POSTAL 4: No Regerts

POSTAL 4: No Regerts

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Elder_Moloch Apr 15, 2023 @ 5:52am
Feedback for Devs
Update: It turned out that Devs actually read my feedback! Great news! Thank you very much Minari99 for asking them twice! And big thanks to Mike J and Zeron for replying about my feedback and special thanks to Zeron for inviting me in QA testing team!

This general feedback is for 1.1.1. version only. It has no specific order, even though I tried to make specific order. Most of feedback is based on Normal difficulty playthrough. Hope didn't forget anything. Sorry for my poor English. More specific feedback coming later.

Updated: I finished my pacifist playthough on Libermode, so feedback revisited.
Updated 1: I finished my pacifist playthough on Nigh-Impossible.

Good/Things I liked:
- Stability: I had only 4 crashes so far after playing for long time, unlike Postal 2 and especially compared to Postal 3.
- A lot of content in total.
- Lots of weapons including unique ones+modifications; lots of pickable items (and fact that their placing/variation change each day); interactions between weapons and items.
- Lots of missions, their variativity in terms of how they could be approached and fine storytelling. Liked Tuesday and Friday storytelling.
- Sort of Karma mechanic.
- 2 cool endings.
- Big world to explore.
- A lot of stuff from Postal 2.
- Better graphics.
- Better mobility: scooter/cart, sprint and teleport.
- Challenges and collectibles with actual in-game rewards.
- Pacifist run still possible.
- Some stuff improved compared to Postal 2.
- Lots of buildings and big NPC count.
- It seems to have more NPCs variations presentation. More animals.
- Trading and purchasing stuff.
- Radio.
- Both 1st and 3rd person view presented.
- Few Postal Dude voice actors.
- Skins, Postal Dude animations, customization, cheats.

Neutral/Things in question:
- Optimization: generally, game works fine with 60 FPS on my PC (recently upgraded and play with Vsync), but sometimes FPS drops below 60. Few times I had relatively severe issues, but reloading fixed it.
Other issues with optimization were on whole Friday on my 1st playthrough, but thankfully nothing too serious.
- Monday maps are relatively nice. Maybe I even liked them.
- Gunfights feel like they are from CS:GO with reloading/recoil stuff. Cool, but don't know how fitting.
- Visual design is present and works for me outside of cheap assests and empty static areas even while I like P2 visual approach more.
- Sort of Karma mechanic is way more strict compared to Postal 3. I don't know, if it's a good or a bad thing. Thankfully, most missions could be finished differently regardless of it.
- Postal Dude animations, apart from middle finger and petting just there.
- Some weapon modifications are in question in terms of being needed (Padded Baton, Water for Spurt Flamethrower).
- Mallet, P350, AK are in question.
- Humor. Less edgy - more about sh*t, p*ss and s*x than social satire, apart from radio and few missions, but let it be so. I assume there could be a lot of issues with edgy social humor currently.
- You can't visit some mission levels after or before you finished them. Meanwhile, you can visit others.
- Interactive objects are there. I used them only few times to find secrets and during 2 missions. That's it.
- Don't know how to unbind “Holster Weapon” from Mouse Wheel, so it won't make issues with Weapon Select Wheel (I kinda found workaround, but it's meh too).
- Some items are there. I almost never used them, but I think they have value for other playstyles/difficulties.
- Enemies respawning during some missions/on Kunny Island.
- 3rd person view could be more polished.
- Sound design is an improvement, but a mess at the same time. It's missing here and there.
- Cheats for items could be better presented.
- I wonder why game left Early Access, while it's clearly in beta state.

Bad/Things I didn't like:
- Bugs. Lots of them. It's very very bugged. Some rare bugs even ruin saves, some rare areas makes you stuck or fall through a map (thankfully not to death apart from few cases – it just loads you on a map again). It's even worse than Postal 3 in terms of bugs count, but thankfully not in terms of playability/game breaking context.
- Content feels unpolished and unfinished in general.
- Maps apart from Monday maps are mostly unfinished/unpolished. Worst case are Wednesday maps (but I think they suffer more from design and sizes, rather unpolished state).
- Invisible walls and objects missing collision or have wrong collision. It's everywhere.
- Annoying inconsistencies: windows can be broken vs windows can't be broken, ladders work vs ladders don't, doors work/doors can be broken vs doors closed/bugged/just exist, pickable items vs same non-pickable/bugged items. List could go on and on.
- Interactions between weapons and NPCs feel sometimes inferior compared to Postal 2.
- Some good content missing from Postal 2: NPCs dropping items, “Get Down” command, military/spec ops/robber/religious NPCs, ability to cut limbs from living NPCs and generally better dismemberment, dogs attacking cats etc.
- Wilderness areas in general and fact that there are some interactive content there with taking into account current state of wild areas. Cactuses as the main enemy in a game.
- AI is quite a stepdown overall.
- World seems too big for what it could present right now. Also due to bugs and unpolished state it's not very pleasant to explore it after Tuesday.
- Interior design sometimes too cluttered and tight. Interactive sockets.
- Some missions feel tedious and boring. Side quests are bugged in most cases and barely present.
- Hard to find all collectibles/rampages and collectibles/rampages being present on non-Monday maps in general (I found only 46/50 of Crabs/Krotchies/Kunnies, but ironically 13/10 Golden Crabs). Some rampages are too hard (kill 10 Mexican gang members in 60 seconds for example), some I didn't even find, some just bugged (scooter, flipping off/pissing on people etc).
- In some aspects game looks/feels like it was made from some simple assets, which gives especially weird feeling to interior and NPCs.
- Rattler functionality vs level design. I really think there should be always a way to get to any place without Rattler. And while we're here - hook points for Rattler a bit too small and too distance/angle dependant.
- Enemies are barely present outside of missions apart from 1 enemy group, which is somehow present, but this group could be easily missed. Exception - pacifist playthrough, where these groups aren't hostile.
- Not much happens apart from scooter incidents outside of player activity. NPCs don't even react to dead bodies.
- Postal 2 did better separation and more interesting level design or at least there are more interesting/remarkable buildings/areas there.
- Black Hole Backpack accessible only from Tuesday. It's kinda sad for me as for massive hoarder.
- Friday could be quite buggy and poorly opitmized (depends on your luck). No final stats for a game.
- Unique relatively big animals outside of cats/dogs are present only on 2 levels, one of which is closed mission level and 2nd has only 3 cows behind fence.
- If to play without Vsync or with Vsync+more than 60fps, PC thinks its AAA game and works at its hardest.

Suggestions (in specific order):
- Bug fixing/polishing for very unpleasant cases.
- Polishing Monday maps till they're fully finished, so players could have at least 3 levels as playground. Placing all collectibles/rampages on 3 Monday maps for now, if possible. Make inactive one that can't be placed there.
- Polishing existing gameplay content.
- Polishing missions including mission maps/areas.
- Restricting wild areas until they would be polished or making them have no interacitve content.
- Implementing all possible gameplay content from Postal 2 outside the weapons/missions/maps.
- Polishing everything else. Bug fixing everything else.
Last edited by Elder_Moloch; May 15, 2023 @ 11:35am
Originally posted by Zeron:
I was in the process of reading everything some weeks ago and forgot to go back to it halfway, sorry about that.

Really appreciate all the time and effort, I've sent it directly to our dev chats so everyone can dig in.

In addition, we'd love to have you in the QA testing team, please add me and send me a DM if you're interested.
< >
Showing 1-15 of 26 comments
Elder_Moloch Apr 15, 2023 @ 10:20am 
I'll start from the easiest part. Way later maybe would post something else.

Weapons.
They are fine in general (if not good), but melee ones could be better. I like weapon variety a lot in Postal 4 at the same time, even though Postal 2 has way more weapons of diffetent sorts.
Map design and sizes make it so that mass killing weapons are less useful, which is a good thing in my opinion in case of gasoline, but bad in case of rocket launcher/grenades/molotovs etc. Thankfully, due to bugs crowds are present sometimes.
Holster Weapon and Weapon Wheel being on a same Mouse Scroll button is quite annoying.
Cats are rarely present on a world map (outside of 1st map) and can't be bought from sellers, but thankfully respawn.
Reflex sights are only accessible with rewards or in vending machines and not present on a world map, but thankfully it's not very needed.
Special rounds are present as reward for collectibles and sold in vending machinces, but not present on a world map, which is meh.
Firearms feel more like CS:GO - recoil, reloading and stuff.
Burning animations and whole process is cooler and a bit more complex, than in Postal 2, but you can't make living burned NPCs town, since burned skin only applies after death. Injured/crawling state for NPCs can't be changed back to normal with Tazer, unlike in Postal 2, which is meh too.
All weapons and ammo respawns on a map each time player enters location, which I'm 50/50 about.
BUG 1: Sometimes Weapon Wheel doesn't change picture of weapon while scrolling, while actually changing weapon. PRIORITY: Low/Middle (would be nice, if fixed).
ISSUE 1; Grenades/Rocket Launcher don't have dismemberment, while it's even in P2 now. PRIORITY: Middle (not pleasant).
ISSUE 2: NPCs struggle quite a bit with using Grenades, Molotovs and Launchers. Sometimes they struggle with Pigeon Mines. Sometimes they struggle even with Firearms or Melee weapons like Tazer Batons. PRIORITY: High (quite unpleasant).

Holster/Urine/Kick/Head.

Holster/Animations: fine.
No Fists as a weapon, even though NPCs have Fists. I like that showing middle finger doesn't make armed NPCs hostile, but it doesn't make regular NPCs laugh or something either, which is a shame.
BUG 1: Rampage with flipping off people doesn't count. PRIORITY: Middle (would be nice, if fixed).
BUG 2: Animations don't work, if to scroll backwards (they switch to default animation). Fixed it with Weapon Wheel Toggle On. PRIORITY: Low/Middle.
BUG 3: Periodically switches from Holster to Molotovs/Grenades after some cutscences or reloading/starting new day. PRIORITY: Low.
ISSUE 1: Hands are present twice in phone menu. PRIORITY: Very Low (doesn't affect anything).
ISSUE 2: Missing “Get Down” command from P2. PRIORITY: Middle.

Unzipping pants: good.
Makes puke NPCs even better, than in Postal 2. Fun interactions with Vitamin X, but I barely used Vitamin X. Peeing with blood stayed and happens also after Vitamin X was used now. Fortunately or not unzipping your pants doesn't scare people anymore, if approaching them from behind.
BUG 1: Rampages with p*ssing on people don't count. PRIORITY: Middle.

Kick: fine.
Fun interactions with Vitamin X, but I barely used Vitamin X. I always think that kick should work a bit further and cover more area like in P2, so missing sometimes.
BUG 1: When turning to 3rd person view for the 1st time after (re)loading or after some time, Dude performs kick animation. PRIORITY: Very Low.
ISSUE 1/Inconsistency 1: seems too short and cover area poorly. Often missing with it. It would be better, if this would be improved. PRIORITY: Middle.
https://postimg.cc/CZVXjFL0
ISSUE 2: Sometimes instead of proper sound, there is default sound, when you kick things. PRIORITY: High.
Inconsistency 1: Tazer could move this sign, while kick can't. PRIORITY: Very Low.
https://postimg.cc/3WB5jh7X

Head: fine.
Sort of replacement for fists. Limbs can't be used as a weapon, unfortunately.
BUG 1: Some cut off heads have textures binded to a body, which could drag through whole level. Mountain men level has it worst. If to put this head on fire - body would also start to burn. PRIORITY: HIgh (happens too often).
https://postimg.cc/jWjhV5hR
https://postimg.cc/bG32Qc4r
https://postimg.cc/1n4XsyDD

Melee weapons.
Can't cut off limbs from living NPCs and dismemberment could be a bit better in general.

Shovel: fine.
Can decapitate with LMB/RMB. Can't cut limbs with RMB even from dead bodies. Can't be bought in vending machines or from any seller, but not a big issues, since easy to find.
BUG 1: Often pickable. PRIORITY: Very Low.
https://postimg.cc/fVFYFhBP

Mop: fine, but a bit meh.
Doesn't have any RMB attack. Basically weaker Baton. Outside of bugged side quest not very useful, but actually cleans stuff.
BUG 1: Small side quest where you need to clean house doesn't allow you to clean all stains and finish a quest. PRIORITY: Middle.
BUG 2: Often pickable. PRIORITY: Very Low.

Mallet: fine, but a bit meh, since questionable in terms of being needed.
RMB works poorly when pointing at “*sses”.
BUG 1: When thrown, doesn't turn to Holster weapon, can't be picked, until switched to another weapon, since invisibly duplicates in hands. Same thing with Sledgehammer. PRIORITY: Middle.
https://postimg.cc/MX8N4CLX
BUG 2: Got it after rampage. PRIORITY: Very Low (I actually like this bug).
BUG 3: Doesn't interact with knock down and dead bodies with RMB. PRIORITY: High.

Chainsaw: good.
Can't cut limbs from living NPCs. Can cut in half alongside with Machete, Foam Hammer and M60.
BUG 1: After I placed it in box during scooter Thursday race, it multiplied it's fuel from 6000+ to 60 000 same as gas can and Spurt Flamethrower. PRIORITY: Low (doesn't affect much).
BUG 2: 3rd person view looks too weird and has no animations. PRIORITY: Very High (very unpleasant).
https://postimg.cc/21cfN0ZM

Sledgehammer: good, but could be better.
Breaks helmets. Doesn't break these nasty bugged doors: I think it should break doors and be accessible on Monday – this way it would save time from fixing doors and also help players to know, which houses they've looted.
BUG 1: Similar to Mallet, when thrown, doesn't turn to Holster weapon, can't be picked, until switched to another weapon, since invisibly duplicates in hands. PRIORITY: Middle.
https://postimg.cc/T5Y9xJmN
BUG 2: Doesn't interact with knock down and dead bodies with RMB. PRIORITY: HIgh.

Rattler: good, but OP.
Not only it could one hit kill/one hit knock out NPCs from distance, but also has unique functionality, which is superior to any other weapon in game. As said before, all areas should be accessible without Rattler and Rattler should be only for getting in these areas in style/fast. Also, as said before, hook areas are a bit too small and angle/distance dependant.
BUG 1: Doesn't interact with dead or knock down bodies with RMB. PRIORITY: High.
BUG 2: 3rd person view has no RMB animation and looks weird. PRIORITY: Middle.
https://postimg.cc/Wh8B05Xz
BUG 3: Can be almost always pickable except for rare cases. PRIORITY: Very Low.
ISSUE 1: Sometimes you can get in a place with hook, but can't get out without taking damage, which is meh. PRIORITY: Middle/High.
ISSUE 2: As mentioned above hook points could be a bit bigger and a bit better in terms of angle/distance. PRIORITY: Low/Middle.
ISSUE 3: As mentioned above, there should be ways to get to any place without grappling hook. PRIORITY: Middle.
ISSUE 4: Not all buildings have ratller points. PRIORITY: Middle.
ISSUE 5: Can't dismember with LMB. PRIORITY: High.

Tazer Batton: fine, but a bit meh due to bugs.
Padded modification is in question, since it's most worthless weapon, which requires tons of hits. Tazer modification doesn't have animation for NPCs being knocked down and NPCs don't pee their pants as in Postal 2. Can't be bought in vending machine or from any seller, but can't be missed during Monday and drops from police NPCs.
Can blow cut off heads/limbs and dsestroy windows for some reason. Has same effect as in P2: when NPCs were tazed fully once - they would fall next time faster (in P4 it seems to be even easiser). Also Tazer scares away dogs and cats and makes both aggresssive later. Pigs and goats become instantly hostile. Animals can't be knoced out.
All bugs for Tazer are fair for Padded version too.
BUG 1: Constantly switches to Batton Mod after (re)loading saves/starting new day/finishing some missions/putting weapons in a box. PRIORITY: Middle/High.
BUG 2: Hitting NPC with Tazer doesn't make this NPC go alert/panicking most of the time. PRIORITY: Middle/High.
BUG 3: Sometimes effect from Tazer doesn't work fully: NPC is shaking, but doesn't fall down. Some sort of immnuity after Tazer was used already. That happened at least during Prison/Toilet Cult mission and with 1 police officer on 1st level near Arcade. Same officer also stuck in 1 place and because of him my Wanted level never dropped, until I exited this level (had similar case later - fixed with fully tazing 1 more time). PRIORITY: High (important for pacifist playthrough).
BUG 4: Sometimes NPCs get up too quickly. That happened at least during Prison/Toilet Cult mission and same officer as mentioned above. PRIORITY: High (important for pacifist playthrough).
BUG 5: NPCs attacking, while you taze them and even while falling. PRIORITY: Middle.
BUG 6: Tazer doesn't work for rats, small chickens, rabbits. Makes cows/goats/pigs instantly hostile. It even doesn't scare them. PRIORITY: Low/Middle.
BUG 7: After Tazer was used with full effect, NPCs leave bloody footsteps when get up. PRIORITY: Very Low.
https://postimg.cc/BP2fHst1
BUG 8: Using Tazer in closed room makes alert/aggressive NPCs outside this room, like, if they saw that you used Tazer. PRIORITY: Idk.
BUG 9: Aggressive NPC forgets that it was aggressive after being tazed. PRIORITY: High.
BUG 10: Sometimes NPCs don't get up for a very long time (maybe some even permanently) after being tazed. They could be scared/in panic at the same time. PRIORITY: Middle probably, since rare.
BUG 11: It seems that you could "pet" small chickens and rabbits with Tazer. After some time they start to follow you (probably hostile and just can't attack). Priority: Idk, but it's funny. I think it should stay and animals should transit with you to other levels.
https://postimg.cc/Snx0jvYS
https://postimg.cc/xXG7gxp0
ISSUE 1/Inconsistency 1: Some NPCs drop weapons and some don't after being tazed on Libermode difficulty. It would be nice, if it would be more transparent how to force NPCs drop their weapons. PRIORITY: Low/Middle.
ISSUE 2/Inconsistency 2: Not sure about idea, but all animals could be also knocked down with Tazer. PRIORITY: Low probably or depends from design.
ISSSUE 3: Padded version took 44 hits on Normal to make NPC unconscious with similar duration of knocked down effect as Tazer. That's something. PRIORITY: Depends from design.
ISSUE 4: Having animations for NPCs being tazed would be nice. If they'd pee their pants like in P2 would be even nicer. Having dizzy animations for Baton similar to P2 would be nice too. PRIORITY: Depends from design.

Machete: fine. Could cut in half with RMB alongside with Chainsaw, Foam Hammer and M60.
BUG 1: Doesn't cut off heads with LMB. PRIORITY: Middle/High.
BUG 2: After Thursday mission with VR, VR texture can't be switched, but this easily fixed with reloading/traveling to next level. PRIORITY: Very Low.
BUG 3: 3rd person RMB has no animations. PRIORITY: Low/Middle.
BUG 4/Inconsistency 1: Doesn't interact with dead or knock down bodies with RMB. Priority: High.
Inconsistencies 2: Sort of. Doesn't cut limbs from living NPCs, while not being 1 hit kill weapon with LMB. Meanwhile, cuts in half with RMB (alongside with Chainsaw/M60). Easy to lose with RMB and it's not accessible in vending machines or from any seller for some reason, but thankfully after suicide it returns back. PRIORITY: Low.

Foam Hammer: fine - like that it's another pacifist weapon. Visual design is meh. Found 1 on Kunny Island near Sircumzier, which works only from Foam Hammer (and fully works with Vitamin X). With Vitamin X Foam Hammer could dismember (even cut in half), which is cool.
BUG 1-11: All bugs related to Tazer are fair for default Foam Hammer.

Firearms.
Are quite presented, but as said before I'm not sure about CS:GO approach with reloading/recoil (but let it be). Rabbits/(dead) dogs/dead cats can't be used as silencer, while could be in theory. All cats, when placed on weapon look exactly the same, unlike in Postal 2 (but let it be as well). With taking into account 20th Anniversary update for P2, I really think that all firearms should use cat as silencer.
I really like reloading animations, even though they are a bit slow. I also really liked cheat with alternative reloading animations.
BUG 1: If cat was placed once on a weapon, even after it was used, after (re)loading save, it would be placed again. PRIOIRTY: Low.
BUG 2: After putting weapons in a box, cats disappear from weapon. PRIOIRTY: Low.
BUG 3: When aiming with RMB, while cat is used as silencer cat becomes transparent. PRIOIRTY: Low (I assume it's a fix for cat blocking view).
ISSUE 1: Tranquilizer ammo is too weak per shot, while having same effect as Tazer. GIve it at least constant effect or make it better per shot, please. PRIORITY: Middle.
ISSUE 2: All firearms could follow P2 update and have cats as silencer. PRIORITY: Middle/High.

Pistol: good.
1 shots most NPCs in a head – cool.

Revolver: good.
BUG 1: 3rd person animation is missing for RMB. PRIORITY: Low.
BUG 2: Sometimes cat is transparent even without aiming. Switching to another weapon fixes it. PRIORITY: Low.
https://postimg.cc/SXY8Wt7p

Ingram: fine or good.
Inconsistency 1: It's using SMG ammo from vending machine. PRIORITY: Very Low.

P350: fine, but a bit meh, since questionable in terms of being needed.

Flare Gun: very good.
Really like this addition.
BUG 1: Doesn't burn dead bodies, while able to burn knock down one. PRIORITY: Middle.
https://postimg.cc/0zsDpCX6

Shotgun: good, but could be fixed a bit.
ISSUE 1/Inconsistency 1: Doesn't always shoot limbs when you pointing at them, On top of that prioritzes blowing up head, even if you don't aim at a head. PRIORITY: Middle.

AK: good, but questionable in terms of being needed. I wonder, if it could be made to blow up heads (maybe at least after 2 shots).
BUG 1: Tiny bit buggy appearance in terms of left hand in 1st person with Postal Outfits. PRIORITY: Very Low (barely visible).
https://postimg.cc/YLRtGMvq
BUG 2/Inconsistency 1: Can't shoot legs from dead bodies (only feet). PRIORITY: Low/Middle.

M16: good. Same as with AK wonder, if it could be made to blow up heads (maybe at least after 2 shots).
BUG 1: Tiny bit buggy appearance in terms of left hand in 1st person with Postal Outfits. PRIORITY: Very Low (barely visible).
BUG 2/Inconsistency 1: Can't shoot legs from dead bodies (only feet). PRIORITY: Low/Middle.

Fournicator: very good in terms of power, but a bit meh in dismemberment interactions with NPCs.
BUG 1/Inconsistency 1: Has very poor dismemberment per shot, unlike sawed-off in P2. Priority: Middle.

Spurt Flamethrower: very good, but water upgrade is questionable in terms of being needed (but let it be, I guess).
Not as cool as Napalm or actual Flamethrower in terms of visual presentation, but still cool. Also NPCs aren't scared of it, which is kinda good, but cheesy.
BUG 1: After I placed weapons in a box during Thursday race, water ammo disappeared. PRIORITY: Low/Middle.
BUG 2: Doesn't burn knock down and dead bodies, unlike Molotovs/Gas Can. PRIORITY: High.
https://postimg.cc/87XBQNJV
BUG 3: Nitpicking, but when you move part of Dude costume is visible in one of the corners. PRIORITY: Very Low.
https://postimg.cc/QHFxdryC
ISSUE 1: Not selling in vending machines or from sellers, same as ammo for it, which is meh. PRIORITY: Middle.

Rocket Launcher: very good in terms of power and functionality, but doesn't have dismemberment interactions with NPCs, which is meh.
Like its interaction with cats.
BUG 1: When NPCs or Dude use Launcher, rocket for it floats nearby (for NPCs after 1st shot).
Also ragdolls: https://postimg.cc/fkTPvzdj
https://postimg.cc/qzBwTPtw
ISSUE 1: 3rd person view could have smaller model for Launcher. PRIORITY: Low.

Sniper Rifle: very good in terms of power and functionality.
BUG 1/Inconsistency 1: Doesn't shoot off limbs from dead bodies and not that good at shooting off limbs from living NPCs. PRIORITY: Low/Middle.

M60: very good in terms of power, and really good in dismemberment interactions with NPCs.
The only weapon alongside with Machete, Foam Hammer and Chainsaw that cuts people in half. Probably most finished one.
Last edited by Elder_Moloch; May 7, 2023 @ 10:14am
Elder_Moloch Apr 16, 2023 @ 6:34am 
Weapons Part 2.

Throwable.

Grenades: good, but not many places for value. Grenades hidden in cats don't make NPCs alert/panic, which is nice.
Like interactions with cats. Don't like that there is no dismemberment.
BUG 1: Doesn't activate with LMB against knock down NPCs. PRIORITY: Low/Middle.

Pigeon Mines: good, but not many places for value.
Can't be bought in vending machines or from any seller, which is meh.
BUG 1/Inconsistency 1: Says that there is Alt Fire for it, while the is no Alt Fire. Priority: Depends from design.
https://postimg.cc/MMwPn99Z
ISSUE 1: Not selling in vending machines or from sellers, which is meh. Not very presented on a world map, so only exist well thanks to reappearing on levels.
ISSUE 2: Pigeon Mines for NPCs shouldn't kill you with 1 Mine. PRIORITY: High.
ISSUE 3: NPCs with Pigeon Mines either barely use them, either spam them like crazy. PRIORITY: High.

Molotovs: very good, even without many places for value. Burn knock down and dead bodies.
ISSUE 1: Have weird red cloud when thrown. Don't know, if it supposed to be heat or something. Don't like it. PRIORITY: Very Low.
https://postimg.cc/nXyCkp1c

Scissors: good. 1 shots in a head.
BUG 1: Sometimes can't be picked/get stuck in terrain. PRIORITY: Depends from design.
https://postimg.cc/tsTYjyyp
BUG 2: Don't interact with knock down and dead bodies. PRIORITY: High.

Misc.

Gas Can: very good, even while not being as OP as it was in Postal 2. Running NPCs leave a fireable trace of gasoline, which is cool. Burn knock down and dead bodies.
BUG 1: A bit buggy appearance in terms of left hand in 1st person with Robe Outfits. PRIORITY: Very Low (barely visible).
https://postimg.cc/nX9Vh8GB

Spray Paint Can: meh, but let it be.
ISSUE 1: "Ammo" for it isn't selling in vending machines or from sellers. PRIORITY: Low/Middle.
ISSUE 2: Packs of Spray Paint Cans can't be picked when you have Black Hole Backpack. PRIORITY: Low.

Fire Hose: fine. Missions with it happen a bit too often for my taste.
BUG 1: If to extinguish NPC with fire hose, while it's in injured state, it would be in ragdoll state constantly screaming that it's on fire. PRIORITY: Middle.
BUG 2: If you killed with attached Fire Hose it would not appear when reloading instantly after death, locking you from progression in related missions. Only manual reload fixes it. PRIORITY: High.

Didn't find: Dilbow. Only ammo is selling in vending machines. Got it with cheats, but still didn't find it on a world map. It's good, but ragdolls are buggy.
ISSUE 1: Don't know where to find it without cheats. PRIORITY: Middle.

Finger Pistol: is fine and funny. I assume obtainable as permanent weapon only with cheats, which is fine.

Missing weapons from P2 and their implementation in P4.
It would be very subjective and approximate, since it's like with music – everyone like their own stuff.

OG+AW: Protestor Sign, Scythe, Beta Shotgun, Krotchy Grenade, Cow Head, Napalm, Nuke, WMD.
Protestor Sign is a Baton.
Scythe could be made so it would cut legs leaving NPCs alive and cut in half in melee. Meanwhile, throwable similar to Machete, but without returning back animation similar to Mallet/Sledgehammer. Looks cool and have good distance for attack in P2, though.
Beta Shotgun is another variation of shotgun.
Krotchy Grenade is another variation of grenade, if it won't do something unique like Cow Head/WMD.
Cow Head is very unique weapon: makes NPCs puke blood until they die, if they enter death cloud.
Napalm has projectile, either with line+AoE, either with bouncing projectile, which sets people on fire. Quite unique as well.
Nuke (I actually don't remember, if it's present in non-modded game, since I played AWP Forever mod for past few years) could be weapon of mass destruction with great AoE.
WMD is unique weapon that spreads disease, which puts all infected NPCs into injured state making them killlable with 1 hit.

ED: Bali, Shears, Axe, Baseball Bat, Glock, Sawed-off Shotgun, Submachine Gun, Stynx, Dynamite, Grenade Launcher.
Bali makes NPCs bleed to death. Old ED weapon even didn't kill NPCs, while applying bleeding. Also 1 hit kill weapon if to hit in the back.
Shears cut off limbs and blow up head. Old ED version cut off limbs from living NPCs.
Axe – I barely remember it. I would prefer to see Fire Axe like in L4D2 model. Otherwise, cool weapon that doesn't kill NPCs with 1 hit and allows to cut off their limbs, while they're alive.
Baseball Bat has unique ability to bat off heads. Otherwise is equal to Sledgehammer with RMB.
Glock is like P350, but with different regimes for rate of fire: Auto, Semi, Burst. I think it would be better than P350 or it would be better, if P350 had such options.
Sawed-off shotgun is Fournicator, but with proper dismemberment.
Submachine Gun is Ingram, but with similar mechanic as Glock.
Stynx is Spurt Flamethrower, but without modifications.
Dynamite is another grenade.
Grenade Launcher has unique projectile, which depending from design could either blow instantly or with delay. Would be cool to have it this way - you shoot with LMB and then activate explosive with RMB when you want.

PL: Katana, Dildo, Lever Action Shotgun, Flash Grenade, Bean Bag Launcher.
Katana as is in P2 is another 1 hit slicing weapon. Would be unique, if would be more about dismemberment, than killing and still would cut in half.
Dildo is a Baton.
Lever Action Shotgun is another shotgun.
Flash Grenade could have either similar to P2 unique animation or knock down in AoE.
Bean Bag Launcher is more of a cartoonish weapon and if it won't have unique knock down animation is basically any weapon with Tazer/Tranquilizer rounds.
ED PL: Hammer. Either works as a Baton or as a Sledgehammer.

So, I would say from best to worst for implementation:
Tier 1: Cow Head, Nuke, WMD, Bali.
Tier 1.5: Napalm, Grenade Launcher, Flashlight Grenade.
Tier 2: Only 1 or 2 max out of these weapons for dismemberment living NPCs and 1 for cutting in half in melee (Scythe/Shears/Axe/Katana).
Tier 2.5: Baseball Bat, Glock, Submachine Gun.
Tier 3: Krotchy Grenade, Bean Bag Launcher.
Tier 3.5: Protestor Sign, Beta Shotgun, Sawed-off Shotgun, Stynx, Dynamite, Dildo, Lever Action Shotgun, Hammer.

ISSUE 1: There is still a place for some unique weapons. PRIORITY: Very Low/Low, since there are enough weapons already for now and more of other stuff needs to be done first.

-----------

I would post something else way later.

Items.
As said before, I really didn't like that some pickable items used as non-pickable. That's some really unpleasant design. Some also bugged on a map and can't be picked, even while being pickable. I also dislike that NPCs don't drop items anymore.
I wasn't sure how I feel about items respawning each time player enters location, but with taking into account that vending machines sell strict amount of items per day and there are no sellers apart from Health Pipe/Vitamin X/Catnip sellers, I think respawning is for the better.
I like that Health Pipe/Catnip/Power Ups need to hold button for a while to be activated, so they can't be used on accident.
Reflex Sights, Special Rounds, Paintings, Bag, Secret Map, Alien Artifact/Milk/any quest item and Fire Hose (for some reason) can't be thrown away.
BUG 1: There are some places where pickable objects can't be picked. PRIORITY: Middle.
ISSUE 1: Vending machines sell strict amount of items per day and these items can't bought from sellers, apart from Health Pipes/Vitamin X/Catnip. It would be cooler, if player would be able to chose strict or non-strict amount would be for vending machines. PRIORITY: Middle/High (since long playthroughs exist).
ISSUE 2: Most items don't switch to last picked. Only few like cats do. PRIORITY: Low/Middle or depends from design.
Inconsistency 1: PIckable items shouldn't be used as static objects. PRIORITY: High.
https://postimg.cc/8Fd8BBGG
https://postimg.cc/kR4km0bM
Worst case: https://postimg.cc/7CncTH1Y

Armor: good. Well presented on a world map and can be bought in vending machines without restriction, it seems.
BUG 1: SiC Armor turning blue from green after reloading: PRIORITY: Very Low.
BUG 2: Clothes shows through armor in 3rd person. PRIORITY: Middle.
https://postimg.cc/dD1HzJBs

Health Related.

Junk Food/Fast Food/Doughnut/Hearty Meal: good.
Doughnuts still work for police, lol.
BUG 1: Sometimes don't feel 100 HP, but 99 instead. PRIORITY: Low.
BUG 2: I found 1 secret place on Monday with doughnuts and it counted towards Fast Food, instead of Doughnuts. Unfortunately, I didn't remember a place. My bad. Priority: Low.
ISSUE 1: Doghnuts are barely present on a world map. Priority: Low/Middle (strict amount can be bought in vending machines, though).

Water Bottles: exist. Didn't use them much, but assume they're useful, especially for pacifist run.

Health Pipes: good.

Pet Related.

Cats: cool.
Rarely present on the maps, compared to Postal 2 (apart from 1st map), but respawn when loading into a map, which is good, but could be better, so they would respawn similar to NPCs – while player on a level. Unfortunately, still can't be picked, if scared away. More than that – don't react to catnip anymore, if scared. On a flip side, don't waste catnip anymore when lured. Cats as silencer have same visuals, unlike P2, but that's ok, I guess. Can be petted using reload button, when work as a silencer, which is cute – also don't die anymore after being used (except for Rocket Launcher). Using with Rocket Launcher let you control rocket, which is great. Also interaction with grenades are cool. Could become aggressive now, if tazed. Also attack small chickens. Seem to be scared from smaller distance and could be picked while walking normally from behind, which is good.
Other bugs for cat as silencer mentioned in Weapons Firearms.
BUG 1: can't be picked from the front – only at angle/from behind. PRIORITY: Low/Middle.
https://postimg.cc/T5LKnyXY
BUG 2: Cats scared away when crouching only on Tuesday, after I finished all missions. PRIORITY: Very Low probably.
BUG 3/ISSUE 1: Don't react to catnip when scared and on top of that seem to be in constant scared state most of the time (similar bug happens to NPCs), if scared once. PRIORITY: Middle/High.
ISSUE 3: No petting cat animation in 3rd person. PRIORITY: Low/Middle.
ISSUE 4: Laying and sitting animations with calm effect could come back from P2. PRIORITY: Low.
ISSUE 5: When using Energy Drink cat silencer is only on 1 weapon, while it could be on both. PRIORITY: Low.

Dead dogs/cats: useless, after Monday mission, but still pickable. Thankfully, could be thrown away.
Dead cats/dogs can't be used as silencer, while theoretically could be alongside with rabbits.

Doggie Treats: fine.

Catnip: really good.
Allows to slowdown time as usual, but with new visual effect (idk, if I like it, but whatever) and new textures, which is a reference to a film, which I forgot. Cool. Also new ability to control sniper rifle shot, which is cool too, but, if it has no target it just missing bullet. Way more present on a world map, compared to P2, which is great, but duration is shorter.
ISSUE 1: Bullet just misses/disappears, if it has no target. PRIORITY: Low.
ISSUE 2: Duration maybe a bit too short. PRIORITY: Middle.
ISSUE 3: Some NPCs stay the same. All Police officers stay same under Catnip. Also Catnip texture effects affect only certain area. PRIORITY: Low.
Also holes in costume: https://postimg.cc/xNSVPWPG
ISSUE 4: Catnip can't be used on scooter/cart. On top of that, if Catnip was used, visual effects (apart from textures) would disappear, when entering scooter/cart (but only in 3rd person). PRIORITY: Low.
ISSUE 5: Catnip texture effects related to buildings are only on 1st level (but related to objects on all levels). PRIORITY: Low.

Misc.

Clothes Bag: good.
For some reason doesn't include Cop/Sexy Outfits (they placed separately in inventory), if not wearing atm. OG, Postal 2 outfit only accessible during Wednesday, which is a shame, but other outfits are also nice (P3/Former Child especially). Bugs related to Postal and Robe outfits mentioned in Weapons section for specific weapons.

Tazer/Incendiary/Explosive/Tranquilizer Rounds: Good.
BUG 1-11: All bugs related to Tazer are same for Tranquilizer/Tazer Rounds.
ISSUE 1: As mentioned above in Weapons section, Tranquilizer ammo is too weak per shot, to a point that it looks like it doesn't work (while actually working). On top of that it has same effect as Tazer. I suggest either to make it so it would be able to knock out faster, either work as is, but knock out permanently. PRIORITY: Middle/High.
ISSUE 2: Can't be found on a world map and only accessible as reward for collectibles and strict amount in vending machines. PRIORITY: High (it would be better to have some on a map too or have it from vending machines without restriction).

Reflex Sights: fine/good.
Already mentioned in Weapons section. Ironically, one of few items, which has no restriction in vending machines, while you need only strict amount of those.
ISSUE 1: can't be found on a world map, but accessible during side quest and in vending machines. PRIORITY: Low (since, not very needed).

Cop Outfit and Badge: very good.
New mechanic, where you don't lose cop outfit after using it, but if making something nasty you get attention level, which doesn't degrade and can be reset only with cop badge. Very cool implementation.

Handcuffs: ???.
BUG 1: 1 time I didn't release NPC, but only approached it and it got released automatically. Never had such bug after. PRIORITY: Very Low.
BUG 2/Inconsistecy 1: Violence against handcuffed NPCs doesn't make them alert/panic after they're released. Priority: Middle or depends from design.
ISSUE 1: Present only in strict amount in vending machines and nowhere on a world map for some reason. Not reusable as well. PRIORITY: High (kinda meh that they are not placed anywhere).

Sexy Outfit: meh.
Has zero effect for NPCs (outside of petition mission), unlike Gimp Suit in P2.

Money: good.
Well presented in a game. A lot of stuff to spend them on. The only 2 things I didn't like is that ATMs in this game not always present in working condition and could be used only once per game (money don't respawn for them on next day) and you don't get paid for the missions.

Energy Drink/Vitamin X: good, but rarely used by me. Both maybe a bit too cartoonish, but let it be so.
As it turned out, I missed that Energy Drink missing 2 hand animations in 3rd person, but since it would be fixed in new update I won't add it to bugs/issues.
Liked Vitamin X combo with Foam Hammer.
ISSUE 1: Vitamin X grants additional melee powers only to Foam Hammer. PRIORITY: Low/Middle.
ISSUE 2: As mentioned in Cats, there could be 2 cat silencers when using Energy Drink. PRIORITY: Low.
ISSUE 3: Energy Drink can't be used, while on scooter/cart. PRIORITY: Low.

Collectibles/Mission related/Others.

Fire Hose: fine. Already mentioned in Weapons section.

Larry/Kunny/Krotchy/Golden Larry Collectibles: fine.
Hard and tedious to try to find all of them in current state of levels (found only 46/50). Thankfully main rewards are given after 25 of them are collected (apart from Golden Larry). Good at providing money. I would really like them to be placed on 3 Monday maps only, until other levels would be polished, since it's annoying to search them on other non-finished levels. Didn't like that 1 Golden Larry was placed near the bushes in wild area part.
Inconsistency 1: There are at least 13/10 Golden Larry Dolls on a world map. PRIORITY: Depends from design.

Paintings: good.
I liked to search for them. Thankfully, they all placed on Monday maps. I found 1 duplicate of Gimp Lady.
BUG 1: Stolen paintings could be stolen again during next days or after manually reloading game. PRIORITY: Low (doesn't affect much).
https://postimg.cc/kVC9c2WX
ISSUE 1: 1 painting (where the art gallery lady stays) is missing, even after getting all paintings, which is confusing. PRIORITY: Low/Middle.
https://postimg.cc/BjF4W0b0
ISSUE 2: If to nitpick, stealing paintings could be a bit faster. PRIORITY: Low.

Tuesday Pet Shop Delivery.
BUG 1: Was left in my inventory once. Can't be thrown away. PRIORITY: Low/Middle.
https://postimg.cc/Ppv7sGpx

Milk: nostalgic. Affects gameplay. Like it a lot.

Tattered map piece: seems like a big secret, but meh. Still better than prison secrets.

Red Backpack/Black Hole Backpack: good, apart from 1 thing.
I like approach where everyone could chose how much their inventory could handle, but I'm as massive hoarder, really dislike that Black Hole Backpack isn't accessible on Monday. Maybe some players would like to have it as an item as well. Also it could be made so, that Red Backpack could stack, so players would chose how much stuff Dude should carry with him.
ISSUE 1: As said, not an item. Red Backpack doesn't stack. Black Hole Backpack Isn't accessible on Monday. PRIORITY: Middle.

Weapons Permit: good, apart from 1 thing.
Isn't an item, so can't be thrown away, so player needs to chose carefully what to purchase, since it affects gameplay.
ISSUE 1: As said, not an item. PRIORITY: Low/Middle.

Missing items from Postal 2.
Bass Sniffer+Upgrades+Chompy.
ISSUE 1: Would be cool addition, since game already has minimap. PRIOIRTY: Low/Middle.
Newspapers.
ISSUE 1: could also be a thing, but not sure, since i read them only few times and then skipped each other plathrough. PRIORITY: Very Low, if needed at all.
Last edited by Elder_Moloch; May 6, 2023 @ 5:20pm
Elder_Moloch Apr 16, 2023 @ 9:39am 
Items Part 2.

Suggestions for items.
Lure NPCs: If we will assume that doors and bugged areas would be fixed someday, I suggest to add item, which could lure people to specific area, so there would be still value for Pigeon Mines, Grenades and Molotovs or other future mass killing weapons. Alternatively, if bug with NPCs picking up money would be fixed, money could be that item.
ISSUE 1: Said above. PRIORITY: Low.

-----------------

Only AI/NPCs/Animals and Maps/Missions left, but I don't know when I post about them, since feedback would be too huge and I'm already tired a bit.

Mechanics and stuff.

Phone.
Huge addition. Could be slightly customized. Contains map, missions/quests info, customization for weapons including skins/mods, items menu, in-game stats, hostiles, radio, hints, customization.
BUG 1: For some reason always got bugged in a way that it's impossible to interact in a phone with anything apart from a map. I don't know what causes it, but reloading helps and sometimes it fixes on its own. PRIORITY: High.
ISSUE: Doesn't show how many paintings left to pick. PRIORITY: Low.

Map: cool. Improved a lot, compared to P2 with better design and points of interest etc. I would say marker is good, but there is only 1 of it and it's bugged for me. I like addition of minimap too - it's way helpful to navigate.
BUG 1: Pink Marker constantly gets placed, even though I don't place it. PRIORITY: Low/Middle.
BUG 2: Minimap shows weird striped territory inside of actual one on few maps (1st map for example) near Zag entrance. I thought it was related only to “closed until specific day” cases, but no. It's not a constant bug, since I reloaded same save and visited 1st map and there were no such stripped territory anymore. PRIORITY: Low.
https://postimg.cc/nXyMtV76
BUG 3: Icons of missions are missing on minimap, if to reload manually. PRIORITY: Low.
https://postimg.cc/SXrqVSgc
ISSUE 1: Don't have constant small side quests (light fire, clean house, roller coaster) icons. Don't have vending machines icons. Don't have scooter challenge icon. Don't show found rampages. PRIORITY: Middle/High or depends from design.

Weapons menu: mods, skins, hints for items.

Inventory: self-explanatory.

Stats: stats and hostiles. Stats are in poor shape and hostile groups in meh shape.
Game has some sort of strict Karma mechanic, which depends from how many people you killed (don't know about animals). Unfortunately, it doesn't show your current in-game status, like after you finished a game in P2 (and doesn't show it after you finished game either) - just always Nasty.
There are few possible hostile groups, which depend from karma mechanic (or better say kills against this group), but only 1 group (Hostile Hobos) is somehow well presented on the world map levels in current state of a game. I met all groups on a world map, but this happens very rare.
BUG 1: Explosive asploded, cowboy style executions, number of times dressed up as a cop, dogs befriended, cops lured, limbs hacked, heads lopped, times on a catnip, times spend juiced – all bugged for me and at 0. Priority: Low/Middle at current state of stats, but would nice, if fixed.
https://postimg.cc/8jKtDh93
BUG 2/ISSUE 1: Total people murdered shows at 1, if to start new game on any day outside of Monday. I don't know, if it's intended or not. PRIORITY: Idk, but would be nice, if fixed.
BUG 3: Nuts kicked is at 58, while I didn't kick anyone. Same with piss. PRIORITY: Very Low.
BUG 4: After Dam mission or right after Apocalypse starting cutscene I got 7 kills without killing anyone. Reloading right before final cutscence fixed it. PRIORITY: Middle/High.
BUG 5: 1 kill after Prison mission without killing anyone on Nigh-Impossible. PRIORITY: Middle/High.
BUG 6: Heads exploded at 3 without me exploding anyone's head. PRIORITY: Very Low.

Tips: helpful, but could be more (like for rattler, which I understood how to use only after visiting Steam store page or vending machines etc).
ISSUE 1: Message from Krotchy about collectibles only appear, after you picked up specific collectible. Also it appears twice for regular collectibles. PRIORITY: Low/Middle.
ISSUE 2: Cat grenade info appears 2 times. PRIORITY: Low.

Customization and Radio: both great. I've listened to Radio for a while - and it's very fun (liked all 3 stations). 1 of radio hosts from KDTF sounded like Ohmwrecker, lol.
BUG 1: Bark for notifications doesn't work. PRIORITY: Very Low.
ISSUE 1: Mike J./Vince/Pirate commercials are too loud on Edinsin Radio even, if I put it at 10/100. PRIORITY: Low.

Other mechanics.

"Karma" mechanic: well, sort of. At least 1 kill could affect 3 boss fights and ending. At least 1 kill against specific group would affect their hostility (even outside missions even on Monday). I barely remember Postal 3, since played only twice long time ago, but, as far as I remember it did this mechanic in more interesting way where violent actions slowly increase your level of naughtiness. But let it be the way it is.
Also all missions let you chose at least 2 options (in 1 case even 3): pacifist and destructor.
Overall, liked it a lot.
ISSUE 1: Would be cool, if you could chose how strict this mechanic is. PRIORITY: Middle.

Scooter/Cart/Running/Walking/Crouching/Jumping: additional mobility is always good. Possible to pick objects, while on scooter/cart, which is also good. Possible to use light firearms, while on scooter/cart, which is great. Running is great also. Crouching finally got rid from a bug, which was in P2, when crouching makes you stuck. Jumping+Crouching still works, which is also great. Walking is quite useless, but let it be, especially, since it helps to pick up cats same as crouching.
BUG 1: Nitro stays at zero, if used, while traveling between levels. Pressing Nitro again or exiting and entering scooter fixes it. PRIORITY: Low/Middle.
BUG 2: All, but 1 Rampages related to scooter are bugged for me. PRIORITY: High, since too many of them bugged.
BUG 3: Very rare, but falling from scooter makes player stuck/fly into the air. Reloading fixes it. PRIORITY: High.
BUG 4: Scooter and cart have wrong collision. PRIORITY: Low/Middle.
https://postimg.cc/jL1R2YJS
https://postimg.cc/bZ8fsYw8
BUG 5: When you manually loading, while save in scooter/cart, Dude teleports from closest level entrance through whole map into a cart. PRIORITY: Middle.
https://postimg.cc/rDy0JHnL
BUG 6/ISSUE 1: Loading manually makes scooters/carts disappear, if you not on them. PRIORITY: Middle.
ISSUE 2: Annoying that scooter/cart move, after player exited them. Suggest to make them non-movable, after player exits them. PRIORITY: Middle.

Wanted level: as said before, became better compared to P2. Wanted level only rarely freezes, because some police officer sees you through whole level. Additional change to cop outfit+badges makes it better and interesting. And Heat mechanic with helicopters/officers on scooters makes it even cooler. I also like that Heat mechanic has cooldown and it won't kick back until wanted level drops fully.
BUG 1: Sometimes you don't get Wanted level, while police is after you. PRIORITY: High.
https://postimg.cc/G9HYkk6b
BUG 2: As mentioned before in Weapons Tazer, 1 officer made it so my Wanted level didn't drop, until I exited level. I encounterred this later 1 more time. PRIORITY: Middle.
BUG 3: Police lose interest in you in seconds, if they can't get to you. even if they see you. I stayed in the open on 2nd floor and since officer was unable to get to me, he "danced" under me for few seconds and walked away. PRIORITY: Middle.
BUG 4: Afer suicide Heat level doesn't disappear, unlike wanted level. Suicide also deletes wanted level in case of cop outfit. PRIORITY: Middle/High or depens from design.
https://postimg.cc/z3TsJPFQ
BUG 5: Sometimes officers lose interest in you even while you standing before their nose. PRIORITY: High.
BUG 6: Helicopter sound on different level, while heat mechanic was over on another level. PRIORITY: Low.
BUG 7/ISSUE 1: Sometimes you get Wanted level for being attacked (happened twice with dogs). PRIORITY: Middle.
BUG 8/ISSUE 2: Wanted level may not drop, if scooter officers are on scooters. PRIOIRTY: Middle.
BUG 9/ISSUE 3: After manually reloading with Heat mechanic active – Heat mechanic disappears. PRIORITY: Low/Middle.
BUG 10/ISSUE 4: 1 time Wanted level didn't drop at all - don't know what was a cause for that. I killed all officers and checked nearby location. Manual reloading helped. PRIORITY: Middle.
This was on 1st level here. I was unable to reproduce this issue: https://postimg.cc/xcbgS5gJ
ISSUE 5: A bit of nitpicking, but wanted level drops too fast or easily avoided due to AI not reacting to crimes. PRIORITY: Depends from design.
ISSUE 6: Another issue is that you get wanted level for entering a house even, if officer doesn't see you, unlike in P2, where they first run back to a house with NPC and only then gave you wanted level or if hidden - attack this NPC. PRIORITY: Depends from design.
ISSUE 7: You can't bribe officers anymore, like in P2. PRIORITY: Low, but would be nice, if added.
ISSUE 8: Changing costume from normal to cop and back deletes wanted level and Heat mechanic. PRIORITY: Depends from design.

Imprisonment: similar to P2 you could be arrested, but unlike P2 you don't need to throw hide/weapon to be arrested anymore, which is a bit annoying, if you don't pay attention. Unlike P2 you don't need to run on your own using matches or being placed in different cells. Someone just pays your bail each time and that's it. Quite a step down compared to P2, overall, especially with taking into account that there is actual prison in P4 (similar to P2: Corksrew Rules).
BUG 1: If you're arrested, while holding a weapon, after being set free you'll always have a weapon icon/holding animation of weapon you were arrested with, without ability to switch to other weapons or attack. Saving and reloading fixes it. PRIORITY: High.
https://postimg.cc/kDhd614c
BUG 2/Inconsistency 1: If you are arrested on the same Police level without exiting it, all weapons/items would remain in you inventory. PRIORITY: Middle.
BUG 3/Inconsistency 2: If you are arrested with hidden weapon, mallet and some items will remain in your inventory. PRIORITY: Low/Middle.
ISSUE 1: Whole process could be better with taking Prison level into account. PRIORITY: Low/Middle.
ISSUE 2: I'm not a big fan of "arresting, while holding a weapon" thing in general. PRIORITY: Middle.
ISSUE 3: When entering a cell, Dude hides his weapon. PRIORITY: Very Low.

Grappling hook points: already mentioned for Rattler weapon.

Vending Machines/ATMs/Drink Machines/Toilets/Bidets: Vending Machines sell almost all stuff, apart from mentioned in weapons (Shovel, Machete, Razer Batton, Spurt Flamethrower and ammo for it, Pigeon Mine, Spray ammo, Dilbow, Foam Hammer). As usual, not everything is accessible during all days and only added with progression, which I'm 50/50 about. Also all vending machines have restrictions on each item, which affects whole map and whole day: 2 Catnips/Health Pipes, around 5 Fast Food, around 15 Junk Food etc. I don't like this restriction, since in P2 you could buy stuff from sellers as much as you want (even though, you could buy only few things). The only positve thing is that items/weapons reappear each time you visit a level and there is plenty of stuff on levels. Also I like that ammo and weapons are not restricted.
Drink Machines drop Health Pipes on Nigh-Impossible difficulty.
Toilets could hide some stuff in them. Bidets don't hide anything.
ISSUE 1: ATMs as said before are rarely workable, because they don't refill cash each day, so 1 time use. Drink Machines don't refill too and I only encountered few workable on a whole world map. PRIORITY: Middle.
ISSUE 2: It would be cool, if players could chose some world config, like in Don't Starve before starting game, like with Voice Actors, but with stuff like "Karma" mechanic, Vending machines filling amount etc.
ISSUE 3: Vending machines could show how many items are in stock. PRIORITY: Low/Middle.
Inconsistency 1: It stated in tips that, if you kick vending machines you could get something – I was never able to get anything from them. I only got few drinks out of drink machines and money from ATMs. PRIORITY: Depends from design.
Inconsistency 2: Toilets sometimes work, sometimes don't. Sometimes they hide stuff, sometimes don't. Sometimes you need to flush water to get items, sometimes don't. PRIORITY: Middle/High (please chose, how they should work).

Doors/Windows/Switches/Rare interactive objects like guitars/showers/Interactive sockets: oh boy. It's a mess.
BUG 1: Possible to interact wth them through walls, which in case of sockets doubles the annoyance. PRIORITY: Depends, if sockets would be turned off. For now – High.
https://postimg.cc/MXwMj6sW

Doors: are the most inconsistent doors I've seen in a game. Sometimes they workable, sometimes they aren't. Sometimes they are closed as interactable or closed as part of a map. In rare cases they are destructible or could be thrown away. Sometimes they bugged to a point they change their position to very weird one. Sometimes you could walk through closed doors, since they have no collision (Kunny Island and Industrial Map shacks as example).
Thankfully, I had only one case, when I couldn't enter polished room and it was empty anyway – in other cases there were enough doors or windows to exit building. I really hope that all doors would follow same rules and there would be no fully closed doors and no doors without collision at some point. As for now and in general, I highly recommend to make Sledgehammer destroy doors as it was in P2, so players would be able to “fix” them and also would be able to better track, which buildings they've visited.
On a flip side, I like that they both open on their own, could be kicked or opened with interaction.
BUG 1/Inconsistency 1: Mentioned above. Priority: Very High.
https://postimg.cc/MvYhS9Bx
BUG 2: Some doors (example - 2 doors in Circle shop on 1st level) have breakable windows, but only Flare Gun/Revolver/Sniper Rifle could shoot through them. On top of that NPCs don't shoot through them. PRIORITY: Low/Middle.
This door also doesn't open from outside: https://postimg.cc/t16KLptv
ISSUE 1: Doors, which lead outside could have different visuals (even color at least) compared to inside doors in buildings, where such option isn't presented. It would help to navigate and improve visual design. PRIORITY: Low/Middle.
ISSUE 2: These doors in Urgent Care buildings have unbreakable glass. PRIORITY: Low.
https://postimg.cc/jwdSR3kc
ISSUE 3: These doors near Fire Station and in Police Station have unbreakable glass. PRIORITY: Low.
https://postimg.cc/8fwSdq5s
https://postimg.cc/141pf4qf

Windows: I don't know why they implemented this way. I liked P2 windows way more: you hit them with kick – they fully break. These one have holes from bullets (which enemy could use) and often only partly breaks from kick and I often missed with kick (probably more of an issue with a kick, though) to fully destroy all the remains of a window. On top of that they deal a bit of damage, if not fully destroyed. I don't like current design, since it wastes too much time for something not important. Meanwhile, if kick would be fixed and would cover bigger area/would hit further, I think I could live with current state of windows.
ISSUE 1: Mentioned above. PRIORITY: Middle.
ISSUE 2: These windows don't break fully. PRIORITY: Low/Middle.
https://postimg.cc/c6NTCnfp
ISSUE 3: All these things have unbreakable glass. PRIORITY: Low.
https://postimg.cc/4KBt9Vj2
Inconsistency 1: Some windows are breakable, some not. Some have glass sound, some not. It would be nice, if all windows would be breakable and have glass sound. PRIORITY: Middle.
ISSUE 4: Glass doesn't break apart from 1. PRIORITY: Low.
https://postimg.cc/zLyV8Dzd

Switches: don't affect anything apart from turning on/off lights. There is no stealth mechanic/actual darkness (apart from VR mission/Cave mission), so its useless.
ISSUE 1: Levels like Zag/Big Mall - all have switches, which don't work. PRIORITY: Low.

Rare interactive objects: the only interactive object I could remember are guitars, showers, TVs, PCs, some sinks, few washing machines and mentioned already toilets/bidets. Also 1 electrical panel during Tuesday cat mission and 3 locker rooms+few code panels in Prison mission. Everything else static and dead. Nothing could be destroyed. P2 at least had breakable doors and bottles.
I like that showers/bidets actually clean dirt/blood from player. That's the only somehow useful thing in terms of interactions.
It would be cool of course, if not only all places would be accessible, but lockers/cupboards would be openable and contain something, but that's a pipe dream (I've seen only 1 drawer in a game, which opens). Now, I just hope that current issues would be fixed.
Inconsistency 1: Guitars sometimes work, sometimes don't. Only few working washing machines per map. PRIORITY: Very Low.

Workable Sockets: I don't know who thought this was a good idea to add them, but they are annoying and discourage from interactions. Just delete any interaction with them, please.
ISSUE 1: Issue on its own. PRIORITY: Very High.
Last edited by Elder_Moloch; May 7, 2023 @ 4:06am
Elder_Moloch Apr 17, 2023 @ 8:08am 
Other mechanics. Part 2.

Pickable objects: well, there are not many of them and mostly they are present on Monday maps/specific missions. I liked Friday Dam mission a lot, including interactivity.
I thought that all moveable objects are pickable, but cones aren't pickable, for example. Also same objects could be pickable and not pickable.
ISSUE 1/Inconsistency 1: For some reason they don't have hand interaction icon apart from 1 case on 1st level (so it's in a game already), so player needs to guess, which stuff is pickable/non-pickable/static. PRIORITY: High.
Inconsistency 2: Example with cones - not all moveable objects are pickable. On top of that same pickable objects could be not pickable. PRIORITY: Low.
https://postimg.cc/gXPzH7xT

Explosive objects: they are cool. There are way more variations of cars and they have good destructibility. Cars could blow up from burning bodies. Unfortunately, there are only some explodable barrels on whole map (all I found were on 1st level and most on Industrial level).
BUG 1: Some cars don't change their texture to burned down, after they were exploded. PRIORITY: Low.
https://postimg.cc/kBVbrpzR
BUG 2/Inconsistency 1: Barrels don't blow up other nearby barrels, while explode. PRIORITY: Low.
https://postimg.cc/Jsf3dLhh
BUG 3/Inconsistency 2: Some cars with tacos/hamburgers on the rooftops have collision - some don't. PRIORITY: Low.
https://postimg.cc/tZLB3xVB
BUG 4: When crouch walking on a car or even walking in 3rd person view Dude's legs act weird. PRIORITY: Low/Middle.
https://postimg.cc/YLH12fFB
BUG 5: Upper window in jeep after breaking still stays. PRIORITY: Very Low.
https://postimg.cc/MvdD9Vy9
BUG 6: Wrong collision for another jeep. PRIORITY: Low/Middle.
https://postimg.cc/v48QsFxQ
BUG 7: Wrong collision for this car and front window doesn't break. PRIORITY: Middle/HIgh.
https://postimg.cc/tsR8xHQs
BUG 8: Wrong collision for this car, windows don't break, hole in a roof, default sound when kicking/walking on it. PRIORITY: Middle/High.
https://postimg.cc/tsYJNwFg
BUG 9: Windows don't break, default sound, no burned down texture for this car. PRIORITY: Middle.
https://postimg.cc/ThF4PWQH
BUG 10: Wrong collision and no windows for this car. PRIORITY: High.
https://postimg.cc/2bk9Jsms
BUG 11: Wrong collision for these 2 cars. PRIORITY: Low/Middle.
https://postimg.cc/rzcfw00q
https://postimg.cc/5Hg65R37
BUG 12: Glass doesn't break and this car can't be blown. PRIORITY: High.
https://postimg.cc/MMwgwsJS
BUG 13: This car has unbreakable glass. PRIORITY: Low.
https://postimg.cc/qtFgZCPy
BUG 14: This car has 1 unbreakable front window and wrong collision. PRIORITY: Low.
https://postimg.cc/YhGRXdzb
BUG 15: This car has unbreakable windows and can't be blown. PRIORITY: High.
https://postimg.cc/mPNNYbQH
BUG 16: These cars have unbreakable windows and can't be blown. Similar are in Big Mall. PRIORITY: High.
https://postimg.cc/DmL28F9R
ISSUE 1: These cars have default sound over metal sound when kicking/walking on them. PRIORITY: Low/Middle.
https://postimg.cc/TynBqZNG
ISSUE 2: Cars respawn only on next day or when manually reloading, not during loading level transition. PRIORITY: Middle.
ISSUE 3: Burning cars can't burn NPCs/Dude. PRIORITY: Middle/High.
https://postimg.cc/SJk33177
ISSUE 4: Barrels don't deal enough damage to kill NPCs. PRIORITY: Low/Middle.
ISSUE 5: Barrels are barely present in a game. PRIORITY: Low.
ISSUE 6: When walking near a car (touching it) - sound is like you walking on it. PRIORITY: Low.

Sliding: I found only few rare cases of this mechanic in a game. I didn't like it, but I think it could be a thing, if binded to Run or Walk button. Obviously inconsistent, since barely in a game.
Example: https://postimg.cc/LJwCk98s

Water/Fluids/Sh*t: fluids less buggy in P4 and don't get stuck in objects flowing infinitely like in P2. Peeing in water doesn't affect water like in P2. Meanwhile, fluids become better (water, urine, blood/puke): urine/blood/puke leave footsteps, flow better, blood/sh*t stays on weapon/player, while water washes them away. Mop could also delete fluids/sh*t. Meanwhile, I like more how P2 puke looks like over P4 look.
Water as a place to swim is quite annoying at the same time sometimes. Sometimes, when I tried to swim on a surface, water drowned me to the bottom. Thankfully, there is no oxygen mechanic. Water in Mike's J big toilet is one of examples of water, which drowns you to the bottom. There is also viscous type of water in which it's hard to move (Kunny Island, for example+also drowns you).
BUG 1: Water in cave on Mountain Men level is invisible. PRIORITY: Low/Middle.
https://postimg.cc/xJBqrD2P
BUG 2: Water in at least 2 swimming pools in eastern part of Estate/Mike J. Mansion level makes player stuck. PRIORITY: Very High.
https://postimg.cc/NL7SK8yg / https://postimg.cc/gXwcYSck
https://postimg.cc/fJ7dnLgq / https://postimg.cc/xqBrDjbm
BUG 3: Blood/Sh*t dissapear after player goes to another level or sometimes on its own. PRIORITY: Very Low.
BUG 4: This is like P2: blood with no source. PRIORITY: Low.
https://postimg.cc/Lg42tmJj
ISSUE 1: In some cases water drowns to the bottom or it's hard to move there. PRIORITY: Middle/High.
Inconsistency 1: Blood spills only after killing or destroying head on a body. Doesn't spill after cutting off limbs/head/cutting in half. PRIORITY: High.
Inconsistency 2: NPC puking on Dude doesn't have Dude's reaction, unlike being pissed on. PRIORITY: Depends.

Cactuses: solely one of the worst and most annoying thing in a game hands down! Not only they placed everywhere without any design thought, they also have small and even tiny variations, which look like bushes or hidden in the bushes. If you Devs want to discourage exploring – that's best way to do it. I really really hope that all small cactuses would stop deal damage to a player or be placed more wisely to discourage player to go in specific areas (like out of bounds areas). Also cactuses don't deal damage to NPCs, which is a bit meh.
ISSUE 1: Mentioned above. Priority: Highest!!!
Some most awful examples could be met even on 1st level even at the start: https://postimg.cc/K1vsvJ7K
This is horrible: https://postimg.cc/bsqm33B6

Rampages: Hard to find all of them. Quite few are bugged. I found them fun and liked that there are peaceful once.
BUG 1: Kill Toilet Paper Man, Pee on people, Flip off people (also makes you have 1HP), kick people, all scooter rampages apart from one on Art Gallery level are bugged for me. PRIORITY: Very High.
BUG 2: 2 rampages, which set player on fire are bugged for me. 1st doesn't allow to extinguish at all, until manually reloading. 2nd allows only after pee is completely empty. PRIORITY: Middle/High.
ISSUE 1: 1 with killing 10 Mexican gang members in 60 seconds is too hard for me, since I can't find all of them in time. Suggestion – cut number of gang members in half or increase time. PRIORITY: Low/Middle.
ISSUE 2: Didn't like that one (P3 related) was placed not only in wild area, but straight in the desert. PRIORITY: Middle.

Teleportation: Helps with mobility.

Ladders: Some working, some don't, some having interaction button, some don't. Some don't even have collsion. I like addition, but don't like approach. Needs to be polished.
BUG 1/ISSUE 1: Some ladders have helpful icon of interaction, most don't. PRIORITY: MIddle.
ISSUE 2/Inconsistency 1: Mentioned above inconsistency. PRIORITY: Middle.

Cheats: A lot of them, but honestly I'm greedy and would like to have more, lol. Something like all Kunny Doll NPCs on a level, Apocalypse cheat, 1 hit - 1 kill or tankier NPCs etc.
ISSUE 1: Item related could give more or even all items. PRIORITY: Low/Middle.
ISSUE 2: One that cuts everyone to pieces is laggy, so there could be warning that it could make your PC lag. PRIORITY: Low.
ISSUE 3: More cheats and more options in general is always nice (looking forward regarding mutators and custom difficulties). PRIORITY: Low/Middle.

Suicide/Death/Instant load: Instant load after death/suicide resets you on a map without fully reloading it. Interesting, but feels cheesy with taking into account that it doesn't reset enemies and all items you picked stay with you (but at the same time all used - won't return). I like Postal Dude phrases a lot and that Postal Dude is immune to damage for few seconds.
Death camera is a step down compared to P2. Not only it's static after death and you can't move it, but also there is nothing to move it for, because NPCs don't react to dead bodies including yours. No funny phrases, no kicks (which could kick other NPC on accident and start a chain reaction of fun especially on Hestenworld/Insane-O difficulties or P4 analogs), nothing. On top of that there is no dismemberment apart from head and grenade seems to be more weak. And also all NPCs freeze after your death. The only reason I used death camera is to check my outlfit, because otherwise you can't check it in 3rd person, if not on scooter or during few in-game cutscenes.
BUG 1: After exiting a cell, when I was imprisoned, I suicided to fix 1 bug with weapon. Instead of loading on a level, I fell through a map to death many times. I was unable to fix this bug, since game didn't save after I was imprisoned (maybe that was a reason). I tried to reproduce this bug, but only got spawned on 1st non-loaded level. PRIORITY: High (it's not a 1st bug with falling through a map to death). Also suggest to add autosave after imprisonment.
https://postimg.cc/jnJd56vX
BUG 2: I mentioned in other sections that instant load thing works poorly and could be bugged periodically. PRIORITY: HIgh.
ISSUE 1: Whole suicide/death process could be better and closer to P2. PRIORITY: Middle.

Difficulties: There are few difficulties as usual, but a bit less than in P2.
Libermode - everyone have simplest melee weapons (Shovel, Mop, Tazer Batton).
Libermode and Easy also disable achievements.
Others are similar to Normal apart from damage, I guess.
I read description for hardest difficulties like They Hate Me/Postal/Nigh-Impossible, but game doesn't seem to follow descriptions, so I don't understand what's a difference between Hestenworld and Postal difficulty - maybe in damage, but everyone with firearms there.
They Hate Me doesn't seem to work - Police and armed NPCs don't attack you on sight. It seems to work like Normal, but with more damage, rather than everyone with weapons are hostile.
So there are Insane-O/Hestenworld+They hate me analogs, but they don't work as intended, which is a shame for sure.
Nigh-Impossible - Insane-O from P2 atm. Similar to P2, probably would be my favorite, especially, if NPCs would be fixed. Meanwhile, I'm concerned with description: if to follow it, there would be no Insane-O difficulty analog.
Overall, I would say P2 did it better, but since Libermode/Normal/Hestenworld/Insane-O analog are all in place for now, I'm mostly satisfied.
BUG 1: At least 3 NPCs on Gallery level have Pistols on Libermode. PRIORITY: Low/Middle.
https://postimg.cc/xqybKnP3
https://postimg.cc/JykstLnJ
https://postimg.cc/KRpjNz3B
BUG 2: At least 1 NPC out of Kunny staff has a Pistol on Libermode. PRIORITY: Low.
BUG 3: At least 1 NPC near Arcade on 1st map has a Pistol on Libermode. PRIORITY: Low.
https://postimg.cc/kBHMSpLy
BUG 4/ISSUE 1: Weaponized NPCs forget that they have weapons and panicking, if scared once on Normal. PRIORITY: MIddle.
ISSUE 2: Police scared when you kick ATMs on Libermode. Police scared when NPCs start to shoot or you shoot. Seems like intended, but weird compared to P2. PRIORITY: Depends from design.
ISSUE 3: There could be actual They hate me analogs. PRIORITY: Depends from design.
ISSUE 4: Spurt Flamethrower, Scissors, Flare Gun, Sniper Rifle, Dilbow aren't used on Nigh-Impossible by NPCs. Pigeon Mines, are barely given to NPCs (though for the better since they kill you with 1 Mine). Also would be cool to have difficulty where all weapons including all melee one and Gas Can would be used. PRIORITY: Depends from design.
ISSUE 5: Normal difficulty in P2 had a bit better variativity of weapons for NPCs at least during missions (example Grenades, Molotovs, Rocket Launcher). PRIORITY: Middle/High.
ISSUE 6: Description for They Hate Me/Postal/Nigh-Impossible difficulties are misleading atm. Also I'm very concerned that there is no Insane-O analog in description. PRIORITY: I don't know, but either descriptions should be fixed, either difficulties. Also, please leave Insane-O analog.

Fire: Fire mechanic became better, but more calm/less OP, compared to P2. Fires are very cool and burning NPCs have lots of animations, while running or trying to extinguish themselves.- sometimes they even stop to burn. Nearby NPCs don't start to burn from 1st contact – only from 2nd. I liked it very much, overall, even though it's a bit sad that you can't make living NPCs with burned textures anymore. On top of that dead bodies have "glowing" texture for a while now, after they stop to burn, which disappears after time, which is also nice.
Meanwhile, fires presented on a world map are static and don't light on fire anyone, unlike in P2 (with 2 exceptions where they light on fire Dude only).
Also, if to nitpick a bit, most memorable for me animation similar to Tazer knock down is missing (when dead body lays on a side and agonizing).
ISSUE 1/Inconsistency 1: As said, fires which placed on levels don't ignite with exception of Light Fire small quest/Casino mission. PRIORITY: Low/Middle or depends from design.
https://postimg.cc/kVDJ8NCG
ISSUE 2/Inconsistency 2: It would be cooler, if chance of extinguishing fire by NPC would be related to some animation, like in P2. PRIORITY: Middle or depends from design.
ISSUE 3: Birds have delayed burning reaction. PRIORITY: Low.
ISSUE 4: Birds, rabbits and cows (and I speculate goats and pigs) don't have burned down textures. PRIORITY: Low/Middle.
ISSUE 5: Cows make no sound when burning. PRIORITY: Low.
ISSUE 6: Burning for NPCs could take a bit longer, like it was in P2. PRIORITY: Low/Middle.

-----------

I don't know when I'll have time to post about AI/NPCs. Also I'm not even sure, if Devs even read this, lol.

Stability/Optimization: As said before I had only 4 crashes.
CRASH 1: Sent, but not sure, if it got to you Devs, since you wrote that crash reports don't get to you.
CRASH 2: I picked up Larry the Crab in Urgent Care on Art Gallery level on Friday and game crashed. Log:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000001ba489

Postal4_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::ProcessObjectArray() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:761]
Postal4_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskQueue::DoTask() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:403]
Postal4_Win64_Shipping!TGraphTask<TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskProcessorTask>::ExecuteTask() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
Postal4_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:888]
Postal4_Win64_Shipping!FTaskThreadBase::Run() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:542]
Postal4_Win64_Shipping!FRunnableThreadWin::Run() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

CRASH 3: I was just walking in Prison level and game crashed. Log.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

Postal4_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::ProcessObjectArray() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:761]
Postal4_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskQueue::DoTask() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:403]
Postal4_Win64_Shipping!TGraphTask<TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskProcessorTask>::ExecuteTask() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
Postal4_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:888]
Postal4_Win64_Shipping!FTaskThreadBase::Run() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:542]
Postal4_Win64_Shipping!FRunnableThreadWin::Run() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
Last edited by Elder_Moloch; May 10, 2023 @ 2:54pm
ehetyz Apr 18, 2023 @ 7:39am 
Originally posted by Elder_Moloch:
I don't know when I'll have time to post about AI/NPCs. Also I'm not even sure, if Devs even read this, lol.

Let's cross our fingers and hope they not only read it, but also take it to heart, as you've put out an excellent and comprehensive breakdown of what does and doesn't work in this game.
Last edited by ehetyz; Apr 18, 2023 @ 7:39am
Elder_Moloch Apr 18, 2023 @ 3:05pm 
Originally posted by ehetyz:
Let's cross our fingers and hope they not only read it, but also take it to heart, as you've put out an excellent and comprehensive breakdown of what does and doesn't work in this game.
I hope so as well and thank you for your kind words!

-----------

Stability/Optimization:

CRASH 4: I was burning officer with Spurt Flamethrower under Catnip on Art Gallery level and game crashed. Log.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000480

Postal4_Win64_Shipping!USkinnedMeshComponent::FindClosestBone() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:2383]
Postal4_Win64_Shipping!ARWSCharacter::TakeDamage() [C:\wkspaces\POSTAL 4\POSTAL 4\Source\RWSFramework\Private\Framework\RWSCharacter.cpp:3186]
Postal4_Win64_Shipping!AP2Character::TakeDamage() [C:\wkspaces\POSTAL 4\POSTAL 4\Source\Postal2\Private\P2Framework\P2Character.cpp:2172]
Postal4_Win64_Shipping!AP2Bot::TakeDamage() [C:\wkspaces\POSTAL 4\POSTAL 4\Source\Postal2\Private\P2Bots\P2Bot.cpp:113]
Postal4_Win64_Shipping!AFireEmitter::DamageTimer() [C:\wkspaces\POSTAL 4\POSTAL 4\Source\Postal2\Private\P2Effects\FireEmitter.cpp:166]
Postal4_Win64_Shipping!FTimerManager::Tick() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:878]
Postal4_Win64_Shipping!UWorld::Tick() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1563]
Postal4_Win64_Shipping!UGameEngine::Tick() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1823]
Postal4_Win64_Shipping!FEngineLoop::Tick() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4921]
Postal4_Win64_Shipping!GuardedMain() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Launch\Private\Launch.cpp:178]
Postal4_Win64_Shipping!GuardedMainWrapper() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
Postal4_Win64_Shipping!LaunchWindowsStartup() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273]
Postal4_Win64_Shipping!WinMain() [C:\wkspaces\POSTAL 4\Engine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320]
Postal4_Win64_Shipping!__scrt_common_main_seh() [D:\a01\_work\9\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

BUG 1: As mentioned before, I had bug 2 times, when suddenly out of nowhere FPS started to drop to 0 and back to 60 many times, after I played game for a while. Reloading helped. PRIORITY: Middle/High.
BUG 2: Friday cutscene of Apocalypse start (mine was on Art Gallery level) had FPS around 8-10 (on top of that it has Postal Dude additional model, which teleports here and there nearby). After cutscene ended, FPS on the level dropped periodically, until I traveled to another level. PRIORITY: High.
https://postimg.cc/f3xw4KVR
BUG 3: I had rare bug when Friday levels loaded instantly and as result FPS droped and there was invisible map for a while. Then it tried to go to dark and only then fully loaded level. That happened with all levels, and then later at least when entering/getting out of Zag level in 1 playthrough only. Same save currently working fine and loading levels properly (updated: bug still present when traveling on scooter/cart in/out of Zag level). PRIORITY: High, since really messy, but seems to be luck dependant.
Loading Zag level: https://postimg.cc/kRJDcXMB
Loading 1st level from Zag transition: https://postimg.cc/Wd6CRNs2
BUG 4: I left PC for a while with P4 on 1st map and when returned, P4 was frozen, then started to work with jumping FPS around 20-60. Reloading helped. Happened twice. PRIORITY: Middle/High.
ISSUE 1: Sometimes FPS drops below 60 (around 50) for a while, especially when running or on scooter/cart. I assume it doesn't just load in time. PRIORITY: Idk, but even more optimization won't be bad.
ISSUE 2: If to set FPS cap above 60, PC starts to work like its new AAA game. But at least it gets higher FPS. PRIORITY: Low/Middle.

Levels.
I won't mention some stuff I mentioned already. A bit unfortunate that you can't get behind signs and visit all levels like in P2, but let it be so. Thankfully, all collectibles are on open levels.
I like that planes flying in the air and clocks on a walls are real and showing actual time.
ISSUE 1: I know it won't be fixed, but Postal 2 did it better. It had Home, Main Street, RWS level, Estate level, 2 way more pleasant Industrial levels, Forest, Suburbs, Ghetto, Police Station, Church, Clinic etc. Here you have less unique locations per territory, which allow to remember area. Mostly houses and small shops. Only first 3 levels have somehow enough unique content to remember them well.
ISSUE 2: It seems that clouds not moving. PRIORITY: Low.

Loading Levels: Game is on old HDD (I have SSD though). It takes less than 1 minute to load level/save. I didn't have issues with it, until Friday and only in 1 playthough.
Proper transition between levels for NPCs. No funny bugs like in P2, when NPC gets texture of another NPC, if transited with you.
Animals like Dogs, Small Chickens and Rabbits don't transit between levels, which is sad.
BUG 1: Already mentioned above loading levels during Friday. PRIORITY: Very High.
BUG 2: I loaded save after death and was keep falling through the map until Dude died. I assume map didn't load. PRIORITY: Very high.
BUG 3: Dude disappears (most levels) or teleports a bit (Sewer level for example) during level transition. PRIORITY: Low/Middle.
BUG 4: When you manually loading, while save in scooter/cart, Dude teleports from closest level entrance through whole map into a cart. PRIORITY: Middle.
https://postimg.cc/rDy0JHnL
ISSUE 1: Animals don't transit with Player. PRIORITY: Low/Middle.

Interior: Sometimes too cluttered and small (example - small houses near Prison) or sometimes somehow big and dead. No golden middle, like in P2. But, as said I liked 1st 3 levels (Tuesday levels where most buildings are maybe fine too) for most part and while I got stuck often in small areas, I still was able to move and pick up stuff. Also, it seems overall that NPCs are present more rare in interior compared to exterior, which could be improved.
ISSUE 1: A bit more NPCs could be in interior areas. PRIORITY: Low/Middle.

Exterior: Big, if not huge for what it could provide. As said already: really didn't like wilderness areas, since cactuses and generally not very pleasant, polished and no objects/places to help with navigation. Also not consistent: I can't get to each rooftop, use any ladder on a level etc. As said, I liked 1st 3 levels, even, while they suffer from same issues.
BUG 1: Some crooked trees could be looked through (this one on Police Station level near Western level entrance). PRIORITY: Low.
https://postimg.cc/9wwwp5j4
BUG 2: Bushes like this on a screeshot have a bit messy appearance. PRIORITY: Low/Middle.
https://postimg.cc/Q9GM39LM
ISSUE 1: Wild areas are dead. There is nothing there apart from cactuses, rocks and mountains with wrong collision and broken dreams. If you want to improve these areas more NPCs/animals should spawn there. PRIORITY: Low/Middle.
ISSUE 2: Areas of level transition could also have more NPCs. PRIORITY: Middle/High.

Days: Each day placement and content related to weapons/items placed on a levels changes, similar to P2. I really appreciate this, since it requires a lot of work.

Placement of pickable items: Sometimes they're placed great and very intuitive and sometimes they are hidden somewhere or placed between mess of static objects. In rare cases they even hidden in the bushes, which is really awful. Same with secrets: sometimes you understand where secret could be, sometimes you just search whole area blindly, until find it on accident. Thankfully, it's more of a better implementation, rather than a bad one. Meanwhile, I find probably all secrets in P2 and here I still was unable to find enough of rampages/collectibles.
ISSUE 1: Secrets like this in current state of wild areas. PRIORITY: Middle.
Oh and btw, there is Larry nearby, which I found only recently: https://postimg.cc/GB30Nh1x
Also money in bushes on 1st level: https://postimg.cc/SJ43Hw9f
Also money near cactus on 1st level: https://postimg.cc/06KVzfmN
Inconsistency 1: As said before pickable objects vs static analogs is a disappointment. Sometimes you try to pick item just to understand that it's not glowing. PRIORITY: High.
https://postimg.cc/8Fd8BBGG
https://postimg.cc/kR4km0bM
Worst case: https://postimg.cc/7CncTH1Y

Wrong/No collision for objects/Invisible walls: There are tons of cases, even on 1st map, when objects have wrong collision or no collision. There are also cases where there is clearly invisible object placed. Probably the biggest mess is here, overall. Meanwhile, sometimes I question, why some small and tiny objects like soda can have actual collision.
As for invisible walls - enough of them as well. Most obvious – one which prevent from going to other days levels or near the edge of levels.
BUG 1: This carcass of a car has wrong collision. PRIORITY: Low/Middle.
https://postimg.cc/ZCjhgBSg
BUG 2: These circles on Scooter rent machines have no collision: PRIORITY: Low/Middle.
https://postimg.cc/hzWQJZx3
BUG 3: All tents have this collision. PRIORITY: Low.
https://postimg.cc/62j7yzsY
BUG 4: These things have wrong sliding collision. PRIORITY: Middle.
https://postimg.cc/Pp1nf0ym
BUG 5: These washing machines could have a bit smaller collision. PRIORITY: Low.
https://postimg.cc/p55ntQB0
BUG 6: It seems that at least some plants have collision for NPCs (1st level+1 nearby): PRIORITY: MIddle/HIgh.
https://postimg.cc/pmM0CFgv
ISSUE 1: Soda can and some other small objects have actual collision. PRIORITY: Middle.
https://postimg.cc/Y4tTdB0D

Small rocks and grass: First one everywhere and both sometimes in buildings. Small rocks also load a bit too late, so it's always visible.

Loading objects.
ISSUE 1: As said before, small rocks could load a littile earlier and generally objects coulld load earlier without popping up in the distance, if optimization would handle this. PRIORITY: Low/Middle.

Holes: I encountered them. Mostly holes in rocks, sometimes in terrain.

Reflections: I don't know, which me that I love – I've got no reflection. There are some reflections in a game, but they are messy, unlike in P2. Reflections of objects in mirrors are static, but there are reflections for Dude in 3rd person/NPCs (looks unpleasant though). That's not big, but still a bit of a shame. Some “reflections” of interior are wrong, since they reflect pickable objects, which are not presented.
Meanwhile, reflections in broken windows are partly fine (apart from sometimes showing invisible silhouettes of NPCs/Dude in 3rd person).
Examples of bad and relatively good reflections: https://postimg.cc/PLndLQn6 / https://postimg.cc/KkvSL9q5

Wires: there were few places in P2 where you could get by walking on them and find secrets. Here there is at least 1 place too. Meanwhile, they are also inconsistent: some are fine, some don't have collision, some have invisible object blocking movement.
Example of accessible wires. Wrong collision too: https://postimg.cc/tZ6gGb7S
ISSUE 1: Not all wires have collision. Some are blocked by invisible objects: PRIORITY: Low.

Area near big river.
ISSUE 1: Would be nice, if it would have fence everywhere and there would be no items behind this fence (thankfully, I found only few items nearby currently). PRIORITY: Low.

Monday levels. Also have same issues.

1st level.
Even it suffers from inconsistencies, bugs and stuff. Also not all rooms, rooftops and buildings could be accessible. Wild areas and collision state are horrible. On the positive side all items could be picked. Has 1 sliding railing. Big level, but worth it. 2 big closed buildings.
BUG 1: An*s Inn. PRIORITY: Low.
1. Doesn't break+no glass sound and launcher is shaking: https://postimg.cc/Tph0Qt3w
2. 4th floor - you could see through rooftop: https://postimg.cc/fJ3nGjR2
3. Wooden parts have no wooden sound when you kick it, unlike its railings:
https://postimg.cc/WFzDqS1K
4. Default sound+no wooden sound for floor: https://postimg.cc/9r7LqY4r
5. Default sound: https://postimg.cc/1fGpQCnc
6. Default sound+wooden sound for metal (x)+trash can could have better sound: https://postimg.cc/06F6mDKy
7. Default sound: https://postimg.cc/5XcbwgnG
8. Default sound: https://postimg.cc/SnpbXsKb
9. Default sound: https://postimg.cc/DS5p2yJg
10. Default sound+barely visible. Also inconsistent, since it's the only secret in a game where you need to move big object: https://postimg.cc/v1Jrypzh
11. Default sound: https://postimg.cc/5jx3tMJK
12. Default sound+invisible wall (x): https://postimg.cc/bZXSsQbY
13. Default sound: https://postimg.cc/GT164gcJ
14. Default sound: https://postimg.cc/dhb0Wvnq
15. Default sound: https://postimg.cc/JG9m8xXx
16. Default sound: https://postimg.cc/tZ1293Wd

BUG 2: Edesin Archive. PRIORITY: Middle.
1. You could walk through windows on 3rd floor: https://postimg.cc/tZs2s76k
2. Metal "No Parking" sign and metal electric things have no metal sound. Ladder has no sound at all: https://postimg.cc/hfgQHFht
3. Default sound in circles+no collision for buckets: https://postimg.cc/qNqXgtnF
4. Default sound for boxes: https://postimg.cc/XZCVj8vY
5. No wooden sound for windows on all sides: https://postimg.cc/DSf9pcGM

BUG 3: Building with clocks is closed. You could see through ceiling of the 2nd floor. PRIORITY: Middle.
https://postimg.cc/hhXLmK8Y
https://postimg.cc/MXXPcqTz

BUG 4: KDTF building. PRIORITY: Low/Middle.
1. Could see through stairs; https://postimg.cc/MXWSZgN9
2. Default sound: https://postimg.cc/0bTXjwr9
3. Default sound: https://postimg.cc/Zv9jKbS9
4. Default sound: https://postimg.cc/F1qDCLy0
5. Default sound+chair in a table: https://postimg.cc/2qzwLFYN
6. Default sound+could be a better sound: https://postimg.cc/k6GvfJDj
7. Default sound+windows/door glass don't break (x): https://postimg.cc/ZBvyWCWh
8. Default sound+door closed+fence sound for trash can: https://postimg.cc/kRcMGmvm
9. No collision+wrong collision in center: https://postimg.cc/rDb4M1p9

BUG 5: Rusty Trombone. PRIORITY: High.
1. Has 2 empty cheap looking rooms: https://postimg.cc/2LpZ8Qyb
2. Bar counter has unfitting sound.
3. This thing has default sound: https://postimg.cc/S205ZPnh
4. No collision+default sound for everything in circle+wrong sound for floor it seems+windows don't break/have no glass sound+could see through roof: https://postimg.cc/mcWJjqzG / https://postimg.cc/BP808VwP
5. Default sound for all things in circles+grass and 2 rocks (x)+chair in a wall:
https://postimg.cc/F1SCRvTg
6. You can't shoot through this: https://postimg.cc/0KsnTMRW

BUG 6: Arcade. PRIORITY: High.
1. Stairs in Arcade require you to jump instead of normal walking. NPCs can't get to 2nd floor obviously and get stuck: https://postimg.cc/xJcGgC9Z
2 Doors in Arcade almost always make a crowd of stuck NPCs: https://postimg.cc/0KYwHqmD
3. You could see through 2nd floor: https://postimg.cc/hJDsYvKC
4. Would be cool, if this building without windows would have at least bright colors.
5. NPCs can't use this stairs. Officers dance below it and leave you in seconds: https://postimg.cc/5XxN88Kp
6. Almost all objects apart from few have default sound in it.

BUG 7: Laundromat. PRIORITY: High.
1. Railings make NPCs stuck: https://postimg.cc/9DKGx2Ng
2. Money on Laundromat roof, if present can't be picked: https://postimg.cc/McTRsZgT
3. No collision for all, but 2 chairs: https://postimg.cc/WF24gR6q
4. Some stuff has default sound instead of its own. Wrong collision (x) near entrance and deeper in the building (x): https://postimg.cc/m1syQgpN / https://postimg.cc/N9HmLdYJ
5. Door has default sound from outside: https://postimg.cc/QVJy02gx
6. No collision for doors in main entrance: https://postimg.cc/G8rBbMZP

BUG 8: Thrift & Gift. Camera missing collision. All objects on screenshot have default sound. Behind a shop there is slot machine without collision. PRIORITY: Low/Middle.
https://postimg.cc/fVvRJHVj
https://postimg.cc/9zTVDxSR
https://postimg.cc/62VXmqCV

BUG 9: Civvie's shop - glass doesn't break and these objects have default sound including door. PRIORITY: Low/Middle.
https://postimg.cc/zH7BmVSY
https://postimg.cc/YhjGczVX

BUG 10: Circle shop. PRIORITY: Middle/High.
1. This door doesn't open from outside and has default sound on this side. On top of that only few weapons could shoot through these doors and NPCs don't shoot through them at all. Similar door nearby can't be opened by walking into it: https://postimg.cc/t16KLptv
2. Weird sound for floor: https://postimg.cc/zyYSL1HK
3. Default sound for trash can: https://postimg.cc/94nD7GgK
4. Default sound for whole this part on a screenshot. Thing with "+" - possible to shoot through. https://postimg.cc/DJ17ws9q

BUG 11: Default sound for Catch Animals shack. Wrong collision for tent nearby+all tents have default sound when walking on them. PRIORITY: Low/Middle.
https://postimg.cc/6y57wLWn
https://postimg.cc/N29rVqyC
Last edited by Elder_Moloch; May 7, 2023 @ 5:12am
Jimothy Apr 19, 2023 @ 1:01am 
One of the biggest issues I have with this game is how dead it feels from Wednesday onward. The thing I liked most about Postal 2 was being able to explore and get rewarded for it (e.g. finding loot and funny references/gags.
Sure the map is big, but there's hardly any collectables/people/things happening, outside of the Monday & Tuesday maps.
Feels kinda depressing.
Elder_Moloch Apr 20, 2023 @ 4:31pm 
Originally posted by Sefir:
One of the biggest issues I have with this game is how dead it feels from Wednesday onward. The thing I liked most about Postal 2 was being able to explore and get rewarded for it (e.g. finding loot and funny references/gags.
Sure the map is big, but there's hardly any collectables/people/things happening, outside of the Monday & Tuesday maps.
Feels kinda depressing.
Yeah, I agree, I've mentioned this issue and it feels ouchy. With that said, I would much prefer not to have any content at all for now on these unfinished levels and to see Devs concentrate their attention at least on Monday levels/missions and gameplay futures first.

-----------

Levels Part 3.

1st level Part 2.

BUG 12: Fire Station and area. PRIORITY: High.
1. Fire station is closed: https://postimg.cc/tskkFqfK
2. Ladder on it doesn't work. https://postimg.cc/rKLNbRL6
3. Default sound for trader's stand: https://postimg.cc/dL10W9tN
4. Default sound for boxes near trash: https://postimg.cc/Yjy7SBM8
5. Default sound for barrel and ladder inside shack+glass sound and effect for fire extinguishers: https://postimg.cc/Jt3TTbdX
6. No sound for pickable box (but finally grab icon): https://postimg.cc/zyhHjkxZ
7. Wooden sound for schack rooftop: https://postimg.cc/Yjm7jy0H
8. NPC partly stuck: https://postimg.cc/N9j0W8k0
9. Wrong collision: https://postimg.cc/3y59F1qH
10. NPC partly stuck: https://postimg.cc/DWg1qJKx

BUG 13: House near Circle. PRIORITY: Middle.
1. Default sound for roof: https://postimg.cc/PPgkKTRJ
2. Wrong collision for car+glass doesn't break: https://postimg.cc/DJtzSWZ5
3. Almost all objects in house have default sound.
4. These objects have default sound + 2 windows (x) don't break. https://postimg.cc/MvPgrx3V

BUG 14: Houses. PRIORITY: Middle.
1. No collision here and here.
https://postimg.cc/mh42QnVY / https://postimg.cc/PpjhQLbX
2. Gardening decoration, which makes NPCs stuck: https://postimg.cc/LgLdZxPx
3. This chimney has no hole: https://postimg.cc/DJzpTB5S
4. Chair in a table: https://postimg.cc/Yjd2gpw4
5. Default sound+wrong sound (x)+doors are closed in this garage (?): https://postimg.cc/hhLTqQxk
6. Default sound: https://postimg.cc/1ntm7TGR
7. Default sound+no texture (?)+floating item (?): https://postimg.cc/jCDqzpqZ
8. Default sound for bicycle+invisible object under Dude: https://postimg.cc/CRgFpdGQ
9. Default sound+all rooftops have default sound for all houses: https://postimg.cc/6ysKCTmp
10. Default sound+transparent roof: https://postimg.cc/bZpjFW8X
11. Default sound: https://postimg.cc/svRFvqMB
12. Objects floating a bit: https://postimg.cc/xkZhY4r1
13. No sound for these objects+a bit poor surface transition: https://postimg.cc/JHVFHHzw
14. No wooden sound for entrance and analogs in other houses: https://postimg.cc/8FxKxfWF
15. No wooden sound: https://postimg.cc/RNGP4DKx
16: No wooden sound+glass in windows/doors don't break: https://postimg.cc/kVRwNMZ7
17. All such windows don't break: https://postimg.cc/F1rDkrt0
18. All such windows don't break+can't shoot through: https://postimg.cc/qhyLSk84
19. Almost all objects in houses apart from few have default sound.

BUG 15: Catnip Trader and shack. No proper dirt+water sound. No wooden sound for shack and stand. Item is floating inside shack. PRIORITY: Low/Middle.
https://postimg.cc/0zhmGYDB
https://postimg.cc/Wt3hJghT

BUG 16: There are 2 holes in a mountain, which you could fall through after fire station and slightly before entrance to Art Gallery level. There are also 2, which just look bad. There are also wrong collisions there. PRIORITY: High.
https://postimg.cc/Y4m2rz9C
https://postimg.cc/SXrqVSgc
https://postimg.cc/V53D7SjB
https://postimg.cc/z3JgqqqZ
https://postimg.cc/5QcLmCZX
BUG 17: Few old men near Fire station missing pupils (also it seems like a pattern for this NPC). Also 1 near transition to Police Station level. PRIORITY: Low.
https://postimg.cc/21PdSmmR
https://postimg.cc/XBvWSmGJ
BUG 18: Buyer of Health Pipes in the desert part doesn't trade+default sound for shack and barrel. PRIORITY: Middle.
https://postimg.cc/zLxqJ2wW
BUG 19: Vince commercial near ammo vending machine has wrong collision. Low.
https://postimg.cc/kDH100Z8
BUG 20: Historic commercial near Rusty Trombone has wrong collision. PRIORITY: Low.
https://postimg.cc/TKJc3Fkt
BUG 21: Wrong collision for wires in houses area. PRIORITY: Very Low.
https://postimg.cc/Fd0kC4Xm
BUG 22: This lady. PRIORITY: Low, since saw 1st time.
https://postimg.cc/zVwQTbLX
BUG 23: Zag entrance bridge has wrong collision on both sides. PRIORITY: Low.
https://postimg.cc/tYRgYHRK
BUG 24: Could see through stairs in Antiques. PRIORITY: Low.
https://postimg.cc/Jy6WDxtK
BUG 25/ISSUE 1: Arcarde guy, An*s Inn employees and some Hobos in building near game start and right where game starts don't make any sound. PRIORITY: Low/Middle.
https://postimg.cc/hz6WvfCb
ISSUE 2: Invisible wall for no reason. PRIORITY: Middle.
https://postimg.cc/SJWR0hst
ISSUE 3: 2 trash cans have default sound. PRIORITY: Low.
https://postimg.cc/1fR0ZK61
ISSUE 4: Default sound for TV: https://postimg.cc/47bbfWn9
ISSUE 5: Default sound+dust when kicking this vegetation: https://postimg.cc/sGgSVytk
ISSUE 6: This dead plant has collision for some reason: https://postimg.cc/sGMX6XFg
ISSUE 7: These crosses have no collision: https://postimg.cc/YjTq2tKQ
ISSUE 8: This transition could be a tiny bit better+less rocks and grass on asphalt is always good: https://postimg.cc/N9SY0kVQ
ISSUE 9; Wires with invisible walls; https://postimg.cc/5jzW3vTF
ISSUE 10: Metal sound for wooden shack+grass through floor: https://postimg.cc/4K0jvN15
ISSUE 11: Why this door in Antiques is closed? PRIORITY: Idk.
https://postimg.cc/LhMnH6KX

BUG 999/ISSUE 999: Let me show you one story, where I decided to travel across 1st level mountains to check their condition. This story is why I changed my mind about condition of 1st level, why P4 collision sounds like a curse word for me now and why I'm disgusted by conditions of wild areas in this game. I won't tell specific locations in most cases, but would post mostly in specific order - you could repeat my travel and see it yourself, if you want. PRIORITY: High, since 1st level.
1. Game start: https://postimg.cc/sM7Ybmrf
2. https://postimg.cc/0K1ZByWj
3. Straight visible hole. Could fall through: https://postimg.cc/PCdfkbpz
4. https://postimg.cc/p9DgV4wm
5. https://postimg.cc/D4gvWmRb
6. https://postimg.cc/ZW0NShyL
7. https://postimg.cc/VSCbJBgr
8. https://postimg.cc/sQPQcjt3
9. https://postimg.cc/T5pxPQjB
10. https://postimg.cc/VSGHNw7L
11. https://postimg.cc/Wtz3f7RB
12. Wrong collision for whole area: https://postimg.cc/GHspbhmz
13. Wrong collision nearby too: https://postimg.cc/QK7rZCJT
14. https://postimg.cc/dkdWqygw
15. https://postimg.cc/PNW691mM
16. Cactus in mountain+invisible walls nearby: https://postimg.cc/R6cRrzn0
17. https://postimg.cc/Mf5mTb52
18. https://postimg.cc/bZsW7sYN
19. https://postimg.cc/gw69Zr1B
20. https://postimg.cc/SJNxz7dT
21. https://postimg.cc/wRxgLgXy
22. https://postimg.cc/7GxpQXfj
23. Wrong collision for whole rock+bush in it: https://postimg.cc/nMS604Zw
24. https://postimg.cc/NKqCzbnb
25. Whole rock is an issue: https://postimg.cc/VSzGYvmC
26. Why is a fence in a mountain? https://postimg.cc/nMN3X0nZ
27. https://postimg.cc/R3CRkYL1
28. Whole rock is an issue: https://postimg.cc/4nvYc3gd
29. https://postimg.cc/0MVNycFq
30. https://postimg.cc/JDf2ZW93
31. https://postimg.cc/NLwhK6Y3
32. https://postimg.cc/fSWBxT89
33. Whole mountain area is an issue: https://postimg.cc/NL067Vgm
34. https://postimg.cc/DJQ7S5Nz
35. Could fall through: https://postimg.cc/qNHQLLDr
36. https://postimg.cc/Lqp92ryW
37. https://postimg.cc/DWHcSPXR
38. https://postimg.cc/tsgdDMdL
39. https://postimg.cc/rKVYXgC9
40. https://postimg.cc/cv696Hzg
41. Also invisible walls nearby: https://postimg.cc/hz8MN7Xw
42. https://postimg.cc/N5jbPFBJ
43. https://postimg.cc/4YKPs0Kp
44. https://postimg.cc/R3KTnnLF
45. https://postimg.cc/dLfRH9W3
46. Also invisible walls nearby: https://postimg.cc/VdJnCCY8
47. https://postimg.cc/t1jxwvFq
48. https://postimg.cc/7GPTYCBj
49. https://postimg.cc/18pgG02L
50. https://postimg.cc/2qSz14Dd
51. https://postimg.cc/CdjWVRyw
52. https://postimg.cc/WDFHY36L
53. https://postimg.cc/NKScjZdt
54. https://postimg.cc/SYJdR1T0
55. https://postimg.cc/XXCxRmCF
56. https://postimg.cc/DSrwRv2D
57. Possible to fall through: https://postimg.cc/NKkQpdDv
58. https://postimg.cc/1V8pKn1b
59. https://postimg.cc/sMdppg60
60. https://postimg.cc/nsTBbYH6
61. https://postimg.cc/YLLWW51H
62. https://postimg.cc/3dpGJH8j
63. https://postimg.cc/SXKj80hv
64. https://postimg.cc/q6BKv1Ls
65. Whole rock is an issue: https://postimg.cc/PprsWz7M
66. https://postimg.cc/jD2G7K59
67. https://postimg.cc/Js3Bjw2N
68. https://postimg.cc/dLbxLCb7
69. https://postimg.cc/JsKZ9V51
70. https://postimg.cc/D4gw8FZ0
71. https://postimg.cc/pmnyJwcG
72. Could fall through: https://postimg.cc/Q9vy1WFn
73. Could fall through: https://postimg.cc/2139cwnX
74. Could fall through: https://postimg.cc/0MZpqgsG
75. https://postimg.cc/3y8NQkJ6
76. https://postimg.cc/NKpYTpBJ
77. Also invisible walls nearby: https://postimg.cc/mtB0wCd0
78. https://postimg.cc/BXzRGkZG
79. https://postimg.cc/w1J4YBbh
80. https://postimg.cc/f3q9Hcj5
81. https://postimg.cc/p5z5XgN1
82. https://postimg.cc/47NbF49b
83. https://postimg.cc/H8r0dS3r
84. https://postimg.cc/MXHm7Txz
85. https://postimg.cc/G96Gvxqj
86. https://postimg.cc/VdMMg0hP
87. https://postimg.cc/wtWsMX1L
88. https://postimg.cc/64Z7MFYf
89. Also invisible walls nearby: https://postimg.cc/G8WtTqd8
90. https://postimg.cc/kBzCJBMG
91. Whole area is an issue: https://postimg.cc/2qffWMZf
92. https://postimg.cc/Y44m44YP
93. Whole area is an issue: https://postimg.cc/D884Zjsg
94. https://postimg.cc/GB95S1sD
95. https://postimg.cc/V5sD7wQk
96. https://postimg.cc/Jynz6tqQ
97. https://postimg.cc/n9HFmzC7
98. Could get stuck: https://postimg.cc/1fkd7dr7
99. https://postimg.cc/30CyMVDj
100. https://postimg.cc/bDjKBB09
101. https://postimg.cc/K4x67C8Z
102. https://postimg.cc/k20Z2pHP
103. Also cactus deals no damage: https://postimg.cc/nCMw0xbt
104. https://postimg.cc/T55g5CSB
105. Could get stuck: https://postimg.cc/gxmLGzYC
106. https://postimg.cc/GTRdvpSr
107. https://postimg.cc/qzbgH853
108. Whole area is an issue: https://postimg.cc/BL4JK6z3
109. https://postimg.cc/zVsZhvLQ
110. Whole area is an issue+stuck area: https://postimg.cc/FfvMP6Vg
111. https://postimg.cc/Z0Q1knLq
112. https://postimg.cc/sMY8ZcCB
113. Whole rock is an issue: https://postimg.cc/WhrYQn39
114. https://postimg.cc/Ty2k5vcS
115. Whole area is an issue: https://postimg.cc/k2ssmhdy
116. Whole area is an issue: https://postimg.cc/G88xvLTM
117. Whole area is an issue: https://postimg.cc/TySrdzNn
118. https://postimg.cc/BjbLjhKp
119. https://postimg.cc/ThvmyrGb
120. https://postimg.cc/4mJ9PsYN
121. https://postimg.cc/dL10D17d
122. https://postimg.cc/gw9cMHgq
123. https://postimg.cc/rzhV6khp
124. https://postimg.cc/VSc19LNK
125. https://postimg.cc/zL5ZbtdM
126. https://postimg.cc/r0FBgd2N
127. https://postimg.cc/MffrrVPV
128. https://postimg.cc/0rh4KXjf
129. https://postimg.cc/Js5Yg1q6
130. https://postimg.cc/T52nK6mw
131. https://postimg.cc/w7GDjnBq
132. https://postimg.cc/qt8KQRxq
133. https://postimg.cc/TpFW6mkh
134. https://postimg.cc/TKb5YwS0
135. https://postimg.cc/B8GL83f0
136. https://postimg.cc/gXjYjtjp
137. https://postimg.cc/CdWFMNgy
138. https://postimg.cc/87pxTJjQ
139. Also invisible walls nearby: https://postimg.cc/jD33KMpP
140. https://postimg.cc/30hn9VG5
141. https://postimg.cc/bZdcQS80
142. https://postimg.cc/DWb9NVS8
143. https://postimg.cc/t7bKBMp4
144. https://postimg.cc/Wt7QCw16
145. https://postimg.cc/cvtkxR0z
146. https://postimg.cc/0z9rxfYk
147. Invisible wall is too obvious. Rocks/Mountains would be better instead: https://postimg.cc/kRF9h0hx
148. https://postimg.cc/4mPsvTcG
149. Also wrong collision here: https://postimg.cc/zLsrDzsC
150. https://postimg.cc/zH5YWdX3
151. https://postimg.cc/sQ3RG62x
152. Grass+this mountain is generally a mess: https://postimg.cc/bs4c9NvK
153. Whole rock is an issue: https://postimg.cc/PLzgHWMj
154. https://postimg.cc/qgZ9pM2z
155. https://postimg.cc/kRJP1hjD
156. https://postimg.cc/4KbHbJXR
157. Rock near Trombone: https://postimg.cc/fSw7xLt1
158. These bushes have no sound: https://postimg.cc/nX2Mdqyk
159. https://postimg.cc/LYKbdrVf
160. On both sides: https://postimg.cc/d7d595K0
Done.
Last edited by Elder_Moloch; May 7, 2023 @ 5:23am
Elder_Moloch Apr 22, 2023 @ 1:07pm 
Levels Part 4.

Monday levels Part 2.

Police Station/Small Mall/Prison Entrance level.
I really like storytelling of some small houses near Prison, even while some are too cluttered. Big, but mostly worth it (if not to nitpick on wilderness areas and area around Small Mall).
BUG 1: Mobility Megastore and area behind it. PRIORITY: High.
1. This carcass of a truck has wrong collision: https://postimg.cc/5XMGXd6X
2. Behind Attila Wafers commercials (where you find job) you could go further and drop below in area, which is effectively point of no return: https://postimg.cc/Bjx4gFkn
3. Mobility Megastore – asphalt nearby sounds wrong. Also a lot of stuff nearby it, has no special sound: https://postimg.cc/sGRbFkdd
4. These barels between entrance to 1st level and Mobility Megastore don't blow up: https://postimg.cc/3d7377LS
5. There is unfinished building in the mountains between Moblity Megastore and Camp: https://postimg.cc/WtH59Hc5
6. Scooter rampage doesn't count killed NPCs: https://postimg.cc/ZCzQBXFT

BUG 2: FInd a Job building. PRIORITY: Low/Middle.
1. Find job building has werid sound nearby it and on the 1st floor office. Also stairs have wrong collision on 2 floors: https://postimg.cc/S2zj1Mq1 / https://postimg.cc/675qdPy0
2. All windows apart from big one on 2nd floor of Find Job building don't break from inside (only from outside): https://postimg.cc/xXPD9FxK

BUG 3: Camp and area. PRIORITY: Middle.
1. Wrong collision for rocks near Camp: https://postimg.cc/HrZn5Xy8
2. 1st floor in Camp has grass everywhere and at least 1 rock: https://postimg.cc/JyCrjxhn
3. Statue of a man near Camp has no collision. Idk, if this statue is needed at all: https://postimg.cc/ft0nxWCN
4. No collision for these objects in all Camp building: https://postimg.cc/hhBc9xkZ
5. Glass doors in Camp have wrong collision only allowing to crouch through them. Also here could be actual interactive door instead: https://postimg.cc/34JW7cg6
6. All Camp windows apart from glass doors don't break: https://postimg.cc/y309RB9p
7. Invisible ladder near camp: https://postimg.cc/Wh8zHSGH
8. Invisible wall near Camp near trailer for no reason: https://postimg.cc/mPGx7G1x
9. Camp floor doesn't sound like wood: https://postimg.cc/dLNwb018
10. Small cabins near Camp have unbreakable glass in windows and doors. Also doors sound like metal and windows have default sound. Also rocks and grass on the floor. Also these objects marked on screenshots have default sound: https://postimg.cc/xcH15x0y / https://postimg.cc/w395HyBD

BUG 4: Prison. PRIORITY: High.
1. Rocks between Prison and Police Station have wrong collision: https://postimg.cc/KRy68Gmg
2. Booth near Prison has grass in it: https://postimg.cc/KKdnX7VX
3. Where the Prison Entrance is you could jump behind fences – it's a point of no return: https://postimg.cc/0b5NcMQ9 / https://postimg.cc/870sFpTN
4. Windows in towers near Prison don't break. Also no proper sound, if I remember correctly: https://postimg.cc/1nBqVRL5
5. Nitpicking. Grass/rocks flying a bit: https://postimg.cc/RWHkjVLX

BUG 5: Small Houses. PRIORITY: Middle.
1. Rock near small houses has invisible side: https://postimg.cc/JGR2gdTJ
2. Bed in 1 of the small houses has wrong collision - and no, it's not nitpicking. It's already hard to move there: https://postimg.cc/tn33ffyc
3. NPCs in small houses area - one washing invisible object, one sitting in the air. This bug is reproducible: https://postimg.cc/3kx1M3sP
4. A bit wrong collision: https://postimg.cc/bGdzDjxn
5. All glass doors in small houses don't break and have no glass sound. This door on a screenshot and 1 in a small house are right near small quest Light Fire and both don't open: https://postimg.cc/0zpRFSfz
6. These doors in small houses area don't open from this side and make NPCs stuck: https://postimg.cc/KkGsJGxV
7. Ladders here in small houses area don't work: https://postimg.cc/D8ndGjfj

BUG 6: Small Mall. PRIORITY: Low/Middle.
1. Near a Small Mall Safespace (near Police Station) there is a buyer of catnip. Stand is floating same as money (if present) nearby: https://postimg.cc/qh3vP7vm
2. At least 1 old male NPC with no pupils near 1st level intrance and Mall: https://postimg.cc/fJJY8TBS
3. NPC sitting in the air. Reproducible: https://postimg.cc/hJm53ygw
4. All windows in Small Mall don't break and have no glass sound: https://postimg.cc/dhgHPRv8
5. These areas near Small Mall have weird sound: https://postimg.cc/k62ptn9d / https://postimg.cc/Vr3mJGxD

BUG 7: Police Station. PRIORITY: High.
1. 2 guys near Police Station have no proper textrures (only colors and numbers). Also they don't make any sound (but that's relatively common issue): https://postimg.cc/YhjsMmHq / https://postimg.cc/hzK99bgk
2. Police Station – officers spawn right before your nose.
3. All moveable chairs in Police Station stick to player: https://postimg.cc/k22zjBcz
4. There is grass in tower near Police Station: https://postimg.cc/xksxGYrg
5. There are detectors in Police Station (and weapon box), which don't affect anything. You could walk freely with weapons in Police Station.
6. If high security evidence room was opened once, it would remain opened each day. Similar thing for armory.
7. A bit of nitpicking, but this area near Police Station could be cleaned a bit: https://postimg.cc/bssN9k6k
8. Police station – some doors missing kick contact sound (have wooden only, when kicking). Red security doors, doors in evidence room and main doors can't be kicked at all.
9. Pigeon Mine sound near Police Station, while I can't find this mine at all.
10. Whole this road could have better collision: https://postimg.cc/fkwdKY7c

BUG 8: Urgent Care area. PRIORITY: Low/Middle.
1. A bit of nitpicking, but one of the rocks between Police Station and Western level has transparent side: https://postimg.cc/8jwTtbBT
2. Wrong collision on both sides for road between Police Station and Western level: https://postimg.cc/PPnBYvgT
3. Area between Police Station and Western level has no NPCs and there are enough empty areas in a game already: https://postimg.cc/tsnK0tG0
4. A bit of nitpicking, but invisible wall near mountain+3rd person camera acts weird between Police Station and Western level: https://postimg.cc/PpfLFqp7
5. Dirt+water between Police Station and Western level has no proper sound: https://postimg.cc/gXwKB46Q

ISSUE 1: No animals on this level apart from few birds and rabbits. PRIORITY: Middle.

Art Gallery/Dam Entrance/Outfit Shop level.
Golden Larry hidden near the bushes in wild area. Has 1 sliding railing. Contains bank like building with closed doors inside, which hopefully would be used in future updates. Central mountain and cliffs near river are a mess. Good with its sizes per content, but wild areas are meh. Big, but worth it. 2 closed buildings.
BUG 1: Shops. PRIORITY: High.
1. Outfit Shop door doesn't open: https://postimg.cc/m1QXDDFY
2. Door in a building near Outfit Shop doesn't open and even changes its placement: https://postimg.cc/MvYhS9Bx / https://postimg.cc/bShxJRPJ
3. Same shop - wrong collision for window and for whatever it's called: https://postimg.cc/B8Dc0vP4 / https://postimg.cc/Fdw4JDsj
4. Riverside shop is closed and unfinished. Also wrong collision for windows: https://postimg.cc/2bQ1CW5C
5. Milk shop, 1 NPC is always sitting in the air: https://postimg.cc/dhPBL5g1
6. Milk shop. These don't expolde: https://postimg.cc/644rQZ0n
7. Milk shop. 2 windows non-breakable: https://postimg.cc/RWLcq4cs
8. Milk shop. This NPC hair+part of clothes disappear from distance: https://postimg.cc/VJgCm482
9. Pet shop. Trader could sell cats in theory.
10. Pet shop. This windows could break better: https://postimg.cc/y3hmMZyP
11. Pet shop. Door doesn't open from this side: https://postimg.cc/zHDw1f2Y
12. Pet shop. Wrong collision: https://postimg.cc/MvMMfRQr
13. This ladder has no sound: https://postimg.cc/gXhcky5v
14. This window has wrong collision: https://postimg.cc/PPSC7ykx
15. Door is bugged and doesn't open: https://postimg.cc/mzWk967d
16. NPCs always partly stuck here: https://postimg.cc/gnjzxPfz
17. This graffiti disappears under certain view: https://postimg.cc/KR0Cz7fJ

BUG 2: Houses. PRIORITY: High.
1. Most items in houses don't have own sound/have default sound. On top of that even some doors at least near 1st level entrance missing proper sound when you kick them – there even could be situations, when it's present from one side, but missing from another:
2. Area near 1st level: This house is closed+missing textures: https://postimg.cc/QKbJw7X3
3. Washing machine missing collision (house is similar to Commercial one too): https://postimg.cc/sBh88TbC
4. Could see through roof+drain: https://postimg.cc/KKSQKxpC / https://postimg.cc/F1Bydh7G
5. Missing texture: https://postimg.cc/y3gSXSkj
6. Missing door sound on this side+2 doors with default sound in same house: https://postimg.cc/tZfsTC2x
7. Invisible object: https://postimg.cc/JGChdFgM
8. NPC is always fully stuck here. Also NPCs in houses on this level don't get out from houses most of the time: https://postimg.cc/cvX4CLJL
9. Could see through ceiling here: https://postimg.cc/qNSByZ2P
10. Houses in the North. Missing collision: https://postimg.cc/56tfGMgc
11. Ceiling of 2nd floor is too low in this house and can be watched through. https://postimg.cc/62RFp1qB
12. No texture: https://postimg.cc/cKBj0v1F
13. Invisible railings on both sides: https://postimg.cc/F1B6r5mX
14. Default sound+small space in a room (could open only with kick): https://postimg.cc/Yvwb0tsZ

BUG 3: 1 non-pickable item due to invisible walls near a bridge. Invisible walls are present on both sides. Also rarely NPCs stand near wall with wrong animation here. PRIORITY: MIddle.
https://postimg.cc/0bTzFzSF
https://postimg.cc/yDTdSHD6
BUG 4: During Tuesday and other days Sewer level entrance has duplicate of a door. 1 is closed, 1 could be opened. PRIORITY: Very Low.
https://postimg.cc/mzjd6x6p
BUG 5: At least few old male NPCs with missing pupils. PRIORITY: Low.
https://postimg.cc/jLqyxw31
https://postimg.cc/zyXZGd24
https://postimg.cc/WqjYf3Qx
https://postimg.cc/Snvp2Zww
https://postimg.cc/Sn3xFNN2
BUG 6: Periodically small chickens die on this level and sound of their death is heard on whole map. PRIORITY: Low.
BUG 7: Cactus even in tree. PRIORITY: Low.
https://postimg.cc/dLyjbnFJ
BUG 8: Hole near bridge: PRIORITY: Middle.
https://postimg.cc/06Dp3N1Z
BUG 9: Couch with no collision in desert part. PRIORITY: Low/Middle.
https://postimg.cc/zy5scyhX
BUG 10: Holes near Sewers entance. PRIORITY: Low/Middle.
https://postimg.cc/218HWhvv
BUG 11: Area near hotel - wrong collision for this metal piece. PRIORITY: Low.
https://postimg.cc/Z09zB9pC
BUG 12: Hotel - no collision for all TVs here. PRIORITY: Low/Middle.
https://postimg.cc/5YL5TqDX
BUG 13: Dam entrance - wrong collision on both sides. PRIORITY: Low/MIddle.
https://postimg.cc/2VgC0QFp
BUG 14: NPCs partly stuck here. PRIORITY: Middle.
https://postimg.cc/Bj1HzBr2
BUG 15: Wrong collision near a bridge. Also Launcher is shaking. PRIORITY: Low/Middle.
https://postimg.cc/PNwHPpn2
https://postimg.cc/sGRNB25N
ISSUE 1: Stairs with sliding bars, near 1st level entrance/bridge draws too late that it's too visible. PRIORITY: Low/Middle.
https://postimg.cc/jDDhQnb1
ISSUE 2: Buyer of the cats in the north-west desert part, buys up to 135 cats in one go. PRIORITY: Low/Middle.
https://postimg.cc/QBPrtTqJ
ISSUE 3: Art Gallery has missing painting behind Gallery lady, even when you collect all paintings. It's confusing. PRIORITY: Low/Middle.
https://postimg.cc/BjF4W0b0
ISSUE 4: Golden Larry hidden in wild area near the bushes where nothing else is placed apart from billboard. Also ladders for billboards don't work. PRIORITY: Low/Middle.
https://postimg.cc/cvQBRLMv
https://postimg.cc/DJkfm2DW
ISSUE 5: Trader near 1st level entrance buys 125 E. Drinks in one go. PRIORITY: Low/Middle.
https://postimg.cc/FYB8TYFq
ISSUE 6: Both these areas have bush sound for whole ground when kicking. PRIORITY: Low/Middle.
https://postimg.cc/bD8Lznzs
https://postimg.cc/4Y7WwZLN
ISSUE 7: Hotel - this suitcase blocking door from this side. PRIORITY: Low.
https://postimg.cc/4Ht9mfXn
ISSUE 8: Dam entrance - doors have unbreakable glass. PRIORITY: Low.
https://postimg.cc/qg0hLTBc
ISSUE 9: Bank like building - this glass doesn't break from this side. Music could be heard outside of building here. PRIORITY: Low.
https://postimg.cc/hJ5smGR0
https://postimg.cc/ctQBPMgD
ISSUE 10: Not sure, but these doors may have default sound. PRIORITY: Low.
https://postimg.cc/Lq1Dzp4K
ISSUE 11: Sitting here could be a bit better. PRIORITY: Low/Middle. https://postimg.cc/87kG9rCD
ISSUE 12: These barrels don't blow. PRIORITY: Depends from design.
https://postimg.cc/MfjmwTHZ
ISSUE 13: Near Milk shop cart jumps like on invisible object. PRIORITY: Low.
https://postimg.cc/F1LMnnMw

BUG 9999/ISSUE 9999: I barely touched mountains and river bank, but it's in poor shape. River area could easily kill you. Central mountain hides at least 2 items, which can't be picked due to invisible walls. And other mountains are in poor shape in general. PRIORITY: Very High.
1. River bank: https://postimg.cc/6TbMtqyc
2. https://postimg.cc/dh2RkVtz
3. https://postimg.cc/dhjdQN5F
4. https://postimg.cc/Z0NWKDqQ
5. Also stuck and can only fall down: https://postimg.cc/vxwHVbmN
6. https://postimg.cc/k6K79zyF
7. Here is dead zone right after fence - you step on a rock and die instantly: https://postimg.cc/JG1RVTHZ
8. This rock has hole in it and makes you slide to death: https://postimg.cc/xqg1CD2t
9. Central Mountain is a mess of missing collision and invisible walls there are at least 2 items that are hidden behind invisible wall: https://postimg.cc/S2cjPK1m
10. 1 item: https://postimg.cc/Mn0Pz0cB
11. Another item: https://postimg.cc/CBRsnbKm
12. https://postimg.cc/75Bz1bdc
13. https://postimg.cc/sGRGfWGB
14. Area nearby: https://postimg.cc/PPDhz7ck
15. Other mountains I didn't check much, but level start tells a lot about their condittion. In this case for example whole mountain is an issue: https://postimg.cc/0KgX8VCp
16. https://postimg.cc/Jtmdd2GL
17. https://postimg.cc/JDnnxqVC
18. https://postimg.cc/Rq2F1Kg2
19. A bit of nitpicking related to grass+rocks floating: https://postimg.cc/4K4N453H
20. https://postimg.cc/23WmDJxX
21. Near 1st level entrance: https://postimg.cc/343Qkmhb

Sewers level: As it turned out, I missed hostile group Sewer Hobos here! That changed a lot, actually.
I lost in sewers in my 1st run, so it was a bit tedious to find last few bulbs. Overall, fine, nothing special, but I'm upset that secret with gnome doesn't give you anything. Didn't like rats on pacifist runs and sewers as location is meh in terms of design. On a flip side - very polished level, maybe even most polished in the game! FIne for its sizes too, but could have a bit more secrets per territory. 1st closed level, which can't be visited later.
Inconsistency 1: Not all sh*t piles could be destroyed (similar on a world map). PRIORITY: Low.
Last edited by Elder_Moloch; May 7, 2023 @ 5:22am
Elder_Moloch Apr 22, 2023 @ 1:45pm 
Monday levels Part 3.

Prison level.
I didn't like this level. Design is meh and up until it I tried to play pacifist, but when I tried to taze prisoners some of them didn't fall and some get up too quickly (I made 2 successful pacifist runs later). Didn't find secret codes for Weapon rooms (as it turned out you could only find them with guides, which is awful). Quite polished level though. FIne for its sizes - would be cool, if would be reused for imprisonment mechanic. 2nd closed level.
BUG 1: I got 1 kill without killing anyone on Nigh-Impossible difficulty here. PRIORITY: Middle/High.
BUG 2: My travel through prison. PRIORITY: Low/Middle.
1. Collision: https://postimg.cc/CRLBC0jw
2. Hard to move. Maybe move back a bit: https://postimg.cc/YLz0gD04
3. Invisible object here for all A/B/C blocks near panels: https://postimg.cc/HrcJv2PN
4. 1st floor cells: https://postimg.cc/bDBc5Q56
5. 2nd floor cells: https://postimg.cc/3059WN08
6. Nitpicking on collision: https://postimg.cc/TyKc9gr2
7. Fire doesn't burn anyone: https://postimg.cc/Hrqt6j3Q
8. Curtain on this side only: https://postimg.cc/kDgWFx90
9. Collision: https://postimg.cc/Vr65MWM4
10. Stairs: https://postimg.cc/CZvxFnt8
11. Collision could be a bit better: https://postimg.cc/ZCkKKSfw
12. Collision: https://postimg.cc/hXDnfPV1
13. Nitpicking on collision: https://postimg.cc/N2vqYggT
14. Another ceiling case: https://postimg.cc/v19wKgyM
15. Collision: https://postimg.cc/HVJZ3Gd1
16. Collision for all similar pipes too: https://postimg.cc/kDHw2j81
17. Could see through this when jumping only: https://postimg.cc/RNf1Nvvh
18. Invisible object here: https://postimg.cc/FkSSdx58
19. Locker in armory: https://postimg.cc/ZWHddR2b
20. Locker in armory 2: https://postimg.cc/kRy89vrm
ISSUE 1: You could see burning things before revolt starts. PRIORITY: Low.
https://postimg.cc/mhgHWRLG
ISSUE 2: You can't shoot through prison fences, meanwhile melee works through them. PRIORITY: Low.
https://postimg.cc/rKT7whHc

Tuesday levels.

Mexican level.
Mansion is absolutely static and dead. Other areas are at least better. Fine sizes, if not to count Mansion and desert, but area apart from Mexican town isn't very interesting to explore.
BUG 1: Behind mansion on a second floor near round wall of a mansion you could fall through textures and either get stuck or fall through map. PRIORITY: High.
https://postimg.cc/qhcnGvn3
BUG 2: You could effectively walk near border wall, until you reach out of bounds area. If to fall through this hole it would spawn you in Commercial level with constant desert slow down effect. Reloading manually fixes it. PRIORITY: Very High.
https://postimg.cc/XX8dGXnM
BUG 3: If cow was attacked its hostile sound would be heard anywhere on the level equally. PRIORITY: Low, since there are only 3 cows in game.
BUG 4: At least 3 old male NPCs without pupils (so I was right about this pattern). PRIORITY: Low.
https://postimg.cc/Z0sGgWGt
https://postimg.cc/K1SHSBQV
https://postimg.cc/GBq7YZqm
BUG 5: A lot of birds are stuck in the ground usually. PRIORITY: Low/Middle.
https://postimg.cc/kD4S89tg
ISSUE 1: As mentioned before P3 Rampage is placed in the desert, where nothing else is placed. PRIORITY: Low/Middle.
ISSUE 2/Inconsistency 1: Cactuses near Mexican boss mansion thankfully don't deal damage. PRIORITY: Low.
ISSUE 3: Loading zone could be a bit earlier between Commercial and Mexican levels in desert part of Mexican level. PRIORITY: Middle.
https://postimg.cc/G95kYcRf
ISSUE 4: Pigeon Mine sound near statue of Big Baby, while I can't find this mine at all. PRIORITY: Low.

Commercial (near Big Mall) level.
Feels a bit too big for its sizes compared to content. Otherwise - interesting level.
BUG 1: Near scooter challenge between another building on a left and mattress on a right, there is a slightly visible hole in a road. It makes you fall through a map. PRIORITY: Very High.
https://postimg.cc/nXkzCCys
BUG 2: 1 washing machine partly missing it's collision. PRIORITY: Low.
https://postimg.cc/2bm36n6B
BUG 3: Near teleport there is NPC buying 95 catnip in one go. PRIORITY: Low/Middle.
https://postimg.cc/B8Pw61ys
BUG 4: This stuff in mountains near transition to Mexican level near big baby statue. PRIORITY: Very High.
https://postimg.cc/1fkp3Zg7
BUG 5: 2 old male NPCs without pupils. PRIORITY: Low.
https://postimg.cc/V0Mk72Y5
https://postimg.cc/Mv5tQ0n6
BUG 6: You could see through ceiling of BDSM club, since ceiling is too low. PRIORITY: Low.
https://postimg.cc/N5TWNWDB
BUG 7: Collision is so poor in this area that it even affect a road. PRIORITY: Middle.
https://postimg.cc/TLq4fZTP
ISSUE 1: This zap zone could look a bit better. PRIORITY: Low.
https://postimg.cc/hzPgr1SS
ISSUE 2: Nitpicking. PRIORITY: Low.
https://postimg.cc/kD7KfK6w
ISSUE 3: Nitpicking. PRIORITY: Low.
https://postimg.cc/18KZ0kLv

Western level.
Interesting addition, even though I would prefer more remarkable buildings over completely new style. Few secrets hidden in bushes/wild area. A bit too big for its sizes (even, if feels smaller than other levels) vs content. It feels like there are not many NPCs around there. Also, almost all buildings apart from few are closed, which is meh and all apart from 1 have no NPCs, which makes this level feel even more static and not filled: 9 closed buildings in total and all others apart from 1 are empty (some don't even have anything in them).
BUG 1: Town. PRIORITY: Middle
1. 2nd and 3rd floors no wooden sound: https://postimg.cc/sGp5QTV7
2. 3 NPCs are stuck here: https://postimg.cc/F7NLCgrC
3. All these things like this: https://postimg.cc/5Q16GbVQ
4. All like this. Looks really bad: https://postimg.cc/vgwrYRyb
5. 1 sitting fully in the air+others also a bit: https://postimg.cc/G9hBk3q6 / https://postimg.cc/kDcGj2j7
6. Again, bad textures: https://postimg.cc/nj5tj1dF
7. No collision for door: https://postimg.cc/4Y5kbG8F
8. All non-pickable on this level, if you have Black Hole Backpack: https://postimg.cc/m1284x3h
9. Item always floating: https://postimg.cc/nCscVXhY
10. Always sit in the air in whole area: https://postimg.cc/LYNLSJ8F
11. Can't walk into room+one actually opens: https://postimg.cc/sBSmbMgg
12. 1st closed building: https://postimg.cc/ykkbvYck
13. 2nd closed building+no floor in a building: https://postimg.cc/rzQp5gNq
14. 3rd closed building: https://postimg.cc/67gr6tT1
15. 3 more closed buildings: https://postimg.cc/kRPVV5QD
16. Default sound: https://postimg.cc/jwT2tSyX
17. Default sound: https://postimg.cc/hf7PNmdm
18. Doors are bugged: https://postimg.cc/8JHtpsfB
19. Invisible wall on both sides: https://postimg.cc/pmWVr6Sf
20. Could see through roof: https://postimg.cc/LJFRw6L6
21. Nitpicking on grass in a building: https://postimg.cc/FdD2KhYc
22. No collision+grass: https://postimg.cc/qhDjYLDV
23. No collision for marked: https://postimg.cc/NLy3t967
24. No collision+wrong sound+grass in a building: https://postimg.cc/qh5mNwTB
25. No floor+default sound for small+NPC is stuck here+echo (but last is a common issue for interior): https://postimg.cc/fVy3wQK9
26. NPC is stuck: https://postimg.cc/1nTt5v9r
27. NPC is stuck+bird in the ground: https://postimg.cc/1gBBTq9Q
28. NPC is stuck: https://postimg.cc/LYN12t7H
29. NPC is stuck and also bad hair: https://postimg.cc/mPPkHxnW
30. Some objects here missing wooden sound: https://postimg.cc/RJ3KDhRC
31. Windows could be a bit bigger here: https://postimg.cc/1nyWKS1t
32. Default sound for floors and door: https://postimg.cc/z37f7FKX
33. Default sound: https://postimg.cc/JscYH0Sg
34. Default sound: https://postimg.cc/WD9vrXxQ
35. Default sound+no water in fontaine: https://postimg.cc/BPpcQPjc
36. Default sound for all: https://postimg.cc/ZWB7jj9G
37. Default sound: https://postimg.cc/2397Jhfr
38. Default sound+no collision+buggy legs: https://postimg.cc/9wbK5MVs

BUG 2: Church. PRIORITY: Low.
1. All coffins on the ground have grass in it: https://postimg.cc/FfFpd4tV
2. Rabbit is always stuck here: https://postimg.cc/873ksL0p
3. Nitpicking on medkit in a rock: https://postimg.cc/4KJP7h70
4. These walls on both sides could have a bit better textures+running animations are working when crouching: https://postimg.cc/RJzNhwq6
5. No wooden sound: https://postimg.cc/CnDrHpFr
6. Secrets like this: https://postimg.cc/Z0rLcc8Q
7. Secrets like this: https://postimg.cc/YGjCSbpC
8. Default sound for fence and wooden structure: https://postimg.cc/sMvz71kT

BUG 3: Railway Tracks area. PRIORITY: Low.
1. It's possible to see Wednesday content (where Toilet Cult is) while climbing east mountains (near railway station). Entering Toilet Cult mission would make you stuck.
2. Fence collision could be better: https://postimg.cc/dL9vGt8g
3. Grass in a building (but it might be intended, idk): https://postimg.cc/ftXQywz2
4. No collision: https://postimg.cc/GTd31BFJ
5. All cactuses in this area don't deal damage: https://postimg.cc/Wh9ZXjVf
6. Barely any NPCs here: https://postimg.cc/KkJcxGJ6
7. Barely any NPCs here as well: https://postimg.cc/nXbXdL52
8. Secret in bushes behind invisible wall: https://postimg.cc/MvF7zRTY
9. Wagons here in general could have no ground in them: https://postimg.cc/Hr1hTfjz
10. https://postimg.cc/CzS8Y7SD
11. Metal sound, if I remember it correctly: https://postimg.cc/gxrHFsHs
12. Wrong sound: https://postimg.cc/MfDmxrLP
13. Wrong sound: https://postimg.cc/SXCZ3Vm5
14. Wrong sound: https://postimg.cc/hzM0R56C

BUG 4: Trailer Park area. PRIORITY: Very High.
1. There is a tunnel in eastern part of a map, which leads to a huge hole/out of bounds: https://postimg.cc/Z9HLmKRh / https://postimg.cc/B8Sxm9C7
2. Cat in asphalt: https://postimg.cc/Wh4zYpRk
3. 7th closed building: https://postimg.cc/MMP2nS9C
4. 8th closed building: https://postimg.cc/H8g58qjt
5. 9th closed building+ladders don't work+default sound for all: https://postimg.cc/XZX7xQT6
6. Building is empty: https://postimg.cc/56Yr5G9M
7. Nitpicking a bit: https://postimg.cc/w3JJhQKG
8. NPCs are always stuck here: https://postimg.cc/75c03sLj
9. No water+dirt sound: https://postimg.cc/LnQ1SCjh
10. Default sound for all: https://postimg.cc/qzFzStd3
11. Default sound for this part: https://postimg.cc/34r8d7Th
12. Piss on people rampage doesn't work: https://postimg.cc/WhHcD53S
13. Another old NPC with no pupils: https://postimg.cc/DmhsWKYf
14. This road could be a bit smoother: https://postimg.cc/fSkM3LGg

BUG 6: Toilet Cult area. PRIORITY: Middle.
1. This looks bad: https://postimg.cc/9RqJZpn1
2. Invisbile wall: https://postimg.cc/HjX6L65k
3. Cat sound, but no cat: https://postimg.cc/hQBbxqxP
4. Floating grass: https://postimg.cc/RWyPFyPq
5. Nitpicking on floating tree: https://postimg.cc/pyRspDBQ
6. No NPCs apart from protestors and 1 trader in whole area: https://postimg.cc/8jCwbN9j
7. A bit wrong collision: https://postimg.cc/zLwnrc6s
8. Default sound: https://postimg.cc/rz7zf9Yx
9. Default sound: https://postimg.cc/ZW4bQsPB
10. Default sound: https://postimg.cc/sMjzmQy5
11. Default sound: https://postimg.cc/t738cqBk
12. Default sound: https://postimg.cc/rDmbzSMZ
13. Default sound: https://postimg.cc/R6rbPyf2
14. Default sound: https://postimg.cc/PNMTwQnd
15. Default sound: https://postimg.cc/S2fFck5g
16. These thing on a road exist only on Western level, but not on Commercial. PRIORITY: Low.
https://postimg.cc/gL0F5Y3p

BUG 7; Birds often get stuck in the ground on this level. PRIORITY: Low/Middle.
https://postimg.cc/Czf0bj0d
ISSUE 1: Some of these plants have collision on this level. PRIORITY: Low.
https://postimg.cc/WtG6zyF4
ISSUE 2: All windows apart from 1 don't break on this level. PRIORITY: Middle.
https://postimg.cc/5jP9BwrM
ISSUE 3: No Police. PRIORITY: High.

BUG 99999/ISSUE 99999: This is a story similar to 1st level, but a bit different, since I was able to get to a place, which I think shouldn't exist in a first place, so it won't eat resources. Regular issues with holes, stuck areas and collision are present. PRIORITY: Middle.
1. Area of transition between Police Station and Western levels. Collision as always: https://postimg.cc/4HRQp4fY
2. Big hole right at the start. Could fall through: https://postimg.cc/sML6vrhh
3. Collision (whole mountain like this): https://postimg.cc/KkGMbK8r
4. Collision: https://postimg.cc/zLJBbsYq
5. Collision: https://postimg.cc/nCbn9yqN
6. Collision: https://postimg.cc/ZBd1Tqsn
7. Collision: https://postimg.cc/FdpnFJg9
8. Collision+invisible wall nearby: https://postimg.cc/5X9y6cVb
9. Floating rocks: https://postimg.cc/G4PfgN88
10. Collision: https://postimg.cc/21Jxw7Tb
11. Collision: https://postimg.cc/py6YxZb0
11. This area: https://postimg.cc/H8wpSzQp
13. Collision: https://postimg.cc/PPdhXmWw
14. Invisible wall: https://postimg.cc/y3sqNHZH
15. Collision: https://postimg.cc/0M8Rkvmq
16. Collision: https://postimg.cc/V56pDDW4
17. Collision: https://postimg.cc/56zPRGY5
18. Collision: https://postimg.cc/21bBGR1m
19. Collision+invisible wall: https://postimg.cc/1fgth0sr
20. Whole area is an issue: https://postimg.cc/zLq8BTZM
21. Whole mountain is an issue: https://postimg.cc/N201wdxx
22. Whole mountain is an issue: https://postimg.cc/NLL9B2cb / https://postimg.cc/Z09R1k8M
23. Stuck area: https://postimg.cc/CZPhQJz0
24. Collision: https://postimg.cc/hQxKhBM4
25. Collision+I'm not sure I should be able to get here: https://postimg.cc/1gtPw6Mj
26. Looks weird: https://postimg.cc/K4nXKJxY
27. Stuck area (but again, I shouldn't be able to get here): https://postimg.cc/KRwsJTZW
28. Collision: https://postimg.cc/qzy8H6sS
29. Collision+marked too: https://postimg.cc/3ySGFXh4
30. Collision: https://postimg.cc/WhNJCY4F
31. Whole area is an issue: https://postimg.cc/75cGCxn0
32. Whole marked area is an issue: https://postimg.cc/xXW8f69P
33. Whole area is an issue: https://postimg.cc/TyRSD622
34. Whole area is an issue: https://postimg.cc/m1NCM0gR
35. Whole area is an issue: https://postimg.cc/mcz9Vcgm
36. I shouldn't get here+collision+invisible walls for whole area: https://postimg.cc/qzJjwLVQ
37. Inivisible side+invisible wall: https://postimg.cc/tsL3KdfK
38. Stuck behind barrel on the other side: https://postimg.cc/KkmMb05H
39. Collision: https://postimg.cc/mh2H66kc
40. Collision: https://postimg.cc/dZ1nss9p
41. Collision+marked area too: https://postimg.cc/G98yCTPr
42. Small hole: https://postimg.cc/jL6CxHDV
43. Collision: https://postimg.cc/fJsTrVB8
44. Collision: https://postimg.cc/KK58Fxjn
45. Floating rocks and grass: https://postimg.cc/gnRdmmBn
46. Whole area is an issue: https://postimg.cc/D4GVvP6t
47. Instant death area: https://postimg.cc/D4GVvP6t
48. Collision: https://postimg.cc/zVqpXkxK
49. Collision+marked too: https://postimg.cc/VrjBzSMK
50. Collision: https://postimg.cc/sMsLqhQD
51. I'm not sure I should be able to access this area: https://postimg.cc/SjcD4KpX
52. Collision for this area: https://postimg.cc/d78jYWzb
53. Collision+stuck in this area: https://postimg.cc/MvSxZXMg
54. Collision+stuck in this area again: https://postimg.cc/67wGdBmP
55. Collision for this area: https://postimg.cc/nsvgPGTz
56. Collision: https://postimg.cc/5jHq92d5
57. This area exists and eating resources (I'm also surprised that someone made collision there): https://postimg.cc/4Y1p2KVG
58. Collision: https://postimg.cc/yJkWhWTv
59. Floating mountain: https://postimg.cc/Czh8Bh96
60. Floating object: https://postimg.cc/8s5Djxtm
61. I though it was the end of my journey, but then remembered that I didn't check some stuff: https://postimg.cc/HVDSfyc8
62. Collision: https://postimg.cc/t1Yt1qnH
63. Collision+marked too: https://postimg.cc/mz9YwmSX
64. Whole mountain is an issue: https://postimg.cc/SX2CSgHS
65. Whole area is an issue: https://postimg.cc/s1R6LWZQ
66. Collision: https://postimg.cc/xX7g3N2d
67. Invisible wall: https://postimg.cc/QHdbLJNt
68. Nitpicking on floating grass: https://postimg.cc/DWkLzrh1
69. This mountain could look a bit better, rather than like melted cheese: https://postimg.cc/QBhCP0sY
70. Nitpicking on textures: https://postimg.cc/56Vh8Gmr
71. Collision: https://postimg.cc/Wq6f9N7H
72. Collision: https://postimg.cc/NLkcCBLt
73. Collision: https://postimg.cc/bs5F3B08
74. This is how you could get to Toilet Cult level (and get stuck on Tuesday, if you visit it): https://postimg.cc/cKBhy93v
Last edited by Elder_Moloch; May 9, 2023 @ 9:50am
Elder_Moloch Apr 24, 2023 @ 9:57am 
Wednesday levels. open levels are a mess.

Estate/Mike J. Mansion level.
Too many closed buildings. Mansions look unfinished. Small houses look like Ctrl+C Ctrl+V addition (even guitars at the same place). Didn't like it. Appreciated in memory of and friendship signs - very humanly. Also I like how Estate is near toxic factory. Funny look. Too huge vs content - maybe due to sizes it feels like there are barely any NPCs on the level.
BUG 1: As mentioned before, there are at least 2 swimming pools in eastern part of a map, which makes you effectively stuck. PRIORITY: Very High.
https://postimg.cc/NL7SK8yg / https://postimg.cc/gXwcYSck
https://postimg.cc/fJ7dnLgq / https://postimg.cc/xqBrDjbm
BUG 2: As already mentioned, small quest with cleaning a house doesn't finish. PRIORITY: Middle.
https://postimg.cc/rz8XxZrT
BUG 3/ISSUE 1: Mike J rampage could be started before Mike J appears and has no timer. Also doesn't work. PRIORITY: Low.
https://postimg.cc/JHh2ggNB
BUG 4/ISSUE 2: You could fall in pipes near Mike J mansion without ability to go back. PRIORITY: High.
https://postimg.cc/CBDGR4mS
BUG 5/ISSUE 3: Similar to Western level Spray Cans near Mike J mansion aren't pickable, if you reached maximum and have Black Hole Backpack. PRIORITY: Low.
https://postimg.cc/cvbkYXMn
ISSUE 4: I saw at least 2 NPCs walking backwards. PRIORITY: Low.
https://postimg.cc/PL3bDqKT

Industrial level.
Worst level in my opinion. Most boring, tedious and unpleasant to explore. Everything looks same, invisible objects etc. Unfortunately, there are enough collectibles here. If other levels are fixable, I don't know what to do with this one. Make it more unique, please. At least paint buildings in different colors and give them signs.
Has one sliding pipe. Sizes vs content - horrible value. Maybe due to sizes it feels like there are barely any NPCs on the level.
BUG 1: All doors in shacks in the south part of a map have no collision, so it's possible to walk through them+no floor for shacks. PRIORITY: Middle.
https://postimg.cc/BtxbQzGG
BUG 2: At least 1 floating Car I could remember here. Somewhere in the south area. PRIORITY: Low/Middle.
https://postimg.cc/xq40ZVp8
BUG 3: At least 2 big trucks in a huge barn in the south almost fully without collision. PRIORITY: Low/Middle.
https://postimg.cc/QHfThzpd
BUG 4: Enough ladders have no collision here. PRIORITY: Low/Middle.
https://postimg.cc/hJBt1b02
BUG 5: NItpicking, but ground collision could be lower. PRIORITY: Low.
https://postimg.cc/18VmhVpV
BUG 6: These things have no collision either. PRIORITY: Middle.
https://postimg.cc/QHT23LLp

Kunny Island level.
Found Foam Hammer on Kunny Island near Sircumzier attraction, which works only from Foam Hammer (and fully works with Vitamin X). Somewhere between fine and a bit too big vs content. Relatively polished, though. Hostiles spawning constantly. Also too loud and noisy here. 5 closed buildings.
BUG 1: I'll post again all in one, especially due to fact that level not that big and most places are remarkable. PRIORITY: Middle.
1. All windows in these shacks don't break (but I'm not sure they even have actual glass)+metal sound: https://postimg.cc/PNH9rGSH
2. Pieces of door move you all around like P2 trash cans (also the only breakable door, I remember): https://postimg.cc/68ZfvqQm
3. Door+windows glass doesn't break: https://postimg.cc/WD2q11qr
4. Don't know how to win - baloons are always filled: https://postimg.cc/VSxyFd90
5. Baloons look like blown, when getting closer: https://postimg.cc/vcZQTx0G
6. All NPCs in these kiosks are basically stuck: https://postimg.cc/bSvKykpM
7. Also can't shoot through these objects: https://postimg.cc/yJgxd3YD
8. Collision could be a bit better: https://postimg.cc/F7HLvRcL
9. Similar to Big Mall all employees of Tacos don't talk: https://postimg.cc/fVXTQnHd
10. All don't break+no glass sound: https://postimg.cc/MMLhGXHp
11. At least 3 shacks with Larry similar to Industrial level with doors without collision+no floor in them: https://postimg.cc/G865CNgB
12. Water is hard to move+drowning you when trying to get to surface: https://postimg.cc/grqT5Mq0
13. Both closed: https://postimg.cc/232xhg7n
14. See through roof only when jumping: https://postimg.cc/2L6h087h
15. Animation for NPC a bit too high or these objects are a bit low: https://postimg.cc/GBCDZjjc
16. Left NPC slightly stuck (unstuck later - I usually don't include such cases, but let it be once)+NPC standing wrong without moving: https://postimg.cc/xXy8bVK2
17. Bushes in both shacks: https://postimg.cc/B8FjQPMm
18. Textures slightly flicker on both roofs: https://postimg.cc/jDw5ZJ0R
19. I tried to get to closed area and got stuck in it: https://postimg.cc/DWQ7MrC3
20. This attraction doesn't work, while you could sit there: https://postimg.cc/fkPQ5qw0
21. Rampage with pissing doesn't work+big closed building+glass doesn't break: https://postimg.cc/9RCVyDYX
22. All kiosks like this have floating cash registers nearby: https://postimg.cc/5jtW1dPr
23. Another attraction doesn't work: https://postimg.cc/SJpLCqwT
24. No water effect in water: https://postimg.cc/Lgk1NYry
25. Could see through stairs: https://postimg.cc/Y44LTy5L
26. Collision: https://postimg.cc/QVnV1rHL
27. Collision: https://postimg.cc/0bd3h9mF
28. No collision for both rocks: https://postimg.cc/xJvhYQhX
29. No collision+area affected: https://postimg.cc/G4RBhx49
30. All shacks like this has such collision: https://postimg.cc/svdxw49K
31. Ladder doesn't allow to climb straight - you need to come from right side to get on it: https://postimg.cc/gLvYf1qs
32. Collision+roof is the same: https://postimg.cc/zyLJNLj3
33. Roller coaster doesn't work after used: https://postimg.cc/Z97FdMNw
34. Could see through this boat, while swimming: https://postimg.cc/N9bMM3r0
35. Rabbit stuck in water: https://postimg.cc/XGvW2ppV
36. A bit wrong collision for boat in general: https://postimg.cc/K3r5RvDM
37. Flip off people doesn't work+leaves you only with 1HP: https://postimg.cc/yghfSPVx
38. No collision for object+closed building: https://postimg.cc/R35QQHpH
39. No collision for whole roof of that building as well: https://postimg.cc/5jYy1R2f
40. Small side quest NPC is bugged: https://postimg.cc/fJVr8YC2
41. Collision for stairs is wrong+closed building: https://postimg.cc/jWWs4D9y
42. No collision for this object+invisible from other side: https://postimg.cc/vx798qt8
43. Weird trembling when touching walls: https://postimg.cc/8JzCV4PW
44. No collision for whole object up to the roof: https://postimg.cc/LqrxcCVQ
45. Stairs could be a bit more smooth in general: https://postimg.cc/k6qTMVkW
46. Nitpicking. This object could be cut a bit, since it's already hard to move in this building: https://postimg.cc/zHLKq8Xn
47. Collision requires you to crouch: https://postimg.cc/FYxd57gM
48. No collision for whole object: https://postimg.cc/9wT0xMQN
49. A bit better collision for these railings, please: https://postimg.cc/VJHwCwYS

BUG 2: Some hostile NPCs from Kunny staff aren't hostile. PRIORITY: Middle.
ISSUE 1: No Police. PRIORITY: High.
Last edited by Elder_Moloch; May 7, 2023 @ 5:45am
Elucidator Apr 25, 2023 @ 5:56am 
Looks like an interesting read to me. I hope you don't mind me reading it as well. Its always amazing to see someone put in so much effort into a good review, whether I agree or disagree with it. I'll wait till you finish editting and adding screenshots before reading it if you don't mind. ;p

(I'm just another gamer by the way, I'm not part of their team or anything. I do like it when people put a lot of effort into their posts and reviews.)
Last edited by Elucidator; Apr 25, 2023 @ 6:02am
Shekelstein Apr 25, 2023 @ 7:45am 
Scrap any other bug report or feedback, this is everything we need!
Elder_Moloch Apr 26, 2023 @ 4:39am 
Originally posted by Elucidator:
Looks like an interesting read to me. I hope you don't mind me reading it as well. Its always amazing to see someone put in so much effort into a good review, whether I agree or disagree with it. I'll wait till you finish editting and adding screenshots before reading it if you don't mind. ;p

(I'm just another gamer by the way, I'm not part of their team or anything. I do like it when people put a lot of effort into their posts and reviews.)
Thank you for appreciation. Of course I don't mind you reading this. Why would I? It's just not that interesting to read probably - mostly feedback, issues and bug reports from old fan. And also I struggle with English (especially with times), so it could be annoying to read.
And no, I don't mind - read whenever you want.

-----------

Originally posted by Shekelstein:
Scrap any other bug report or feedback, this is everything we need!
Thanks for kind words, but other feedback and reports are needed, anyway. I didn't encounter probably even most of the bugs (for example I never had bug with Bully a Dog mission) - my feedback is mostly about obvious things with rare nitpicking on something. Also it could be sometimes misleading - for example, I said that there are few washing machines with no collision, but currently I found only one. Can't trust my memory for sure. I take my words back - there are at least 2 cases of washing machines missing collision.

-----------

Wednesday level Part 2.

Toilet Cult level.
It's ok from design perspective, but same as most closed levels is quite empty (with exception of Big Mall). Good that you could visit Toilet Cult level later. Toilet Cult level is good enough content vs sizes, but could have a tiny bit more pickable items, even though it's the best closed level in this aspect already (with exception of Big Mall again). Would feel lost without a map, though. I don't like aesthetics, but I like how level gives few additional routes. Also very polished level. Among most polished, which with taking into account good item placement, could put it in my favorite among closed (alongside with Dam level) somewhere after Big Mall. Here even tiny ladder works! NPCs seem to respawn, but only saw it once in first room.
BUG 1: Here would be mostly some nitpicking, because level is quite polished. PRIORITY: Low.
1. All these things work as ladder for some reason: https://postimg.cc/ykLQHQ0H
2. No collision: https://postimg.cc/D4Jr36h2
3. Funny bug: NPCs screamed at each other to get out or they will call the cops. After that they became calm and weren't even aggressive towards me: https://postimg.cc/Ffz16RNv
4. Sliding collision. Meh: https://postimg.cc/ZCJNcJBb
5. Why is it closed, if area is accessible? https://postimg.cc/r0Sd1HqR
6. Small invisible wall all around: https://postimg.cc/5j4v5xFx
7. This floor could be better in terms of walking on it: https://postimg.cc/YjP94k6D
8. Ladder is bugged and you get up behind it when climbing: https://postimg.cc/WFDBxRdt
9. Enemies don't shoot you, while you're here. Also even these railings can't be shot through: https://postimg.cc/v43CB89c
10. Nitpicking on stairs: https://postimg.cc/gwcXVsng
11. Nitpicking on hair: https://postimg.cc/xN8BMw29
12. A bit big collision: https://postimg.cc/crsvyTc0
13. Doors to central room can't be kicked and have default sound.
BUG 2: When revisiting Toilet Cult level – there is no map for it. PRIORITY: Low/Middle.
BUG 3/ISSUE 1: You could fight Tinklage even after you killed him already. PRIORITY: Very Low and maybe I actually like it.
BUG 4/ISSUE 2: Tinklage body can't be kicked around. PRIORITY: Very Low.
BUG 5: As mentioned in Western level - you could visit it on Tuesday and get stuck. PRIORITY: Middle/HIgh.
ISSUE 3: All railings on Toilet Cult level can't be shot through. PRIORITY: Middle/High.

Big Mall level.
Nice, but could be better. Good size vs content, but would be nice, if all shops were working. I rechecked and its actually opened on Wednesday, which is really cool! A bit unfortunate that it's closed on Tuesday and after you finished it on Friday.
BUG 1: I'll post in specific order, rather pointing at each case. 1st/2nd/3rd floors. PRIORITY: Middle.
1. Don't break fully: https://postimg.cc/JDtfVPSf
2. No collision: https://postimg.cc/hJvyfhMx
3. No collision: https://postimg.cc/PvjQzqbS
4. Could see through ceiling: https://postimg.cc/jw5DVYxR
5. Soil sound when kicking+unpickable Golden Larry+water sound without water: https://postimg.cc/PPZPn4jv
6. Don't break: https://postimg.cc/LqgWxnfS
7. Closed: https://postimg.cc/rKFMQNpL
8. Flickering texture here+windows don't fully break: https://postimg.cc/1n9jsM2m
9. Closed: https://postimg.cc/y3R95Cjk
10. All employees don't talk: https://postimg.cc/2bKFMwfX
11. Nitpicking. Moving a bit: https://postimg.cc/8jpNZQH5
12. Collision: https://postimg.cc/rKZXgdsn
13. Broomstick is too high: https://postimg.cc/LJg7TNr5
14. Closed: https://postimg.cc/kDMpZnkk
15. Both closed: https://postimg.cc/yg8yfNkj
16. Broomstick moves through leg: https://postimg.cc/wtTNzGgT
17. Closed: https://postimg.cc/gxBzwS30
18. Both don't break: https://postimg.cc/q6MBh9Dz
19. Don't fully open this side+windows behind don't break: https://postimg.cc/7CWnWk0y
20. Closed: https://postimg.cc/McSnZrwj
21. Closed: https://postimg.cc/mPbxbQqg
22. Glass pieces don't fall: https://postimg.cc/dkn6jy64
23. Invisible objects on both sides: https://postimg.cc/4mRyQSK2
24. Closed: https://postimg.cc/9r2X7wSv
25. A bit polishing for collision, please: https://postimg.cc/PCxjWWMF
26. Don't fully break: https://postimg.cc/d7YgWGRY
27. Stuck area (!): https://postimg.cc/3k7ZV1qn
28. Nitpicking. Flickering a bit: https://postimg.cc/rd4xpt7K
29. Don't fully break+all don't break at all: https://postimg.cc/68np2L5J
30. A bit better collision+closed door: https://postimg.cc/QBNZ8pFq
31. Nitpicking+why door is closed, if area is accessible? https://postimg.cc/nCcHcbNm
32. Tiny bit better collision: https://postimg.cc/xJYwxL2m
33. Collision+NPC is stuck: https://postimg.cc/941b299Z
34. Why door is closed, if area is accessible? https://postimg.cc/pykhPtsN
35. All don't break: https://postimg.cc/XrBpKB43
36. Don't fully break: https://postimg.cc/crgsPqjB
37. Door a bit bugged: https://postimg.cc/qgYrsbRh
38. All don't break: https://postimg.cc/DS3KDS17
39. Wrong collision, thankfully or it would be stuck area, since wrong collision for toilets too: https://postimg.cc/PCQ0R2tM
40. Nitpicking. Collision: https://postimg.cc/s1VYym9L
41. All don't break: https://postimg.cc/dDwVxSmh
42. Closed: https://postimg.cc/QKCGr5dy
43. Collision: https://postimg.cc/cvMDXCsg
44. NPC in a floor+collision+small windows don't break: https://postimg.cc/HV7WcDTP
45. NPCs partly stuck: https://postimg.cc/k2nZrKYF
46. Don't break here+behind it: https://postimg.cc/BtHwXMdB
47. Collision for all like this: https://postimg.cc/fVfVynKQ
48. Collision for all like this too: https://postimg.cc/dD9QGmCG
49. Trash can in a wall: https://postimg.cc/r0jsJvs2
50. See through ceiling: https://postimg.cc/1fwh1D0f
51. A bit big collision: https://postimg.cc/wt51GtMN
52. All are floating: https://postimg.cc/YL6D4zC9
53. Sliding collision for all: https://postimg.cc/v4qq6BbW
54. NPC just standing forever: https://postimg.cc/mzw8B2Xz
55. Closed+heard NPCs in 2nd shop: https://postimg.cc/Q92xNhFD
56. Closed: https://postimg.cc/k2JMgjg2
57. No collision for both mirrors: https://postimg.cc/zyG5rVxW
58. A bit smaller collision for all like this, please: https://postimg.cc/dhhsChGF
59. NPC just standing: https://postimg.cc/cKqS8Xs7
60. 2 NPCs just standing: https://postimg.cc/14yqL1kF
61. Closed+why closed, if accessible? https://postimg.cc/Wqrpd3K8
62. Could see, when jumping only: https://postimg.cc/G4kjRxmg
63. A bit better collision, please: https://postimg.cc/Vd6zCKCp
64. No collision+wrong collision nearby+1 NPC standing wrong forever+trader sells invisible grenades (sometimes visible): https://postimg.cc/H88BGGNF
65. NPC just standing: https://postimg.cc/9zx448Mw
66. NPC with no pupils+standing wrong forever in same place: https://postimg.cc/1g47QYf0
67. No collision for 5 lamps: https://postimg.cc/BtCz2D9K
68. Doors open only partly: https://postimg.cc/8FBRxRbd
69. Closed: https://postimg.cc/PpVwk2vD
70. Door don't break: https://postimg.cc/jnNdkXHt
71. A bit wrong collision for whole room: https://postimg.cc/9DN5Z99p
72. See through ceiling: https://postimg.cc/vDdB4Rbm
73. No collision for lamp: https://postimg.cc/ZBPJ8R45
74. Big invisible object: https://postimg.cc/7bx4vqqS
75. All don't break: https://postimg.cc/wthCPGPW
76. NPC doesn't talk: https://postimg.cc/SYKHnNK5
77. 2 items floating: https://postimg.cc/Kk0HhS55
78. 2 closed: https://postimg.cc/mtz6Jn1Q
79. 3 closed: https://postimg.cc/VSR7XQ2c
80. All doors on 3rd level are closed. Why, if they open on Friday? https://postimg.cc/jWd60W3G / https://postimg.cc/HrW8jq0M / https://postimg.cc/svj5ZGs1 / https://postimg.cc/v41gWWj8 / https://postimg.cc/rzFp11R6
Also NPC is stuck partly here trying to walk in: https://postimg.cc/94C2W2G3
ISSUE 1: All switches in Big Mall don't work. PRIORITY: Low.
ISSUE 2: Most closed doors missing door sound. PRIORITY: Low/Middle.
Last edited by Elder_Moloch; May 4, 2023 @ 7:02am
Elder_Moloch Apr 29, 2023 @ 6:49am 
Wednesday levels Part 3.

Treasure cave level.
Annoying and meh. Too many enemies and bugs/issues. I liked traps, though. Not big sizes and even smaller content. Could be visited, if needed, even on Wednesday. Can't save in Treasure Cave even before/after finishing. Enemies periodically respawning. Fences with wrong collision, other stuff and darkness makes hard to shoot. On a flip side, enemies often get stuck in rocks. Has massive amount of invisible walls, but almost none missing collision.
BUG 1: Swarmed with invisible walls. When you go down with elevator there is a tent, which contains pickable items and also there are pickable items nearby. Obviously, they can't be picked. Here is a list of all invisible walls cases+few wrong collisions+1 area to get stuck. PRIORITY: Very High.
1. Invisible wall: https://postimg.cc/phZ5xGwN
2. Wall+wrong collision: https://postimg.cc/BtbnXnDP
3. Wall: https://postimg.cc/2VNMgHzj
4. Wall: https://postimg.cc/qNRLFnCM
5. Collision: https://postimg.cc/XG01tqbH
6. Wall: https://postimg.cc/F7qZ2zby
7. Collision: https://postimg.cc/7bR0LcCD
8. Collision: https://postimg.cc/TKJKnHPK
9. Stuck: https://postimg.cc/nsn015Yg
10. Wall: https://postimg.cc/WqcDGR0J
11. Wall+collision: https://postimg.cc/kDZqDrxn
12. Wall for whole area: https://postimg.cc/GB9X4fPC
13. Wall: https://postimg.cc/kRMsdhgz
14. Wall+collision: https://postimg.cc/0bBfLnRX
15. Wall: https://postimg.cc/T5PVsLkX
16. Wall: https://postimg.cc/Mcxj4fTr
17. Wall for whole area: https://postimg.cc/8fV8BGwW
18. Wall: https://postimg.cc/FYqhdMtb
19. Wrong collision, which allows to visit rest of the level: https://postimg.cc/kVKPVDv9
20. Whole cave is an issue: https://postimg.cc/Hrb6XMRS
21. Items, behind a wall: https://postimg.cc/QVVSSwvK
22. Wrong collision for tent: https://postimg.cc/N2r6YqwN
23. C*ndom flying+wall: https://postimg.cc/2VSq4Ntg
24. Whole cave is an issue: https://postimg.cc/jWHqpM9z
25. Invisible side for rock: https://postimg.cc/62HKKghG
26. Whole area is an issue: https://postimg.cc/XrZkkChM
27. Whole area is an issue: https://postimg.cc/bG9DxYzc
28. Wall: https://postimg.cc/jWSK1RHr
29. Wall: https://postimg.cc/mtZskbn1
30. Wrong collision for fence/spikes. Can't shoot through: https://postimg.cc/kDqrYJqY
31. Wall+collision: https://postimg.cc/D84t88gZ
32. Whole area is an issue: https://postimg.cc/ftgrbNSm
33. Collision is too big. Can't shoot through: https://postimg.cc/7b2Vz7pp
BUG 2: Enough of hostile NPCs are bugged. PRIORITY: Middle.
BUG 3: If not going to elevator first, but following railway track instead, there would be hole in a map, which teleports you on the Western level. When you try to go back there would be same hole, but it would teleport back to Toilet Cult/Western level, so effectively there is only one working entrance. PRIORITY: High.
Entrance from Western level near Toilet Cult: https://postimg.cc/CdkXxct7
View from Treasure Cave: https://postimg.cc/YLQ1hvp5
BUG 4: These NPCs appear out of nowhere and sometimes don't die from rocks. Also dance silently to no music. Also this area has wrong floating collision for floor. PRIORITY: Middle.
https://postimg.cc/dk2R45X7
BUG 5: Falling rocks are floating a bit. PRIORIY: Low.
https://postimg.cc/Z9M3H1VK
BUG 6: Black part could load a bit earlier. PRIORITY: Low.
https://postimg.cc/VJzVPC10
BUG 7: This switch. PRIORITY: Low/Middle.
https://postimg.cc/vgnzVYbd
BUG 8: These injured NPCs can't be killed. PRIORITY: Middle.
https://postimg.cc/3WBLCw2K
BUG 9: Items are floating when you get up/down in elevator. PRIORITY: Low/Middle.
https://postimg.cc/LYW2hzFp
https://postimg.cc/sQMRFvQ0
ISSUE 1: Round rock traps are a bit too unpredictable, even though I didn't fall to a single trap. PRIORITY: Low.
ISSUE 2: Rocks that fall from ceiling and smash into pieces are a bit too annoying to walk on. PRIORITY: Low/Middle.
ISSUE 3/Inconsistency 1: These ladders don't work. PRIORITY: Low.
https://postimg.cc/Q9jQHp4c
ISSUE 4: You could pick Alien Artifact twice. Can't be thrown away. PRIORITY: Low.
https://postimg.cc/8s97YRRw
ISSUE 5: Only few items to pick. Whole level is a corridor. PRIORITY: Middle.
ISSUE 6: Area near elevator. Items during elevator descent are hard to pick. Also wrong collision for stairs before elevator – a bit hard to walk. PRIORITY: Low/Middle.

Thursday levels.

Zag level.
Nothing special. Sort of P2 level, but with P4 sizes. Small in terms of content vs sizes, but relatively polished for P4 standards.
BUG 1: Motel. PRIORITY: Low/Middle.
1. Could see through ceiling: https://postimg.cc/ZvTxgBkM
2. All windows don't break: https://postimg.cc/WFcBdnrq
3. Stand in a bed: https://postimg.cc/23ZqR8jH
4. Statue has no collision: https://postimg.cc/kBjDWVTg
5. All small boxes - no collision: https://postimg.cc/FdF2bKWh
6. No collision: https://postimg.cc/18VQj4rB / https://postimg.cc/8j5wR0RQ
7. Closed: https://postimg.cc/BP8L6HKy
8. Rooftop and objects on it have default sound: https://postimg.cc/8s7729fQ

BUG 2: Small Casino. PRIORITY: High.
1. Doors partly open: https://postimg.cc/DScM5XSR
2. All red and black slot machines missing collision: https://postimg.cc/hQqLH2ws
3. Window doesn't break: https://postimg.cc/Q9WL6MG5
4. Wrong collision on both sides: https://postimg.cc/87nnqVbb
5. Wrong collision for all tables: https://postimg.cc/hz0YZQZX
6. Unbreakable glass for windows/door+doors default sound+doors are bugged: https://postimg.cc/0bhVfC5t
7. All windows don't break: https://postimg.cc/rdHs0zNt
8. NPC with no pupils+doesn't trade: https://postimg.cc/gxJGVmJy

BUG 3: Big Hotel: PRIIORITY: Low.
1. Collision could be better: https://postimg.cc/304N7G4w
2. Small invisible wall: https://postimg.cc/ThzYgp5r
3. Doesn't break/doesn't open: https://postimg.cc/7frwbdj9
4. Don't break all/don't open all: https://postimg.cc/HVtDnxwW
5. Collision could be smaller for this plant (if needed at all): https://postimg.cc/nXwW9QCx
6. Is it a wooden sound? https://postimg.cc/gLdtbVBV
7. Glass doesn't break for all/door doesn't open: https://postimg.cc/zHgh76kp

BUG 4: Church. PRIOIRTY: Low.
1. A bit big collision: https://postimg.cc/2LVCpL9S
2. No collsiion for all baloons (idk, if needed, but they are big): https://postimg.cc/DSdkMcfc
3. No collision for windows: https://postimg.cc/gxM4jwgW

BUG 5: Another hotel. PRIORITY: High.
1. No pupils: https://postimg.cc/Q9BWmCgc
2. Both don't open: https://postimg.cc/hQt4s5R6
3. No collision for all small chairs: https://postimg.cc/pmZGbGwq
4. Glass doesn't break for all+default sound for all: https://postimg.cc/Cdsmf61Y
5. 2 doors don't open: https://postimg.cc/VJV7krNC
6. Rocks in a building+doors default sound: https://postimg.cc/rdGQChJS
7. Stuck area (!): https://postimg.cc/BtbR40pk
8. Closed: https://postimg.cc/qNFLTNJZ
9. Invisible wall+tiny hole: https://postimg.cc/Z93rzjDC
10. Nitpicking: https://postimg.cc/KKMv9Hps
11. All doors open partly+no collision for all TVs: https://postimg.cc/dZMCHC9G
12. No collision for all lamps+no collision for all stands like this: https://postimg.cc/YhzFRhLm
13. Default sound for door: https://postimg.cc/5XVNy3sh
14. All small chairs - no collision+windows don't break: https://postimg.cc/cvy2NkFn
15. Smaller collision, please: https://postimg.cc/fk7dyLsy
16. Barrels don't blow: https://postimg.cc/5Xrgg061
17. No texture for all fans: https://postimg.cc/t7DhDTMf

BUG 6: Near entrances/bridges to a castle like building with Cake/Pie commercial there are invisible walls. Also when walking on a bridge legs of NPCs act weird. PRIORITY: Low/Middle.
Legs+invisible walls behind me: https://postimg.cc/mhYwJ8QQ
Area nearby also affected: https://postimg.cc/N5TzN9jj
Invisible wall+camera: https://postimg.cc/w36H8ZRs
BUG 7: NPCs getting partly stuck (could be scared away, though). PRIORITY: Low/Middle.
https://postimg.cc/z3GCVxL0
BUG 8: 2 NPCs not moving and bugged: one tries to talk on a phone, but fails, another talks with nobody. PRIORITY: Low/Middle.
https://postimg.cc/pmBT0jjy
BUG 9: Whole level is affected by weird bug: textures of a ground grow up and hide back when you get closer to them in some areas. PRIORITY: Middle.
https://postimg.cc/H8TPnH2N
ISSUE 1: All switches on Zag level don't work. PRIORITY: Low.
https://postimg.cc/PCBqCX9N
ISSUE 2: No metal sound for all. PRIORITY: Low/Middle.
https://postimg.cc/9w0WtJDL
ISSUE 3: Soil sound. PRIORITY: Low.
https://postimg.cc/QBjZJ0Pc
ISSUE 4: Near motel sliding a bit. PRIORITY: Low.
https://postimg.cc/Q9Pzwb64

Casino part of Zag level.
A bit tedious. Extinguish, shoot/run, repeat. Good start, though. Not big in terms of content or sizes, so fine, I guess. 1st closed area.
BUG 1: I won't mention all bugs and issues separately. Hopefully list would be good enough. PRIORITY: Middle/High.
1. Medkit can't be picked due to invisible wall: https://postimg.cc/phnvJTNK
2. Doors open only partly and people don't go to Zag area and back. Hall is empty: https://postimg.cc/dL6bdd7z
3. All small chairs have no collision: https://postimg.cc/dZvfZtJs
4. Nitpicking. Ground and grass through floor: https://postimg.cc/JsvMDJvR
5. Closed: https://postimg.cc/qzF9jrLL
6. Wrong collision for all: https://postimg.cc/CBwtzxhF
7. Collision could be a bit smaller: https://postimg.cc/Z07g5m1S
8. Could see through ceiling: https://postimg.cc/7JfK2Cpy
9. All tables missing collision: https://postimg.cc/dkSBwsDN / https://postimg.cc/sMRJV0Dz
10. Invisible walls all over the place here and here: https://postimg.cc/FYmjtdDs / https://postimg.cc/S2wMgJn4
11. Could see through roof: https://postimg.cc/cKCtZQYZ
BUG 2: Casino doors glitch like crazy on both sides after mission is finished. Also sound of protestors still stays, even when there are no protestors. Also NPCs in building. PRIORITY: Middle.
https://postimg.cc/QFyZ54Ss
https://postimg.cc/f3VtjPNv
BUG 3: Invisible wall across all building: https://postimg.cc/2VF4bp97
ISSUE 1: Ladder and door don't work: https://postimg.cc/v1CfnGrD

Zag level Friday part.
Small arena.
BUG 1: Collision. PRIORITY: Low.
https://postimg.cc/QVqBn47z
ISSUE 1: Invisible wall. PRIORITY: Low.
https://postimg.cc/4nnCrnHT
ISSUE 3: Invisible wall on both sides, depends from which save you've loaded. On top of that, if you saved on arena, not in elevator you could get stuck. PRIORITY: Depends from saving system.
https://postimg.cc/Mcr5RZ6y
Stuck: https://postimg.cc/9RRpB30s

Mountain Men level.
Too red and dark. I suggest to make it look like last map in Apocalypse Weekend – more of orange or something with mist. I like sound deisgn, though. Somewhere between fine and a bit too big vs content, but ironically feels smaller than similar situation level in P2. Screenshots on Steam are misleading - there are only few Mountain Men NPCs on the level. 3rd closed level.
BUG 1: Already mentioned that water in a cave is invisible. PRIORITY: Low/Middle.
https://postimg.cc/xJBqrD2P
BUG 2: Already mentioned that all decapitated heads are binded to bodies with flowing texture through whole map. PRIORITY: High.
https://postimg.cc/jWjhV5hR
https://postimg.cc/bG32Qc4r
BUG 3: Little lake (or whatever it is) in the north - there are 2 items in it, which can't be picked. PRIORITY: Low.
https://postimg.cc/RqbNftJH
BUG 4: 1 goat doesn't have proper textures. PRIORITY: Low/Middle.
https://postimg.cc/sGf7XC8C
BUG 5: 1 item in cave near water is hidden behind invisible wall, PRIORITY: Very Low.
https://postimg.cc/9rCCDFJ7

VR level.
A bit too dark and it's annoying that hostiles spawning constantly/too often. Was a bit confused what to do and died once falling through red road. Fine reward, though. Well polished - among most polished closed levels probably (even nothing to nitpick on). Good content vs sizes (even without pickable items). 4th closed level.

Racing level.
Fine sizes vs content, I guess, even with lack of pickable items. Has 1 big issue - all walls around racing track have no collision! 5th closed level.
BUG 1: All walls around track missing collision. Walls just don't exist. PRIORITY: Highest!
https://postimg.cc/yJfNyHss
BUG 2: Invisible walls around track. PRIORITY: Middle.
https://postimg.cc/sMh8J9zX
BUG 3: NPCs could look better, rather than being 2D low poly things. PRIORITY: Middle.
https://postimg.cc/QKCYKcSj
BUG 4: Floating tires. PRIORITY: Low.
https://postimg.cc/5Q8Y3Rsg
BUG 5: Big collision. PRIORITY: Low.
https://postimg.cc/yJz6Hyyg
BUG 6: Stuck area. PRIORITY: Very High.
https://postimg.cc/7CTBgSFV
BUG 7: A bit big collision. PRIORITY: Low.
https://postimg.cc/pmvXNBZ9
BUG 8: Could see through this. PRIORITY: Very Low.
https://postimg.cc/67sPbHLS
BUG 9: Box on this level stole my water from Spurt Flamethrower and multiplied Gas Can/Flame Thrower fuel. PRIORITY: Low.
BUG 10: A bit wrong collision. PRIORITY: Low.
https://postimg.cc/FfyD1h5F
ISSUE 1: All Doors have unbreakable glass, which you can't shoot through. Also only partly open. PRIORITY: Low.
https://postimg.cc/3dX9JKgL
ISSUE 2: All small shops are closed and no NPCs there. PRIORITY: Low/Middle.
https://postimg.cc/F1Z8Dg6F
ISSUE 3: Only few items to pick. Whole level is a corridor. PRIORITY: Middle.

Friday levels.

Dam level.
Among my favorite. I liked it. Finally some good interactivity, shooting and stuff, even though I usually hate timers. A bit too big vs content, but I barely noticed this, since was busy. I don't like industrial/building theme, but otherwise it's pretty good. Also quite polished apart from 1 stuck area. A bit more closer to F.E.A.R. levels than just plain corridors. Even on pacifist Nigh-Impossible it wasn't annoying apart from Pigeon Mines. 6th closed level.
BUG 1: Nitpicking. Collision could be better for these things. PRIORITY: Low.
1. Stairs: https://postimg.cc/G87nVbSm
2. Lamp: https://postimg.cc/HJMtFzZc
3. Ground: https://postimg.cc/8s7CGYd0
4. Pipe: https://postimg.cc/k21Z7TvT
ISSUE 1: The only actual thing is bothering me is that it contains no items to be picked – even no medkits, which could be handy. You should always go well prepared. PRIORITY: Middle.
ISSUE 2: Balls are a bit buggy with their sound. PRIORITY: Low.
ISSUE 3: All ladders don't fully work – you get up, but not fully, like something blocking your way.
https://postimg.cc/JtYBcJx9
ISSUE 4: Stuck area. PRIORITY: Very HIgh.
https://postimg.cc/V5hdbwLw
ISSUE 5: Can't shoot through these railings. PRIORITY: Middle.
https://postimg.cc/WFhs2DZk
https://postimg.cc/w79bJCWW
ISSUE 6: This could look better. PRIORITY: Low.
https://postimg.cc/Rq4jQJhQ

So 6 closed levels and 1 closed area. That's how much content could be opened for the players permanently.
There are also 18 closed buildings (didn't count closed shops in Big Mall and didn't count anything on Mexican/Commercial/Estate/Industrial levels), which could be opened.
Last edited by Elder_Moloch; May 7, 2023 @ 6:06am
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Date Posted: Apr 15, 2023 @ 5:52am
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