Love the game, getting back into it now that we're moving forward. We have two PCs (Windows), two Raspberry Pi's (simplified Linux OS), and three iPads (various ages). One adult and three pre-teens playing. Here are the bugs we've found:
Can't find a way to get the Raspberry Pi's to play the game. Not a show stopper, and sort of expected, but if anyone has advice on "what to open the exe file with", we'd appreciate the advice.
On the iPads we are unable to create new characters...goes straight from the login screen to the game without stopping at the "choose which character to use" screen.
For an iPad workaround, we tried to create a new character on the PC (where the game mostly works great) and then log in and use it on the iPads, but still no luck getting to it on the iPads, because they default to the original character. Tried to use the delete button on the "choose character" screen, but it wouldn't let us delete the original (main) character. Also couldn't find a way to even see whether there is more than one character for a player on the parent's dashboard. Finally gave up and had two people playing new characters on the PCs and two people playing old characters on the iPads.
When in combat with just new players (see #3 for systems), it seems to work fine. When just using old players, there are still "invisible enemies" occasionally, but there seems to have been a lot of bug clearing as of 19 Dec. However, when in combat with a mix of old and new characters, it would often freeze, requiring the old character to flee for the fight to progress, and then run over to re-join to help finish it and get the rewards.
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I know the admins are already tracking the problem of weapons being too high level to be used. However, since the first weapon you receive disappears after the first upgrade, I'm now level 6 and stuck with a Gyro Hammer that I can't use in a fight until level 20. At least I can still hit things with it on the map view (hooray lenses). And I stopped myself from crafting the Flamethrower, which would have left me without a wrist weapon until level 14.
My two cents: If we were able to craft backwards to the first weapons we received, that would solve this problem because we could self-correct...and also keep those additional weapon options, for those of us who enjoy large inventories.
The first rifle is OP for that level, causing high initial damage plus radiation. We would have kept it if upgrading it wasn't required to advance the storyline. And we can't wait to see more radiation damage weapons.
Similarly, any clothing (body, hat, or face) that was picked up or issued, rather than crafted, does not currently have a way to be repaired as its durability goes down, because repairing is done at the crafting table and not in the wardrobe. I have not gotten below 75 durability yet on anything, so I'm not sure what happens to an item when its durability gets down to zero and it can't be repaired.
Part of me doesn't want to report this, because I'm happy that my Mechanic could craft the Sniper Rifle with just another rifle and a screw, but some of the "reduced crafting requirements" rules could get ridiculous if everything gets reduced that way. Might need to look at the balance of the reductions. It could also explain why, as a level 6 mechanic who hasn't actually gone to the Isle yet, I'm able to make the Flamethrower and Gyro Hammer.
Additional Notes:
Hooray, on 19 Dec the "ghost" fights seem to have been cleared!
Super happy that the new combat rules better incentivize teamwork from the very beginning.
I know the game has always enforced an attitude of "let the players figure it out themselves" from a quests and combat perspective, but there really needs to at least be an in-game appendix to look up what all the new terms and skills mean.
Thanks for reading all the way to the end of my very long first post to the forum, and I'm excited to keep playing and watching the debugging happen real-time!