New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Item dupe by restarting missions #16
Comments
Most likely fixed by swars: Always set amount of consumable weapons and Remade do_weapon_quantities_proper1(). Needs testing though. Main reason behind this bug is that count of weapons is stored within |
I did a quick test with High Explosives in Eurocorp Mission 1 (the second mission, as the first is mission 0), and it did fix agents keeping invisible items through mission restarts for the few times I've tried it. Does this also affect NPC inventory (e.g. enemies not dropping an item if they've used it)? If so that should be toggleable as this might have gameplay changing implications. Though that doesn't seem to be the case, the female Unguided in the lower left area drops only 1 Explosive when killed but will usually place 4 during her scripted run (sometimes she skips placing the first one for some reason, I don't know why). |
As previously stated, only player-controlled characters have the "four pack" counters which those patches fix. |
I see, I had trouble understanding the way you've worded it in the previous post (moving from player to thing or vice versa). Anyway, since the topic's issue seems to be fixed this can be closed now. |
(I will be creating issues here for the things I've found, Most are part of the original game, but I will try and doublecheck them in the port beforehand as I go, hope it won't be too spammy)
Known issue from the original game.
If you pick up items with multiple uses (like High Explosives), and then restart the mission, you keep the item but it doesn't show up on the weapon selection menu until you add/remove one from the stack. So you can pick up a High Explosive, restart the mission, pick it up again and repeat until all agents have 4 each. This way you can softlock the space station mission as you can neither pick up nor drop any explosives anymore.
I've tested this with High Explosives and Knockout Gas, it should probably work with all items of that type (Psycho Gas and Nuclear Grenade too, not counting Ion Mine because they cannot be picked up as far as I know).
The text was updated successfully, but these errors were encountered: