so yeah, completed this for the first time (few seconds shy of three and half hours total), so lets have another good, bad and ugly standoff;
the good:
-not being on a spaceship for a change
-nicely crafted levels, lot of attention to detail
-no Shodan (because you can't do Shodan properly without Terri, and if something can't be done properly, it's better off not being done at all)
-good voiceovers
-all the custom objects
the bad:
-almost no music. not sure why - maybe to amplify the big abandoned base setting?
-feels a bit dull after a while. not sure whether it's the absence of an overwatching AI, or not really having anything else to do than to basically just rummage through everything to get all the keys and codes to the final area. things felt much less dynamic than Minstrel or RttUNN (even though I went through those two like a million times because of all the fixup efforts).
-some areas looked like they were constructed for humans ten feet tall, usable objects like card readers and shelves with stuff being placed way, way too high. the fact that Goggles is always in his permanent tactical crouch (or rather, has eyes/the player camera on his chest) isn't helping things. felt like a dwarf sometimes. strangely enough, only some of the levels seem to have this - maybe different mapper?
-a few visual and audio choices felt a bit off (rumbler audio on the ice beasts, which I disabled after five seconds of gameplay, and some of the mutated plants).
-some important items placed quite randomly, making them easy to miss unless you loot everything very thoroughly. such items should usually be locked at places of high importance to prevent this, or some quest notes that mention a person with an item of interest has gone to area x because of reason y should be added after picking up a log with the relevant info. the last quest note is also very vague, had to go through logs to find out what was supposed to be done, and usually, you don't want to force people to do that, anything really important should be logged in the pda notes automatically.
and the ugly:
-a (very) few reversed and floaty objects here and there.
-some of the new objects not set up properly in the gamesys, resulting in bad physics and even worse rest positions when thrown onto ground.
-that old problem with giving the player annelid weapons, but forgetting to activate alien weapons in the upgrade station.
-consumables do nothing when health is full, just play the nope sound, no message is displayed. should be "health full", but realistically you should just be able to eat a donut even if you are not bleeding.
which brings us to the quickfix attachment (see the first post), because you can't really expect me to play a fm without fixing it at least somewhat, now can you;
-fixed positioning on a few objects
-fixed physics stuff on a few custom objects (donuts, chocolate bar, sdcard, cigs)
-alien weapons get discreetly enabled once the player finds the annelid shard (found a broken sound trap while doing this so fixed that as well)
-can eat and drink as much as one wants
-ice beasts no longer use rumbler sounds
-cigarette butts size now matches those in the ashtrays (custom object)
-cigarette packs now sized so they would fit into the cigarette cartons (custom object) properly, also will give one psi point when smoked,
SCP style
-tall plants removed physics to hopefully prevent them falling into floor
-integrated appropriately modified versions of RealSG and Shotgun Muzzle Flash minimods (remember,
Fixed Objects and an appropriate version of RealSG need to be loaded in the mod manager. SHTUP-ND and
Object Shrink are also highly recommended)
unpack to the Polaris folder, if interested. there will be no conflicts with the regular versions of RealSG and Shotgun Muzzle Flash if you have them loaded.