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Some bugs feedback [Updated on May 18th] #247

@nasuccc

Description

@nasuccc

Issues:
1.After provoking SCP-096, it may not spawn outside the elevator at Gate B(Sometimes Gate A is also).
2.When you entered the "room2servers" for the first time after provoking SCP-096, the status of SCP-096 would be reset.
3.SCP-096 often drops out of the map when the player and it are not in the same room.
4.SCP-500 in the maintenance tunnel may disappear in the late game. This happened when I test it in a huge map made by map creator.(This is a map creator exclusive bug)
5.The spawn rate of SCP-049 in a map made by map creator do not appear to be as many as in a normal map on Keter difficulty.
6.If SCP-049 is automatically spawned in the wall next to a door, the door will get stuck and cannot be opened.
7.MTF units have often get stuck with each other, especially on stairs and doors. This can cause them to remain for a very long time or separate from each other particularly when sending SCP-173 back to its chamber. If Gate A is too far from the checkpoint between HCZ and EZ, they also often get stuck in the wall above the door.
8.Some large rooms like SCP-079 and SCP-106's chamber may overlap with other rooms after a random seed map is generated, cause the player to fall out of the map when they enter.
9.There is no waypoint in the maintenance tunnel, resulting in SCP-173 getting stuck at the corner.
10.Some transports in elevators, especially those in the maintenance tunnel, may turn the player around by 180 degrees which lead to an instant death if SCP-173 is outside when the doors open.
11.The approaching speed of SCP-106 in the pillar area of the pocket dimension can sometimes be extremely fast (about three seconds to kill you) even on safe difficulty. This situation often takes place, especially after using SCP-1499 in pocket dimension.
12.If you cancel the setting "enable room lights" in "room2tunnel", it will create a bug on lighting system, for instance, the SCP-939 zone will turn out to be very bright.
13.SCP-106 and the janitor will not disappear after you use SCP-1499 during the event "endroom106".
Advices:
1.Recovery drinks in SCP-294, such as "estus", can be provided indefinitely if you have lots of quarters, making it to be a bit buggy when combined with 1499.(In fact 1499 is more powerful...)
2.You can never trigger 049 by walking through pocket dimension to HCZ. This can greatly reduce the difficulty in a Keter run. Can you generate some trigger points for 049 (For example, outside "room008")?
Perhaps placing SCP-008's chamber behind a "checkpoint1" as a deadend is one of the solutions that forces you to go to the surveillance room to trigger SCP-049.
3.S-NAV Ultimate's electric power shouldn't be infinite due to many batteries in the game aren't in use.
4.Adding a password door to "room3storage" to allow MTF units to pass through.
5.Adding some console commands like "disable966" "disable049" are recommended.
^Sorry for too much feedback.^

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