Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(11 edits) (+1)

Some more things I found in recent playthrough:

  • When closing door/gate character is going through, the character is pushed out of the way. That's good. What is an issue is that sometimes the character is pushed into a wall/fence, being stuck. It's not a big deal if it's in one's own village (though deconstructing and reconstructing a wall to get out is a bit of a pain), but if it happens in location where player cannot deconstruct the tile, one ha to restart the game.
  • Related to that - the game doesn't check the surrounding when spawning a character. It's possible to spawn in the middle of a group of hostiles or in a wall of some ruined building upon entering exploration map.
  • Enemies possess sixth sense in determining character location. Approaching "Do not eat the chickens" hut may make the person inside attempt to shoot through walls if the have a bow (and often it leads to them murdering their own chickens in the line of fire).
  • Probably just a matter of AI still needing some improvement rather than actual bug, but just in case: hostile characters trying to track the player are unable to open doors/gates of their own places (but will use those opened by the player). Doors being unopenable by enemies makes sense in case of one's own houses/enemy bases (in which case it's the player who shouldn't be able to easily get everywhere without using force) but they should be able to handle their own stuff.
  • Hitboxes are kinda wonky. I noticed that when an enemy approaches one from the left or right of the screen, a pistol armed character has to target their legs - bullets pass through upper parts of the heads without causing injuries.

EDIT: SOME MORE STUFF

  • Animals can wander off the map (walk on the area that moves the player to the overworld screen if their character touches it). Especially annoyed with llamas which wander around when not mounted by a raider.
  • Bone Smashing mission (repeatable from the farm) keeps reactivating itself when I finish it, get the reward, come back home, quite the game and then reload
  • Randomly, reloading my gun leads to the 'loose' ammo decreasing without the gun itself being reloaded back to 10 rounds.
  • Connecting a wire from a relay with no power to the relay with power often makes the first relay still not receive any power (at least the animation of light traveling through the wire isn't shown and the blinking icon of no power is displayed on nearby devices). If one makes connection from the relay that is receiving power, it's being relayed properly.
  • If one makes a swing with a spear and then switches to some other tool mid-animation (a gun, for example):

    ############################################################################################
    ERROR in action number 1 of Draw Event for object obj_player: Trying to draw non-existing sprite. at gml_Object_obj_player_Draw_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_obj_player_Draw_0 (line -1)
  • Oil barrels provide double resources when struck with a pickaxe
  • Similar to the shotgun sound bug mentioned above, sounds played upon leaving a map may carry on and be repeated on the next map (ie when leaving settlement, my automatic water pump chugging followed me to the wasteland exploration map).

EDIT: EVEN MORE STUFF

  • Anchor Rage mason quest mentions providing metal for a pickaxe. May mislead into thinking pickaxe is a reward. Also, IIRC the mason doesn't mention pickaxe himself, he required metal for a chisel (must be huge chisel, what's with it being 50 metal - maybe whole set of tools would be better?).
  • There's farmland patches on the desert. Dunno if it's intentional but they're magical. Seed planted there and watered creates crops at any stage of growth, including, rarely, at the final one (already ready to be harvested).
  • Cars seem to knock out but deal hardly any damage to enemies.
  • No indicator of health/damage for car/player when inside said car.
  • Car, when in motion seems to have desert 'background' under its sprite no matter actual surface on which it travels. It causes flickering, for example, when driving on the remnants of asphalt road in Anchor Rage.