Peripeteia

Peripeteia

 This topic has been pinned, so it's probably important
Known Bugs/Issues (List updated 5/13/2025)
Entries are marked with tags to note the map they are on, as well as a [S] tag if they are related to saving, I'm largely backing systems/debug guy and one of my top priorities is the save system so what makes this list is largely shaped by that. Levels in order are [ARC], [MEM], [CHA], [BEL], and [KAR].

List is not comprehensive and does not include any level geometry issues that don't cause other bugs just by existing.

Fixed but not in released build
  • [S] Gas clouds shouldn't continue to deal damage after loading a save (5/13)
  • [S] Nades and nade-type objects should be less buggy (still working on this) (5/12)
  • Can no longer save while in midair or reloading, will instead queue it up (assuming you don't die before then) (5/2)
  • Disabled saves on arena since it wasn't supposed to have them (need to look into arena breaking also) (4/22)
  • [KAR] Duplicate elevator panel (4/22)

Top Priority Bugfixes
  • [S] Various bugs with RWGL grenades (mostly fixed)
  • [S] quickloading while reloading can cause issues (mostly fixed)
  • [S] Saving loses the ammo display numbers on weapons/mags/etc (loading restores them. Shod's looking into this)
  • [S] Mosin laser sometimes stops working after firing
  • [S] [BEL] Several things seem generally buggy still, especially with wardens, particularly the one with the flamethrower.
  • [S?] Tanks are kind of broken, can't hack them [sometimes], sometimes they pop wheelies if you reload to before they died and they died on a slope, turret dissociation can still happen. They also seem to sometimes be invulnerable.
  • [S?] [CHA] tank squad death trigger is funny (shod's looking into this)
  • [BEL] If you do the main quest objectives before talking to a certain NPC the associated ending is locked
  • Similar issue with the nuclear console
  • Hacking doesn't stop you from switching firing modes
  • Several players are having crashes, there's a megathread for it

Planned features (mostly save/progress related)
  • Loadout/stash system, based on unlocked items
  • Should probably stop saving/loading with inventory open might cause some issues if you force it
  • Save file flags for important choices that affect things later in the story
  • Difficulty option: save room system beyond belgrade where you can only save your game in certain areas
  • Difficulty option: limited saves (tied to a resource)
  • Save convo logs
  • Resume augs after a load
  • Add in some kind of loading screen for saving/loading (I'm thinking some kind of fading effect where it takes a screenshot and then fades out while it does the process)
  • Unlocking tapes/Augs back at apartment
  • Expand keybinds to include some of the other things

Systematic bugs (high priority)
  • [S] quickloading makes bayonet topi unable to damage you
  • [S] Cig gun
  • [S?] Inspection models can combine
  • [S?] The ragdoll-stretchout bug is the main thing causing crashes, while we don't know exactly how it happens, there's now a failsafe when loading from menu that disables the corpse when the massive stretchout is detected
  • [BEL] [S] Belgrade wardens can be a bit buggy (one report of them leaving collisions after death but not respawning, if you kill the one with the flamethrower and he comes back it might be firing forever)
  • [S] Need to suppress quicksave/load in menu
  • [S] (Some) lights don't come back if you reload to before they got broken
  • Elevators can cause you to float if you jump
  • If you click on an item in a container then place it again it becomes invisible (it's still actually there you just need to click on the empty space)
  • [BEL] [S?] Sometimes items move to the corners, seems to be Belgrade-unique (might be fixed)
  • Some significant NPCs can die or get themselves killed seemingly for no reason (need to put leash on their positioning)
  • [S] Apparently gas clouds are staying around (indefinitely?) after a load
  • [S] Forgot that you could break into vending machines
  • [S] I think I broke vending machines
  • [S] Certain one-use scripts aren't being saved properly
  • [S] Retain firing mode for guns that aren't currently equipped
  • [S] Save system ids seem to shift sometime? Possibly an issue with clone detection running more than once without saving one to editor file

Mission-specific bugs (high priority)
  • Arena seems to bug out in the final round
  • [KAR] [S] Apparently a purely visual issue but the trial timer doesn't return to normal after loading to before it
  • [BEL] [S?] M53 in flesh basement seems to not exist sometimes
  • [S?] Dead girl isn't actually dead most of the time (tested this in editor and it seemed fine so it must be some kind of oddity with build) (tested in build and didn't get it to happen with multiple attempts)
  • [BEL] blackness near npc (apparently fixes itself if you get far enough away, but persists on save)
  • [CHA/BEL?] [S] Some nades seem to not be working
  • [BEL] softlock if you attack a specific NPC or jump into certain areas
  • [S] [BEL] prison doors changing size with each load (not saving the scale)
  • [S] [BEL?] When loading from menu, an RPG can extend outside the inventory (might've been fixed with changes to the invtaker that is meant to happen once)
  • [S] [ARC] iron lung
  • [KAR] If you take the boat from artist town to factory it ploughs through a sand dune

Systematic bugs (lower priority)
  • [S] Loading from main menu can cause picked up ammo to duplicate
  • [S] Some crates don't have save components on them (for example, around chasm granary)
  • [S] Dying with a belt-fed weapon can misalign the belt
  • [S?] Flamer canister can start warping around npcs
  • Running out of energy while puppeteering can lock you in the body
  • [S] Can grab rocket out of rpg-7 sometimes
  • [S] When dying, a gun still existed but wasn't in hands, re-equipping fixed it
  • [S] Report of item duplication in containers (including enemy inventories), possibly related to loading from menu
  • [S] Some environmental damage scripts switch layers and this causes issues for rpgs
  • [S] Revived enemies can't be slapped to death by corpses on your sabre
  • [S] Nade issues
  • [S] Consumable items also don't go back to a slot after loading when you used them
  • [S?] Apparently some issue with augs still being usable if thrown out
  • [S] Augs that were thrown out lose their slots if you load back to when they were in inv and equipped (both inv hot slots and aug hot slots)
  • [S] Tape reassociation might not work if the tape is out of the inventory and the player is in
  • [S] If a gun can't find it's mag (for example, the mag gets thrown out) the newly generated mag has the default skin for that type of mag
  • [S] Dismembered bodies will not heal (as the relimbing process is only applied when they are restored to life)
  • [S] If stuff like the projector bulb gets destroyed by an explosion it can't be picked up again
  • [S?] Hind acts funny in general
  • Hackables and menu need to suppress inputs a bit better
  • [S] [BEL] Blood (don't think this is a bug)
  • [S]Some lights don't"revive" properly, it works fine but the texture is wrong, possibly systematic issue
  • [S] Some NPCs with cigs will hold them in a weird way if they previously died after pulling a gun out
  • [S?] Sometimes bodies can stretch over ~the entire map~ and destroy everything in an instant
  • [S] Breakables shatter effect are where they originally broke but at least they respawn on load now
  • [S] Completely redundant references are being saved on some things, particularly a reference to hotslots bar on items
  • [S] You can quicksave on main menu -- shouldn't cause any problems at least
  • Getting far enough away from origin introduces rounding errors that cause ADS jitter (thank you Unity)
  • Unity has trouble with the letter i when you're using some kinds of keyboards, for now it's suggested to set up some kind of macro
  • [S] Shock damage retained after loading a save
  • [S] Gas damage retained after loading a save
  • [S] Saving on horizontal elevators (trains) might cause issues

Mission-specific bugs (lower priority)
  • [S] [KAR] Frog eggs only get consumed properly once per session, in addition to other bugs.
  • [BEL] You can go back and make the deal even after beating the boss.
  • [KAR] Some of the poles that arrive seem to be set up incorrectly regarding hostility to player
  • [S] [KAR] Reviving on karabash fixes marie's face
  • [S] Isk's beret doesn't go back if he's killed and revived
  • [S] Tutorial rigged explosives don't explode again
  • [BEL] [S] Red flashlight sometimes loses its color, particularly when loading from main menu
  • [BEL] [S] Several cutscene-esque things don't retrigger after load, including the cinema
  • [ARC] Filemon aggro should deactivate for bulb ending instead of just android
  • [CHA] [S] Hackable that causes explosions can't be properly used again
  • [KAR] Meshach doesn't want to kill when he gets there, you have to do it for him
  • Many deep pools of water don't have a killbox on them so you can go on an UNDERWATER ADVENTURE
  • [S] A certain trap that I'm not sure is actually in the game isn't set up (it isn't in any current scene)

Possibly solved/Enigmatic
  • [NS?] Major issue where interactions are breaking
  • [KAR] Elevator (? Might've been fixed already by changing prefab)
  • "If you kill the PSR commander PRIOR to killing his goons, commie route cutscene will never trigger" (not sure if this is a save issue)
  • Unknown issue with Mac10 on Karabash (may be resolved)
  • [CHA] You can't read the emails on the joycult pc at the grain elevator (unsure if save issue, probably isn't)
  • [NS?] [CHA] hind doesn't want to approach (probable RB culling issue)
  • [S] Several reports of items disappearing on load, might be connected to the ghost duplicate issue that still needs to be fully fixed (might also be out of date save profiles on the items)
  • [S] AK Drum is buggy (?) (I think this is actually related to the other issue where some save profiles aren't in sync)
  • [S] If you save with a single-fire weapon then die while carrying a weapon in full auto, the single fire weapon might enter full-auto (possibly solved)

Dialogue that should be polished up
  • [NS] dyatlov should lose aggro after convo
  • [ARC] Shouldn't have to turn in Filemon after starting that line of inquiry with the commander
  • [ARC] commander doesn't actually attack marie if you threaten him
  • [KAR] infinite rewards from the girls if you finish their quest
  • [CHA] infinite commie rewards
  • [KAR] finishing iskander's route should probably mention that the exit is right there since multiple people have tried to find the train earlier in the level
  • [KAR] Dialogue regarding the end of frog quest might need tweaking
  • [MEM] Dead girl doesn't give a note (also reportedly you can't get out if you don't have an APS which is entirely possible)

Fixed in Most Recent build (4/15) (Previous Build date: 3/26 or 4/3 whatever)
  • [S] [BEL] Restarting the fight, Kacper bugged out because the NPC AI is based on the assumption that no targets will ever be deleted and in the process of restarting the fight it did just that without clearing them out.
  • [KAR] Most endings were just softlocking the game since they weren't actually activating the ending "cinematic" (4/7)
  • [S] Most/all augs weren't saving their hotslot number so they weren't saving their position in the hotslot bar correctly (4/6)
  • [S] Vodka would refill itself in certain situations, including loading from main menu (3/31)
  • [S] Made the function to fire a gun more nullsafe, should hopefully fix the issue that people have been having with certain instances of guns not firing (4/4)
Last edited by Baller's Gait; 29 minutes ago