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Maybe try the fight that way, and see how it goes...
It's true what steelcoresoviet said.
Battling APEX is about 1final hack to get either side of the turrets working in defense of the console (further hacks aren't advisable). After the (1a & 1b) purges have been given, you'll need to hold out until the final purge command has been made available to end APEX existence.
Your decker only needs to hack once remember that because otherwise you'll get yourself stuck battling a continious stream of defense bots whilst being inside the MATRIX.
Hack, purge, hold out & delete.
After the auto save i encountered a small bug which prevented my game from continiuing, that's why i also save at critical times in order to reload the game over again. Luckily the game auto saved after the initial battle against APEX, so i could repeat the final purge episode and afterwards the game progressed normally again.. No biggie :)
Thank you for the heads up that entering the matrix to get the 2nd set of turrets is inadvisable.
Still, this glitch is not solely exclusive to this battle. I have had this problem any and every time I have entered the Matrix. I do hope there is something I can do to prevent this. Or at the very least I hope that the mods i plan to download and play after i beat the campaign dont suffer from this bug.
Opening Debug Mode
- Press “crtl”+”f1” or “alt”+”~”
Please note that depending on the issue you are encountering it may be difficult for the Debug menu to open. If you are experiencing this please attempt to hold down the first key and repeatedly hit the second key until the command is registered.Reporting an issue
Thank you in advance for your patience as we figure things out.
If you wait like 5-6mins it'll settle itself out. It seems to be a lag catch up issue.. I'll try the debug sometime too
alternatively i've fixed it by ending the turn.
The end of that mission is very buggy in general and needs some dev time :)
Thank god it was the only map for me with problems.
Opening Debug Mode
- Press “crtl”+”f1” or “alt”+”~”
Please note that depending on the issue you are encountering it may be difficult for the Debug menu to open. If you are experiencing this please attempt to hold down the first key and repeatedly hit the second key until the command is registered.Reporting an issue
Thank you once again for your patience as we figure this out.
What I would try on the coding side is ignore (meaning silently eat) mouse clicks over elements that are still being drawn (meaning have not yet made it to screen that player sees) - though that might give you the other extreme where people feel their clicks are ignored so make sure to do some testing :) Still I think even if UI updates become crazy slow, say 500-1000 milliseconds, it is a good idea not to register any action until drawing to screen area under mouse is finished and anyway players will know to click again if mouse clicks get eaten. Better that than inconsistent UI or undesirable actions (such as End Turn that I reported).
One last thought. If your UI relies on specific mouse polling rate constraints be advised that some people, especially serious FPS players, increase the rate to steady 500 or 1000 Hertz (so 2 or 1 millisecond updates) from the default <=125 Hertz in Windows (8 millisecond updates but with huge upward fluctuations when mouse activity is low).
The error message, as Cirion reported, is a missing FX.
Waiting eventually resets the "player ready", but it is a painful wait.