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Space Wreck - post-apocalyptic space RPG inspired by Fallout

Togukawa

Savant
Patron
Joined
Jul 27, 2016
Messages
313
Bug report: Clicked Captain while he was in his room, now stuck in a loop where I enter, go and talk, he kicks me out at end of conversation, and my character immediate goes back to talk to him. Pressing escape to open menu does not help, dialog with captain still occurs again. Had to alt-f4 out.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
I think the same fate befell your robots, @lukaszek. Let me know if you need them back.
i can probably just wait for proper patch and start over. While you are at it can you make deterministic pill... deterministic? Put it in one of the early toilets or something


btw is there a highlight key that would showcase vents and other intractable places? Im missing like half of the vents because they are not very visible due to other obstacles. Im tiny human for a reason.
got a thing for vents and toilets

Also sometimes I enter room with very low visibility but after few steps it might be fully lighten up. Or not, cant place whats causing this.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
btw is there a highlight key that would showcase vents and other intractable places? Im missing like half of the vents because they are not very visible due to other obstacles. Im tiny human for a reason.
In the current version, it's SHIFT but I'll be adding also left ALT in the next patch. Apparently some players expect that.

I enter room with very low visibility but after few steps it might be fully lighten up.
That's a fog of war corresponding to your PERCEPTION. It lightens up once you have gone "deep enough" so the game considers no need for fog anymore.
I had Ingrid with me, then I entered VR. Upon closing VR she was gone. Where did she go?
News on Ingrid - I found her. Turns out, she is stuck in VR (she was not supposed to be there, of course). Next patch will fix this and you can already try it out on the "latest" BETA branch. I hope to push it out later today but keep postponing because there are some fixes I want to include.

And, yeah, thanks 0wca for an excellent review - good, specific stuff to take note of! Additionally, there's a whole different Steam review as well which I appreciate!

Few quick comments:
Add more wrecks. 1 or 2 should extend the playtime significantly and it will still count as a 'short game'.
Just to clarify, you did complete both of the main plotlines? There are 6 main wrecks in the game.

More ending slides. It seems the game only tells you about the few significant areas but not other NPCs. Wish there was a slide for Bob as well as Patrick (I saved Bob and killed Patrick, yet the game didn't say anything about it).
Good point about Patrick. The Bob, though, should have his own slides, I'll check on it. Thanks for bringing this up!
 
Last edited:

lukaszek

the determinator
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Joined
Jan 15, 2015
Messages
12,695
some crafting requires a lot of carry weight. I gave my space suit to my robot. Crafting was done, now robot doesnt want to give me my suit back
 

ghostdog

Arcane
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Joined
Dec 31, 2007
Messages
11,086
some crafting requires a lot of carry weight. I gave my space suit to my robot. Crafting was done, now robot doesnt want to give me my suit back
Gifting a suit to someone, and then asking to get it back, is unacceptable behavior.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
some crafting requires a lot of carry weight. I gave my space suit to my robot. Crafting was done, now robot doesnt want to give me my suit back
Oh. This is awkward. I see the problem.

See, I made that NPCs don't allow you to take their weapons and armour ... as it sort of makes sense for humanoids (they even warn you about it). But robots should not care about that.


I'll try to fix this. But meanwhile .... I hope it wasn't your only suit...
 
Last edited:

Feyd Rautha

Arcane
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Joined
Apr 17, 2009
Messages
1,966
Location
Nestled atop the cliffs
Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I had Ingrid with me, then I entered VR. Upon closing VR she was gone. Where did she go?
I have bad news. Let me know if you need to rescue her - send me your save file and I'll save her.
Thanks! I think I'll just restart when the patch is launched, I don't mind.

Another thing I noticed is Vilnis. He won't let you go near the door. However you can unlock and open the door from the other side. That doesn't change his reaction one bit. Shouldn't he be glad that you opened it for him?
 

lukaszek

the determinator
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Joined
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Messages
12,695
I'll try to fix this. But meanwhile .... I hope it wasn't your only suit...
:negative:



btw can you do something about robots not being able to open doors by utilizing keys in your inventory? Dunno if npcs are similar since im playing incel.
If i pick lock, then door is opened and they can operate it fine. However if there is door that requires key card, then PC will get through, door closes and then I see sad robot noises. I must open the door, run away and hope that all of them get through. Usually it requires few retries and as you can imagine is extremely tedious.

Other nitpick: blowtorch. Does it have use outside of doors that can be opened with lockpick anyway? In order to craft it one needs lockpicking skill anyway and its lost on single use. Wouldnt it make sense to make it rechargeable?


Cant remember why I didnt play demo much, but after VR and sneaking into enemy space craft, depressurizing it and flying away Im a big fan.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
btw can you do something about robots not being able to open doors by utilizing keys in your inventory? Dunno if npcs are similar since im playing incel.

Ugh. Right. This is not good, I agree. It was like that previously but I changed that to avoid them wandering in - potentially hostile - areas before player consent....

Other nitpick: blowtorch. Does it have use outside of doors that can be opened with lockpick anyway?

While you can construct it, the disposable plasma torch is a rare item that you can also find in the world. It is a guaranteed drop in certain places, too.

This is a very useful item as it opens * any * lock, with no difficulty checking whatsoever. To build it, you need to roll tinker over just 2. (Yes, scitec 4 is needed for the blueprint but that's unrelated to lockpicking.) Basically, you can deal with hardest locks
like fuel bunker door
without a skill check, success is always guaranteed.

Cant remember why I didnt play demo much, but after VR and sneaking into enemy space craft, depressurizing it and flying away Im a big fan.

Nice. I am pleasantly surprised so many people
decide to steal the ship even though the game does not explicitly push/suggest that.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
Nice. I am pleasantly surprised so many people
its on the same level as dos2 and escaping from prison fort. You just roam around and do it by accident :happytrollboy:

avoid them wandering in - potentially hostile - areas before player consent....
they do it anyway, also I lost my 2 bots somewhere again, hope they didnt have anything important
 

Feyd Rautha

Arcane
Patron
Joined
Apr 17, 2009
Messages
1,966
Location
Nestled atop the cliffs
Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
btw can you do something about robots not being able to open doors by utilizing keys in your inventory? Dunno if npcs are similar since im playing incel.

Ugh. Right. This is not good, I agree. It was like that previously but I changed that to avoid them wandering in - potentially hostile - areas before player consent..
How about allowing the player to let the door remain open when opened with keycard? Then you can choose for it to be permanently opened which will make it easier for followers. But that might create some UI hassle for the player.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
having trouble in KURBADS
disabled mining bots but it doesnt do much. Disabled life support and yet... humans above are not affected. Feeels like i glitched around until I stole the shuttle and made it to orion. No, I didnt want to talk to humans because they wanted to look at my things. Not strong enough to carry weapon with me but still
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
having trouble in KURBADS
disabled mining bots but it doesnt do much. Disabled life support and yet... humans above are not affected. Feeels like i glitched around until I stole the shuttle and made it to orion. No, I didnt want to talk to humans because they wanted to look at my things. Not strong enough to carry weapon with me but still

An absolutely valid approach, apart from the aforementioned issues.
Which terminal did you use to disable minebots?
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
having trouble in KURBADS
disabled mining bots but it doesnt do much. Disabled life support and yet... humans above are not affected. Feeels like i glitched around until I stole the shuttle and made it to orion. No, I didnt want to talk to humans because they wanted to look at my things. Not strong enough to carry weapon with me but still

An absolutely valid approach, apart from the aforementioned issues.
Which terminal did you use to disable minebots?
made it to side entrance first so i navigated all the way to life support systems. Then I found mining robots next, sneaked/ran past them to next room with elevator and pc panel, where I disabled the bots during combat
 

lukaszek

the determinator
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Joined
Jan 15, 2015
Messages
12,695
finished my first playthrough. Id say its of perfect length.
On orion I had so many endings I couldnt decide what to pick.
Disperse gas? and help rebels?
kill everyone(variation of above) and steal yet another ship?
steal engine chips and escape on shuttle i came from?

There is one more exploit:
when enemies shout at you and initiate talk, you can just hit 'x'. They will follow and every few steps will innitiate dialogue again. You can get crowd this way. You can lose them easilly if you escape via vent

Ive stopped gaining levels, had maxed work. I mean I did gain levels, but there was only single skill point upgrade involved and perks twice. Meanwhile I lvled 5 times i think
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
How about allowing the player to let the door remain open when opened with keycard?

In the next patch, once you - player - open the door, it stays unlocked by default. But, for flexibility, if you like, you can then manually lock it.

Ekrānuzņēmums 2023-10-18 112828.png


when enemies shout at you and initiate talk, you can just hit 'x'. They will follow and every few steps will innitiate dialogue again. You can get crowd this way. You can lose them easilly if you escape via vent

Well, that was a deliberate design decision - you sort of should be able to drop the conversation and run. I could initiate a combat on refusal but...dunno.

Ive stopped gaining levels, had maxed work. I mean I did gain levels, but there was only single skill point upgrade involved and perks twice. Meanwhile I lvled 5 times i think

Every odd levelup you get 1 skill point and that's it. (1 choice)
Every even - one positive mark and one negative mark. (2 choices)

High WORK characters can get double level-ups - skill level-up immediately followed up by mark level up.

This is probably not explained and clear in the game.

finished my first playthrough. Id say its of perfect length

^^^ That's what I was trying to tell everyone! Thank you.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
Patch 1.3.24 is out. Link: https://store.steampowered.com/news/app/1063540/view/3738609511461786075?l=english

It does not include fixes to all of your reported problems, but some are addressed:

The most important fixes, I believe are these:
  • Fix disappearing companions when entering VR.
  • Fix companions not allowing to interact with objects.

And here are rest of the changes:
Ekr-nuz-mums-2023-10-14-121621.png


  • Bonus insult lines when meeting a new person if drunk.
  • Make the passageway exit clearer in Kurbads underground caves.
  • Add quick save/load shortcuts: Ctrl + S to save, Ctrl + L to load.
  • Reduce the memory consumption of some maps.
  • Fix Cutter saw to work in combat. (It has special attacks.)
  • Auto-end combat mid-turn if an enemy is defeated and there are no other hostiles nearby.
  • Hold left Alt to highlight nearby interactive objects.
  • Temporarily disabled robots are not "sleeping" but have robot-specific options.
  • NPCs would keep weapons equipped if they deem the situation still dangerous.
  • Option to finish off knocked-out NPCs or destroy disabled robots.
  • Fix disappearing companions when entering VR.
  • Add an additional security officer near the Chief.
  • Add guaranteed spawn of Nominal tablets nearby the start location.
  • If companions cannot get to you when you change maps, teleport them near you.
  • Fix the unexpected spacesuit option in Finn's initial dialogue.
  • Fix humans using robot shouts.
  • Janka should care only about one specific door, not any door to not be touched.
  • Companions and NPCs do not dislike players throwing grenades nearby.
  • Fix Finn (or other companions) objecting player touching e.g. shuttle.
  • Fix Maestro door deals vacuum damage.
  • Locked doors remain unlocked once the player uses the keycard.
  • Add option to LOCK such doors, if needed.
  • Auto-fix companions annoyed at you (and not letting use or touch things).
  • You can give and take armour to robot companions, they will allow you to take it back. Note: humanoid companions will not give you back armour or keys.
  • Add EXCHANGE right-click context option on companions for easier and faster access to their inventory.

Ekr-nuz-mums-2023-10-18-225459.png



As usual, let me know in message boards or on Discord, if you encounter some problems.

If you think something has broken that was not in the previous version, feel free to use BETA branch "stable" - the previous version is there.

Good luck!
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
Kamaz to keep annoying you with findings... care to make certain characters exempt from anxiety? My pirate ship experience made little sense.
due to anxiety was not able to talk to captain
guard assigned to me didnt care about me lockpicking doors. Nor disabling torpedoes and engines. Nor initiating lockdown. Nor getting back to my ship and flying back.
I have plenty of chloroform bottles to resolve any problems that would arise but still... Only real restriction was that guard was too big for me to enter vents.

There was also this annoyance that since I flied over on solaris and disabled its engine, I had to repair it in order to get to pirate ship.

It was hinted that I could repair engine without repairing elevator but I couldnt find it.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,890
Bugs:
A lot of non-human chars (robots, locusts, whatever), display human faces when they’re knocked out and you interact with them.
I put to sleep my escort in the pirate ship and he just kept following me around whenever I moved, but asleep. So it didn’t affect me gameplay-wise, but it was a weird cosmetic glitch, let’s say.

Others:
Lots of typos, you should run the text thru grammarly or some shit.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
due to anxiety was not able to talk to captain

Ooops. Yes, a few NPCs have already been exempt - e.g. your crew for example. But, yes, not the pirate captain though. Should be, however.

guard assigned to me didnt care about me lockpicking doors. Nor disabling torpedoes and engines. Nor initiating lockdown. Nor getting back to my ship and flying back.

He should have objected to at least some of it, it's a bug. There are even multiple solutions to get rid of him.

There was also this annoyance that since I flied over on solaris and disabled its engine, I had to repair it in order to get to pirate ship.

It is expected. The game treats (or at least - should) all ships the same - to fly, the need fuel chips. In that particular situation it made sense that you had to do the chip micromanagement. This may be a bit annoying but IMO it makes sense.

A lot of non-human chars (robots, locusts, whatever), display human faces when they’re knocked out and you interact with them.

Right. Adding to the list.

I put to sleep my escort in the pirate ship and he just kept following me around whenever I moved, but asleep. So it didn’t affect me gameplay-wise, but it was a weird cosmetic glitch, let’s say.

* Facepalm *

Lots of typos, you should run the text thru grammarly or some shit.

Got it. We have texts in various places (files) and probably some of it did not get the overall treatment of proofreading.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
Well, that was a deliberate design decision - you sort of should be able to drop the conversation and run. I could initiate a combat on refusal but...dunno.
you already have 'finish interaction' feature in various prompts, could use that.

managed to find booze and talk to the captain, had an issue with ransom flow
elevator breaking guy hated me for fixing it
secured money from 2 ladies
stole 50k? from techie
Was not able to proceed with ransom collection as there is hard requirement to get techie on board,
Had to use necklace instead

Also, vacuumed pirate bridge and no one cared.

Missing 2 endings, can someone spoil me what they are?
- fuel chip
- pirates board
- pirates build empire
curious if there is anything that I can achieve as nerd guy
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,035
Location
The Glorious Ancient City of Loja
Also, vacuumed pirate bridge and no one cared.

This is unacceptable!
(Seriously, though, which system you used to do that? UFES?)

Endings:

- fuel chip - this might be a bug if you did not get it from Kurbads/Orion timeline
- pirates board - sort of "bad ending" as in you fail but with some small possible nuances based on how you fail
- pirates build empire - if you engage in some political spiel, stuff can happen to pirates after you leave

you already have 'finish interaction' feature in various prompts, could use that.

Button X does the same thing as "finish conversation" or "end interaction" options. If X allows you to click it, it means such option is available (I think it's the "run away" one).
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,695
This is unacceptable!
too many names, there is a elevator in the bridge and one of the floors takes you to area with single computer south of your entry point. Vacuuming is only interaction in there. Captain puts his space suit on.
However if I put him to sleep with chloroform then ship does become hostile. Except for guard following me, something is seriously weird about him, I think he became brainless follower.

I did get fuel chip from another timeline.
It doesnt seem that Ive gotten any ending for disabling pirate ship and escaping
 

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