until I can get into the flashlight file to reduce the detection range of the toggle. Failing being able to do that, i'll just remove it entirely. There's already car horns and other trick items which can draw the attention of zombies. The flashlight is a nice bonus, but nothing essential.

Archonex fucked around with this message at 16:13 on Jun 8, 2014

Back Hack
Jan 17, 2010


Out of curiosity, how limited are you to making changes to in-game modules and/or placement of said modules? You also mentioned earlier something about being able to turn any home into a potential homestead if you wanted, can you elaborate on this?

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Back Hack posted:

Out of curiosity, how limited are you to making changes to in-game modules and/or placement of said modules? You also mentioned earlier something about being able to turn any home into a potential homestead if you wanted, can you elaborate on this?

Someone on the official forums pointed out that so long as you could find a way to designate a home base (I'm not sure what the mechanism for that is.) you could theoretically create entire homes from scratch. It would be an incredible amount of work though.

Personally, I haven't looked into the full do-ability of it outside of the initial steps. Plus a few things would probably go wrong that would need to be fixed. Of note to me is how horde attacks are handled. If they choose your home location by coordinates instead of a list of places it would probably work fine, but otherwise they might bug out in some way. And that is something i'm not sure can be changed.

You'd need to have a new menu for the facilities though, figure out a way to design placement of facility slots, and a bunch of other stuff. Really, it's a full blown mod project to itself. And admittedly there's a bunch of things that could go wrong. If the ability to define homes and their layout isn't in the PAK and LUA files you'd be screwed over. The full extent of what you can do is a bit iffy too, since I don't think anyone has spent that much time looking into the practicalities and actual do-ability of it. Probably because of the extra graphical work and work needed to finagle a working UI.

That being said, it is an interesting idea. Imagine if someone found a way and went to the work of letting you inhabit generic buildings. A lot of the buildings use a repeated design, so you could inhabit any house with a bit of work. Or heck, inhabit the police station or grocery store. The sheer number of ideas for special facilities you could add in is pretty great too.

I know a few people who have tried to brainstorm a way to do that, though I don't think any of them had the time to see if they could make progress on it.


It is however possible to create custom facilities. You can see a few in UMJS. They can do pretty much anything you can imagine, so long as it's a feature in the game.

Archonex fucked around with this message at 23:23 on Jun 9, 2014

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Perhaps a halfway point could be found given that several home sites are generic buildings that exist elsewhere, as you say. I'd imagine it would be easier to repurpose those into home sites than doing them from scratch.

One thing that would be neat is if you sometimes ran across your community members manning your outposts. It wouldn't affect much, most of the time, but it'd be a nice bit of flavor.

Also, one problem I think I'm having with your mod Archonex is that people are getting sick quickly and never getting better. They're not getting worse either though, they're just staying at Cough or whatever... indefinitely. I don't know if that's a bug or I just need better healthcare (not that I'm neglecting it) but you may want to look into it if other people are reporting the same.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Mister Adequate posted:

Also, one problem I think I'm having with your mod Archonex is that people are getting sick quickly and never getting better. They're not getting worse either though, they're just staying at Cough or whatever... indefinitely. I don't know if that's a bug or I just need better healthcare (not that I'm neglecting it) but you may want to look into it if other people are reporting the same.

I'll look into the files for that, however the last patch fixed a bug in Lifeline that was this exact same issue. It's possible it's a vanilla bug that exists in Breakdown too.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Oh that's perfectly plausible, it had slipped my mind that we'd had a patch! Disregard unless it's confirmed not to be in the base game.

Generic American
Mar 15, 2012

I love my Peng


On a not-mod-related note, has anyone been having trouble with repairs in Lifeline? It seems like my game is glitched out in the same way that the initial release of the whole game was, where even with a fully-upgraded workshop, repairs never seem to triggered on parked vehicles or even weapons in storage.

Mister Bates
Aug 4, 2010

Generic American posted:

On a not-mod-related note, has anyone been having trouble with repairs in Lifeline? It seems like my game is glitched out in the same way that the initial release of the whole game was, where even with a fully-upgraded workshop, repairs never seem to triggered on parked vehicles or even weapons in storage.

I literally never had a vehicle repair while playing through Lifeline, I actually assumed it was intentional to force you to take better care of your vehicles. It could be a bug, though - god knows it wouldn't be the first time an incredibly obvious glitch made it to the release version.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Yep, had the same happen to me.

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Sphrin
Apr 13, 2012
Is having the blood removed counted as a repair because I can remember it happening a few times after sieges, they seem to act as an end of day event, but yeah it takes a long time to repair anything other than that. Can the Steaming radiator actually be fixed or is it permanent and they can only do body work?

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