Corpse Party Unblocked

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Rode Neagle

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Aug 3, 2024, 4:32:57 PM8/3/24
to tiduhepa

I noticed my over colonization limit expanded on it's own so that I was beyond threshold by only 2 after some time and then later by only 1, without me researching any tech that would expand this limit.

Colonization limit is affected by size of map(which affects starting limit), Federation Government(+1 per Senate representative), research(ex: Xeno Anthropology), assimilation of Kal Tik Ma if they have Star Trekkers trait and Autonomous Administration(requires level 4 system). Anything else does not apply.

Did you try to hover over the numbers for overcolonization, yet? I could imagine it shows your current factors for overcolonization limit, but not sure. By the way, it would have been useful to upload your save files this place, for to check it out.

Ok, you have an exceptional galaxy seize, what results in max. 9 colonies before over-colonization hits in. You have +1 for one hero in leading political party for your current governement = 10. Same in both save files, but, as you point out, you now have a limit of 11 colonies in oyur second save file for no obvious reason.

As long as you make use of the "Dark Matters" DLC, I could imagine the bug is related to the DLC, perhaps to the bugged quest "Death Without a Corpse" coming along with? (to be fixed with workshop mod Death without a corpse quest fix (DarkMatter DLC) or ESG Mod 1.5

The bugged quest results in 2 more uncolonizable systems for each player (AI and human) having the quest. Perhaps this does have impact in other places as over-colonization limit, too. Sadly I'm not able to load your save files with the mods activated. The only other difference I see between the 2 save files: You have 3 outposts, instead of 1 before. But I have no idea, if it could have an impact on this issue. Perhaps the community member and modder Captain Cobbs could offer a better analysis. I have to admit I can't solve your question... shame on me.

I'm glad to know this is not normal, I thought there are some unknown factors involved, but I'm already aware of uncolonizable systems and mod fix from other forum posts, sadly I can't use the mod with current game, but I'll use it with a new game next time and see if that's the issue.

Quick and maybe naive solution: there could be a time limit (let's say 30min) before the blocked person name appears on the block list. I know it requires some additional logic, but would solve the problem.

That and corpse jumping and tombstoning. You know you've made someone super salty and angry when they hop on your corpse or throw down siege. After that you just do it right back to them and then the whispers/blocks start flowing right in. Feels so good!

I find ignoring it gets much better results. I don't jump on someone just because they jump on me because players who do that are only looking to get a rise out of you. I find it much more satisfying to imagine their frustration when I defeat them unfazed and walk away as though I've forgotten who they are. Of course, just because I imagine that doesn't make it true, but neither does jumping on someone and imagining how mad they must be. The only confirmation you can get is if the player states it directly. I've seen plenty of players get taunted and not lose their cool despite the claims of the tauntee's.

As for the subject of the OPSince you can friend someone and said person can then transfer (or you can), it would make it a lot more difficult to stay in contact with those friends if blocking -> whispering weren't an option (although yes, you can also still party enemy players).

It's definitely a strange feature and I'm unsure of how they would change it if ever they were to do so, but I don't think it's a bug. Just because I say that doesn't mean it's true however. It may just be something that began as a bug but ANet let slide because they felt it wasn't causing problems.

Someone had an idea on here about those people (as a revenge thing who jump/tombstone on you) is to bring candy corn and eat until you puke on their body. Havent tried it yet but it was kind of a funny thought

This happens to me after I finally get caught by the "roaming" guilds (who run comp to fight unorganized pugs) after they've chased me for an hour while I pick off one of their members every now and then. Like, every single time haha. Those guys can't fathom losing.

Since you can friend someone and said person can then transfer (or you can), it would make it a lot more difficult to stay in contact with those friends if blocking -> whispering weren't an option (although yes, you can also still party enemy players).

Thanks for answer. Now I see I wasn't specific enough in my question. I don't mind being able to whisper an enemy once I know his/her name. But what I consider a bug is the possibility to get the name by blocking him first and then start whispering.

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With Rose and Thorn as least returned to their crypts, the group continued to explore the dungeon and returned to the room that Tomigot stubbed his toe in. They saw that it had four alcoves containing moldy straw pallets used for bedding. Perhaps it was the quarters for cult initiates. With nothing of interest, they moved on to a room with a well at the center of it.

The party continued to search the rest of the rooms that seemed to have once served as quarters for senior cultists. Each contained a wood-framed bed with a moldy straw mattress and a wooden chest to hold personal belongings. In the chest of one of the rooms Zemotta found a shortsword made with a blade that looked to have been made of a different, nicer, kind of metal than she was used to seeing. She also found an ivory hairbrush with silvery bristles and three moss agates in a folded black cloth in the chest of another room. Tomigot found eleven gold pieces and sixty silver pieces in a pouch made of a leathery-like material, and upon closer inspection, he realized it was made of human skin. So he delicately removed the coins and left the pouch. Devotion found a black leather eyepatch with a carnelian sewn into it.

Once the rooms were cleared, Tomigot lead the group through a tunnel leading south, where the ghostly chanting heard throughout the dungeon was discernibly louder. Tomigot wanted to quickly get through the tunnel, and in his haste fell ten feet into a hidden spiked pit. Zemotta lowered a rope to help him climb out, his black all pierced and bloodied.

With the spiked pit revealed, the rest of the each of the party members carefully jumped over it. The chanting seemed to be getting louder further west, but the tunnel also branched south. Before the group decided to head toward the chanting, they decided to explore the south tunnel. Once they came to an intersection, they realized they had become surrounded by at least three wights dressed in cultist robes, ready to attack!

Meanwhile, realizing others were hurting in the dining hall, Nori decided she wanted to help in her own way. While everyone was focused on trying to either rest or figure out what Zoras was up to, Nori quietly placed one of her potion of healing vials on the table without being noticed. Devotion then noticed the vial and popped the cork and guzzled its contents. Seeing this, Nori was a little upset with her generosity since her intention was to have someone carry the vial for emergencies, since the party was currently recovering during a short rest.

With no signs of additional wights, the party ventured further west into the tunnels. They reached a room festooned with moldy skeletons hanging from rusty shackles against the walls. A wide alcove in the south wall contained a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a vo-luminous black cloak, his pale left hand resting on the head of a wolf that stood next to him. In his right hand, he held a smoky-gray crystal orb. The room had exits at the west and north walls. Chanting could be heard coming from the west.

Devotion wanted to spend some time inspecting it to see if she could identify what it was. So she and Zemotta returned to the dining hall to safely look at it while the others continued exploring deeper into the dungeon.

With the door gone, it opened up into a dark den. A chandelier was suspended above a table in the middle of the room. Two high-backed chairs flanked the table, which had an empty clay jug and two clay flagons atop it. Iron candlesticks stood in two corners, their candles long since melted away.

At the northern wall of the den was an opening that led into another dark room. The room contained a large wood-framed bed with a rotted feather mattress, a wardrobe, and a footlocker at the end of the bed. Tomigot knelt down to inspect the footlocker and then got the feeling that something bad was about to happen.

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