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Laporkan kesalahan penerjemahan
https://arcengames.com/mediawiki/index.php?title=Starward_Rogue:Post-1.0_Release_Notes#Version_1.009
Here is the Mantis site, where you can post bug reports.
https://www.arcengames.com/mantisbt/my_view_page.php
Some of these things should have been resolved in prior builds, though. Although with something like the Sideshots, that only applies if you are on lower than Misery difficulty.
The thing with only two perks per run was fixed.
Item randomness was fixed a whole lot in 1.008, not sure if that is seen already?
Shops not appearing doesn't sound right, but it's hard to know for sure; we did improve the types of shops in terms of variety of ones that appear, in a recent build. But no shops at all seems very odd indeed.
Enemies spawning on top of walls is also new to me -- probably that is some sort of room design issue or an enemy categorization issue. If you have specific savegames with those, we'd appreciate those for sure.
Shopkeepers don't spawn until you have won one run, but after that should be all the time. Again if you have savegames that would be useful. Thank you!
And sorry for bad English)
I've seen all three trigger, and the shopkeeper one in specific was fixed recently. So there may be bugs that prevent them in certain cases but I'd need saves to find them.
Haha, yea, that's from when I started applying the "don't seed these more than once per run" logic to perks. Fixed since then.
If you switched to a file that hadn't won a run yet there wouldn't be any. If that's not what happened please send in the save so I can take a look.
You weren't the only one. We overhauled item seeding pretty thoroughly to deal with that.
Weird, I don't think I've ever seen that. Anyway, we also made the seeding of reward/shop rooms more aggressively distributed recently, so that should be a lot less likely.
If you mean enemies seeding in walled-off holes there are a few rooms that do that intentionally (they're only there to fire into pipes, and they don't stop the doors from opening). If you mean enemies just stuck in the middle of a wall for no apparent reason I don't know what's going on. Certainly haven't seen it myself. A save would be very helpful in finding that one.
I just tested going through a floor with Pauper and not picking up any credits and when I reached the next floor it gave me the 10 credits and the keycard and the whatever else. Then I tested again with having picked up a credit before changing floors and it didn't give me anything. So another case where I need a save :)
Yea, we added a flag for not seeding multiples, and put that on the Sideshot. Though as Chris noted it intentionally doesn't work on Misery difficulty because... Misery :) Anyway, this change was probably in a later version from what you played.
A lot of the pickups are sidegrades or situational. The guardian gun main weapon, for instance, is honestly pretty horrible in a lot of normal fights but can completely shut down certain bosses with zero effort.
And if you play as the flame tank... yea, I never switch out that main weapon.
Please, don't misunderstand me. I think the game is great. I'll see if I can replicate the issues, and post a save on the Arcen forums along with a screenshot or in the Manits tracker when I get around to it. My first thought was that my game was somehow corrupted, so I reinstalled. I'll see if there are any old files left.
Anyway, I was able to give 1.009 a shot. I was able to activate 'Conspicuous Non-Consumption,' and 'Do You Actually Have Any Cheese?' Sadly, I wasn't able to replicate the other bugs. Hopefully, they just fixed themselves. Again, I did reinstall before anyone made responses.
However, I did come across a massive problem (literally). I encountered some new room types (for me, maybe not new additions), they were 'too small.' It is possible the only way 'out' would be to commit suicide. I was only able to complete the rooms because I was on easy and had plenty of minions. After some coaxing they were able to kill the enemies, because I couldn't shoot them.
http://steamcommunity.com/sharedfiles/filedetails/?id=611096302
http://steamcommunity.com/sharedfiles/filedetails/?id=611096253
http://steamcommunity.com/sharedfiles/filedetails/?id=611096221
http://steamcommunity.com/sharedfiles/filedetails/?id=611096185
http://steamcommunity.com/sharedfiles/filedetails/?id=611104529
I believe I had one or two 50% weapon increases, and one double (ouch!). Basically, the bullets couldn't go between the blocks.
[Resolved in 1.010:] If you are right up against a wall, with the laser sight toward the wall, shooting a rocket causes it to explode instantly no matter which direction you are pointing. This is really annoying when trying to destroy life shard blocks.
After teleporting, specifically with the flame mech, there is an invisible wall for about a second that prevents your bullets from leaving the teleport tile. If you move partially off the tile, this goes away.
The Energy Shield Module (damage absorbed by energy), doesn't seem to function. The description sounds like your energy is used as your life, until it's all used up. Then you start taking health damage.
I also noticed that although the message for "Conspicuous Non-Consumption" popped up, the achievement never activated on Steam.
Edit: NVMND mulling through the Mantis to see if there are duplicates.
Also, now after teleporting the shot limitation now stays on your character for a period after you leave hte teleport pad. (using flame mech).
Risky assassin leaves your character with 1 health even if you pick up another item and replace it.
Weight optimization item seems to affect player speed (cutting it in half by fifty).
Glassbreaker or heavyweight are not clear in their descriptions. One says destroy obstacles and the other says shootables, but there doesn't seem to be any difference in what is destroyed on touch. Why would i want to destroy shootables, if it only lets me run into mines and destroy them?
Some of the newer enemies don't stop firing sequences once dead.
Dark Abberation doesn't give a perfect achievement. It might be that drones (defense drones) count against perfect.
Risky Assassin has a fix waiting to go live (fixes what you describe and the bug where it kills the player on pickup).