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I've also had 140 Mosin bullets vanish after reloading a quicksave and unloading a PKM mag from an enemy (With 42 bullets in it). I was somehow left with 30 in my inventory after that.
I did overwrite some of them, except for 1 of them (Which I went back to and discovered the bug). I did move the cassette player after the save number 1, and I also played tetris with the rest of my inventory. Interesting bug, but I hope it gets fixed soon
I'm having some trouble remembering what exactly is bugged on save loading, but you're absolutely right. EDIT: Upon further investigation, dumpsters remain opened, and the back door to the starting area of the game can be closed upon loading with no way to re-hack the door switch. Un-attaching the laser sight is also buggy as hell.
Importantly, returning to the main menu and reloading from there does fix booze consumables, at the very least..?
SEVERAL TIMES I loaded the game only to get insta-gibbed by two enemies which on the load spawned right next to me even thou while saving they were nowhere to be seen.
Ammoboxes should be more reliable now but we need to do a full test of them.
Reloading from main menu (or loading a save that wasn't your most recent one) reloads the entire level; those objects are being looked into to see what's missing to make them work properly.
Also while trying to figure this out I found that as far as I can tell, loading a save that's way below the default spawn point will cause you to die of fall damage if it's the first save you load on opening the game. This one was harder to replicate though.
When you died of fall damage were you able to load from death successfully? I'd imagine it wouldn't hardlock since the issue is when loading the whole scene from scratch.
As for the death on loading in, you're right it was only the first time, immediately afterwards I could load back into the same save and it be fine. And I haven't been able to make it happen on purpose since either.
On the topic of ammo, the red 7.62 ammo boxes share too many ammo types - I counted three separate 7.62 ammo types, including the 7.62 x 120 ammo for the harpoon guns when (IMO) they should have their own sprites.
As for the alcohol, a good QOL improvement would be at least labelling when the bottle is empty (like when you drop it on the ground after finishing it) or offering a percentage of fullness in the inspect tab. However, being able to unload guns outside of your inventory just to take the magazine while in combat is a more important improvement from what I've seen on the forum.
It absolutely does, typically triggering on reloading with R after death (opening the AUG wheel immediately silences the buzzing).