DEADBOLT

DEADBOLT

Cold Cage
 This topic has been pinned, so it's probably important
officepunk  [developer] 27 Mar, 2021 @ 8:59am
Bugs
Report any found bugs under this discussion.
Please send screenshots of a crash message or tell me the steps to recreate them.
Keep in mind that I cannot fix any issues caused by mods.
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Showing 1-4 of 4 comments
Ashan'La 7 Sep, 2021 @ 5:45pm 
For some reason I can't take screenshots of the game, but in the Detention Cells level, the skeleton Technicians place their mines in a way that causes them to fall through the floor onto the level below them, which can often times make the level unbeatable since they're immediately adjacent to or on top of stairways, and will get triggered by the gunshots on floors below them.
Also you might want to move the Blunderbuss to the beginning of the same level, as I picked the Scythe from the weapons cache, and it's insanely difficult to kite double Sergeants for Scythe kills, which makes the first issue a bit more of a pain since you gotta fight through those two every time. If anyone else reading this also picked the Scythe, I recommend stairway juking the first Sergeant and then you can handle them separately.
Last edited by Ashan'La; 7 Sep, 2021 @ 7:09pm
officepunk  [developer] 7 Sep, 2021 @ 11:39pm 
Usually I don't consider the scythe as a main way to beat the level while designing it.
Unfortunately I won't be making any changes to technicians dropping mines and the blunderbuss location.
Ashan'La 8 Sep, 2021 @ 4:30pm 
It's intentional for the Technicians to be able to drop mines through the floors? Also it seems kinda not fun if people can't play the way they want, with the weapons they want. It isn't like it's not possible, but it feels like - with both things I mentioned - you made the level easier or more fun only for those who take the Revenant or the Semi-Auto Shotgun, since those are the only things with the pierce to blow up mines through the floor and actually let you deal with the Techs instead of relying on rng.

I apologize if this sounds like I'm trying to attack your level, I mostly just mean this as critical feedback. It's definitely a well made level, as up to that point I was thoroughly enjoying it, but it does kinda take the wind out of your sails to lose control of your ability to do well with your skill alone, and it seems to me like it'd be an easy fix.

You could actually leave the Techs alone in that level, and open up the side cells, since they're already there, they just have no doors, and add pipes accessible in the cells to get around the mines.
officepunk  [developer] 8 Sep, 2021 @ 11:01pm 
I'll look up into that issue. Please leave future feedback in the comments under the workshop item.
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