The Last Stand: Aftermath

The Last Stand: Aftermath

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SidaLove Aug 19, 2021 @ 7:56pm
Enjoyed the demo
Played the demo for 110 minutes until I was forced back to the start when I found a potential plot object.

There were 2 things I didn't like so far tho.

First, I can't do anything while I am bandaging or using medkit. Not even cancel it. I would rather be able to move again even if it means I waste the stuff.

Also, I don't see why I can carry more than 1 Antivirus. There are areas with more than 1 antivirus and it seems kind of pointless. At least give us an option to increase 1 more carrying capacity for, say, 200 supply? To encourage people to use the antivirus, I guess the devs can make players see more detrimental mutation option rather than beneficial/balanced the more mutation level players have?
Originally posted by Con Artist Games:
You can cancel bandages / medkits in the final version without a penalty. Just need to start moving. The reason we lock you down to use medical items is to stop people from constantly evading enemies.

As for the antiviral - the game is just balanced that way. We have more ways for you to access antiviral in the final version, so it's not always relying on the HERC stations popping up.

You can hold off taking the AV and gain the mutations, but you risk taking too much infection and that can't be recovered from.

In the final version, once you've cleared an area, you can skip over stops - this also cuts down on your Antiviral needs as you're spending less time in locations / fighting in the early parts of the map.
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Showing 1-4 of 4 comments
Johnny Thunder Aug 21, 2021 @ 1:04pm 
i'd imagine the antiviral needs special storage (which you get at the beginning of the game). lorewise I'm fine with that but gameplay wise it means that the RNG is weighted heavily against you. if you get a good antiviral streak you can't take advantage of it but the opposite isn't true. if you go through several areas without finding any you're gonna get a lot of mutations.
SidaLove Aug 21, 2021 @ 5:16pm 
I understand being able to have more antivirus may be less lore friendly. In that case, maybe allow 1 more antivirus capacity but with a time limit? Say, the second one is stored in a pocket or something so it's effectiveness can only last up to 1 or 2 gasoline travel. Just a thought..
The author of this thread has indicated that this post answers the original topic.
Con Artist Games  [developer] Aug 22, 2021 @ 9:45pm 
You can cancel bandages / medkits in the final version without a penalty. Just need to start moving. The reason we lock you down to use medical items is to stop people from constantly evading enemies.

As for the antiviral - the game is just balanced that way. We have more ways for you to access antiviral in the final version, so it's not always relying on the HERC stations popping up.

You can hold off taking the AV and gain the mutations, but you risk taking too much infection and that can't be recovered from.

In the final version, once you've cleared an area, you can skip over stops - this also cuts down on your Antiviral needs as you're spending less time in locations / fighting in the early parts of the map.
MasterionX Sep 26, 2024 @ 1:26pm 
Do I understand it correctly that the noise-making location is always the final one in the demo? It's just not as obvious as in the other games ( where the demo ends upon completing the first chapter or its equivalent ) ? :2018thebesteye:
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