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Best ending dialogue is very satisfying imo. Talking down a demigod like that and making it submit to you feels awesome!
Best ending dialogue is very satisfying imo. Talking down a demigod like that and making it submit to you feels awesome! [/quote]
Thank you for your response!
However this is the very guide I referenced. I completed all the requirements to get the Good Fortune ending, even before reading this. I even got the dialogue for Duncan and Raymond to stop fighting. I know it was a long list and I was amazed I got them all. I spoke with Is0bel adnausium to get the dialogue reveals, but something was left out. I think it is a game glitch. This was the second or third play thru and each time was very similar. But both times Is0bel seemed to be denying me dialogue and also the last time. ( "Come back later, over and over). I assumed the previous play thru that my character didn't get enough sleep, but the last one she definitely did but it didn't matter.
So, I apparently won the Good Fortune ending, but was cheated of it.
Once again, thank you.
Like the guide to "Good Fortune"-Ending says: you need to improve/develope
1.) the dialogues with Isobel and do the Isobel-Mission
2.) the dialogues with Duncan
3.) sleep 5 times (minimum or exactly? Cause you can sleep more than 5 times)
4.) the dialogues with Crafty from the Magic Shop
I'm trying to get the Good Fortune-Ending, too. If I get it or not, you'll get a feedback, but idk it might take some time.
Before you start the "City of Death"-mission you've to talk to Raymond and in the heat of that talk you've to use the adige which you previously said to Duncan.
From the 3 adige-options Duncan gave me I chose the first one, cause that was the one which sounded like Josephine Tsang might have used it.
And you need to read those 2 emails from Crafty - the Magic Shop Owner.
-Is0bel tells you the story of the Nameless King, showing that Yama Kings CAN be killed by their own kind.
-When you stop the fight between Raymond and Duncan, Raymond will tell you about the engine' tearing' space to let things seep through. This is important for knowing that the tear could be made 'wider'.
-I have no idea why you have to sleep 5 times. Basically, sleep until one of your teeth falls out after you wake up.
Google turns up conversations from 2016 having Is0bel dialogue problems. You need Is0bel's memories back to get her Yama king stories, which requires her DeckCon mission. Which I didnt get offered this time for some bizarre reason. I got it in a previous playthrough just fine.
Is0bel is stuck at her "I feel more comfortable in the matrix than out" stage and all dialogue options lead nowhere.
I have no missions left to run now and she's been stuck for way to damn long for me to rewind.
At this point I'd settle for just editing the StoryVar to enable the good ending.. if I could friggin figure out HOW.
a2_HK_Hub-FinishedDuncanTrustKnowsAboutOpeningChoke = True
a2_HK_Hub-NightmareCount = 5
Global_Trust_Is0bel-hasHeardYamaStory = True
Global_HK_Hub_MissionComputer-hasReadCraftyMomNotes2 = True
(There's presumably some Raymond flags in there too, of course, Those are just the basic ones I can identify)
Debug console doesnt seem to allow tweaking StoryVars natively. Been looking for some way to do it via third party program, keep coming up empty. My google-fu has failed me.
Edit - Crafty is still stuck on her starting chatter, two missions later. I'd say it's bugged out on me again.
I expect this is because Gobbet being gone alters StoryVars that override Is0bels dialogue, rendering her unable to tell you about DeckCon. The creators may have failed to properly idiot-proof the dialogue scripts. This is entirely conjecture; I havent gone digging into the dialogue scripting.
Variant possibility: Prior to my rewind I generally allowed Is0bel to be evasive about her past. Failing to be more direct may not advance StoryVars and the aforementioned lack of idiot-proofing results in a lock-out.
This is pretty much the theory I'm offering. Failing to account for every concievable combination of StoryVar states. If we're correct, you need to pursue every Main-Plot-relevent conversation as soon as they're available.
This makes me suspect that some dialogue choices may not increment things properly, as in my above "variant possibility". The only way to find out for sure would be to dismantle HBS' conversation scripts. The alternative is that the engine randomly fails to execute StoryVar changes, which I think is unlikely. The game would have WAY more problems if that were the case.