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Thanks for the info! Check the latest patch, it has a fix for the "item under dead monster" problem.For my mods I'm used to make mutators for specific player requests, but I hesitate here because I have to handle the big picture. If players start to play this the unintended way, and later complain about the same problems the new aiming system is supposed to counter (less shooter and more stats) then we've wasted 4 months. Notice how you report difficulties in aiming to still items, and the previous poster having trouble fighting with his inventory loaded: so much for the godly autoaim that kills mobs in your place.Risks were taken and I never doubted the new elements to be criticized: I'm actually surprised no one is bashing me for adding a companion to a horror game plunged in solitude (there's a reason if she's a ghost, sending you to hack to pieces your own corpse lol).I keep all your reports in high regard, at the moment I'm still filing this under "the aiming system takes acclimatization, goddamnit", but we'll see. Thanks Jack, keep it up with the good info too
re-edit: Nope, there was a cup under a desk in Engineering which I couldn't "aim" upon. The issue needs more fixing, it seems. (didn't try with an actual corpse)
Notice how you report difficulties in aiming to still items,
and the previous poster having trouble fighting with his inventory loaded: so much for the godly autoaim that kills mobs in your place.
Risks were taken and I never doubted the new elements to be criticized: I'm actually surprised no one is bashing me for adding a companion to a horror game plunged in solitude (there's a reason if she's a ghost, sending you to hack to pieces your own corpse lol).
"the aiming system takes acclimatization, goddamnit",
(2) How freaking difficult it was: Join uss would have appreciated it. AI moved 10% faster,
I noticed after completing my objectives in Engineering B when I go to deck 4,get the Toxin A,and go back to Medical Deck that everything resets (including the Marie,Hybrid,and Googles NPCs which then end up just standing still.) Including logs and except for the turrents I hacked,Was this all from going through the tear in Engineering B?
This wouldn't happen with the normal object highlighting though.
I didn't like the pop-up telling me about scaling enemies, and I would have preferred if you gave reason for their scaling strength either through dialogue or Hybrid research or something (though you may have, forgive me if so). If you did it this way there wouldn't need to be a tutorial pop-up for this
Audio Log: Dr x: After further observation, not only have the parasite-infected monkeys become psionically (?) aware, but their physical attributes appears to be continually blah blah blah", and this log could have been conveniently placed where the tutorial pop-up was to be, if it really must.
You make enemies' power scale, and make enemy classes require certain ammo types, that makes the game harder, and then you add across the room highlighting, autoaim and tons of resources to counter this?
editI'm sending you a PM too, in case you miss this edit. Do you still have a savegame from before you traveled to the "wrong" Medical Deck? And the thing that screwed things up, was to take the elevator from Ops to Medsci, or was it from Hydro to Ops?
It was from Hydro to Medical Deck,I went back there to get the recycler I didn't have money for prior and the rest I answered in the reply PM
earth.mis <-- missing1_medsci1.mis <-- missing1_medsci2 .mis <-- missing1_engi1.mis 1_engi2.mis 1_hydro2.mis <-- he's just reached this level
Snip
the Psi Reavers in the Body of the Many were built like tanks against my Tier 5 health drain
If the second energy pistol had been placed before hitting eng2, it would be much less restrictive and less of a chance for getting stuck
Patch updated:- Fixed the issue with the door in Rickenbacker 2- Moved a laser pistol from Engineering 2 to Engineering 1- Sgt. Bronson is a human target now- Buff to the Positron Sniper Rifle (level 6 energy weapon)- Chemrooms are more user friendly- Moved cameras in open area of Rec 1- Psi Reavers are correctly shown to be either "invulnerable" or "exposed"
You can buy batteries from an Engineering replicator, the one just before the corridor of death.
Haios: I couldn't replicate your bug with the Worm Skin: it sounds like the psi-draining effect is causing the crash. I've applied some generic polish against the bug, but other than that I'm in the dark (could be a random bug, once an elevator button started crashing on me for no reason). Could you send me your savegame please? Was it the worm skin you get in the first level of the Rickenbacker, on the roof of the structure with a corpse and the fusion cannon?
About the EMP Rifle (now: Positron Sniper Rifle) being underpowered
I have the entire row of keys 1-0 (and to the sides) set to weapon selection.
how many infinite chips did you get, in the end?
They are vulnerable to PSI, but only after you've killed the brain.
I picked up 8.
btw xdiesp,Fuck you very much for making those Fly Swarms have an unlimited life span.
Are you using the crystal shard to kill them?
those Fly Swarms have an unlimited life span
I assume you were playing on top difficulty and opened all security boxes, trying not to buy anything from replicators. Did you make something of the treasure rooms which only Marie can open? Did you ever feel underpowered from not harvesting the old rigs? Underpowered has many meanings: there's the urge to always keep upgrading, and there's being unable to do what you want (and one may want to be more Rambo, or more stealth).
Did you make something of the treasure rooms which only Marie can open?
That threw me off initially too. Viral Proliferator solved it nicely though.