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I think guards i've seen have same route but should've been either following one another or making rounds on opposite sides of same circle.
Im a bit save paranoid because of game-breaking bugs in different games. Luckily no such ones found in Styx but eh. You just never know.
Not all lights should be able to be broken. Thats the point of having light give away your position
>From first game, why can't we see enemies through walls anymore? -_- Can't we have an additional skill in there? We got their "farts" instead? -_- Can't put that perception skill in any other way!
Wall hack vision absolutely ruins the stealth genre and you a piece of ♥♥♥♥ for wanting it in Styx.
>From first game, why can't we stay invisible while not moving anymore? It was one of the most useful action.
Because it was hilariously broken and made the whole ♥♥♥♥♥♥♥ game easy mode. It was a good design choice to remove it. And hell, the end talent in the clone tree pretty much does exactly the same thing
>Invisibility, even with full tree unlocked, eats way too much amber.
It eats exactly 1 point in amber on the third talent. You spend one bar and get 3 seconds of invisibility. The spell is not intended to be a free pass from all the challenges in the game. it's a panic button for when you ♥♥♥♥ up.
>Some skills feels useless once unlocked (perception tree is meh and hard to notice on screen, Quartz skill in perception feels useless, skill anticipation is useless, increasing health/amber gauge is useless because they depletes almost instantly, and so on)
Yes I'm sure they deplete quite fast when you burn through them on minor challenges.
>Can't drag and kill an enemy through an open window or a small obstacle while crouching under it.
You can do it with a window but not with a table. And with a perk you can do it for boxes and chests. You can't hide a corpse under a table so it wouldn't make sense to dragon one down there.
>From first game, can't kill from a corner anymore? Or it isn't working properly, you can't stay hidden.
You can. Just lean over the edge and if they are in range the prompt to grab them will come up
>The victim makes noise I can understand that, can't make a muffled kill? But Styx just jump in the open when doing so (was a great skill in first game to kill from a corner and the victim would not make noise)
They make less noise then a non muffled kill. Its the price you pay for also moving their corpse out of the potential line of sight of enemies.
>Why not include sleep darts instead which lasted until another guard comes waking up the victim rather than paralysis for a "few" moments as in the first game?
Effectively serves the same purpose as a regular dart but a worse version of it. No need for it to exist
>Making noise whistling/walking is still not working properly, AI ignores you.
Its directional not a radial. Experiment with mechanics before whining.
>From first game: Impossible to make clone invisible
You can at the end of the skill tree and the clone is not Styx so he sholdn't be expected to do everything Styx can.
Go back to Assassins Creed champ.
You clearly don't understand what is going wrong in the game and the many bugs presents. Furthermore, you should learn to read previous posts on other pages before commenting.
First game was much harder and much better too with some minor flaws less annoying than in the second game.
1) Read the post, read my comment, I said not an issue but it would be nice... I played Thief, the first game, you could put out all the lights, be in the dark and take advantage of the situation... This was strategic and this was very nice.
Again, I can do without it but it is something that would be enjoyable.
But you're probably too young to know about this.
2) First game allowed to see NPC through walls, this game allows it but in a different way, it's still the same but more annoying... Insulting me seems overrated of your part when you clearly ARE doing the same thing kiddo.
In the first game it did cost amber to cast the amber vision spell and it was harder to manage your amber, so it was also a choice to make at the right moment, not permanently since you had much more needs for your clone than your vision.
Styx 2 makes amber vision free and allows perception skills to be used without even activating it... That's even more broken that in the first game.
3) From what Coldwolf wrote, it is possible and it is an equipment.
This isn't an OP ability, it did cost half your amber bar to use in an emergency while the guards kept searching for you for a long time before you could move again.
Plus invisibility wasn't always effective, it proves you aren't very familiar with the first game and how some enemies were killing you no matter what.
4) About invisibility, I do not like how the amber is managed on that power, again, mentioned by Coldwolf. You have to manage your amber anyway but you have to press a key again to deactivate it rather than having half your amber consumed and being invisible for 3 or 5sec.
That's what I call a bad design choice.
Being invisible while enemies search for you is the only thing needed when needed.
5) You can't use your amber on minor challenge, it's part of managing your powers just like in the first game, again trying to throw insults without knowing your subject and my experience.
Proves you do not read previous post and you totally missed my point.
6) *sigh* you do not see a bug can exist and I might have met one, mentioned again by Coldwolf, read previous post.
Also, I never requested to hide a body under a table which would just be plain silly, you''ve missunderstood me.
7+8) Corner kills dont work as they should, play the first game and compare with 2nd.
Styx jumps right in the open, there's absolutely no advantage from doing it anyrmore compared to any other action. The body isn't hidden at all, it's not making less noise, it's left in the open, barely behind the obstacle, it's attracting everybody around.
9) Some ppl like to play non-lethal, there is a a need for them, the terms used in the game with poison is also a bad choice rather than paralyze.
It's the same as performing non-lethal take down rather than only having a choice between kill / muffled kill.
Tooltip and UI issue, short paralysis also seems useless for different reasons related to that style of play.
10) Seriously? Again? Read previous post! I took my time to test all the mechanics of the game and the AI and whistling do not work well at all.
A sound comes from every direction, it can't be made directional rather than radial.
I did test both, radial and directional and both do not work correctly!
Distance from which they can hear the sound is already an issue in itself.
I think you are the one who didn't experiment the mechanics and how AI ignores sounds and threats.
11) Read post, play first game which you clearly haven't to say something like that!
The clone is Styx and he is the one controlling it.
-You could make it invisible while controlling it in first game.
-Skill tree ability is not the same and is actually pretty useless when you think about it.
-Your argument fails when you write it should not be possible and not have the same abilities but you can actually do it in the skill tree (while not controlling it that is, which is even worse because the clone use your ability when he's mindless)
You're what is called a keyboard warrior, writing without thinking, rushing on your keyboard without even taking the time to read and understand previous post, fearless and thinking you're all mighty and right.
I encounted bugs, reported them, added stuff I missed or just prefered from the 1st game and reported broken mechanics from this game.
If you can't understand that and can't comment with a contructive criticism and without mindlessly insulting ppl, stay away from forums until you've acquired some maturity.
No. Try this. Quicksave. Then get an autosave. Quickload and you will get the autosave and not the quicksave. That's my problem.
That's exactly what I just said. 'Quickload' is simply 'Load last save'.
It's a simple matter to hit the quicksave button after getting an autosave, problem solved.
Breaking lanterns should have dangers with them: That would loudly shatter the glass, which makes obvious sounds when stepped upon. Guards should be on guard once they become aware that some joker has been vandalizing their lanterns. Lanterns could be struck at a distance with throwing daggers, which costs a much more expensive resource than sand.
Some guards could carry lanterns on their belt, and will be alarmed after several seconds when they notice their light source moving away from their person. Styx could opt to dispose of the lantern by throwing it into an abyss, or toss it to cause a fire at someone's expense.
Torches being held by a guard can be taken out by sand, but that would be far more notable than wall torches going dark. Again, permanently raises the alarm level of a guard - but they will futz around for several seconds getting the torch lit again. Might be a good way to separate an individual from a group.
I definitely hope that Styx someday allows door closing and locking. Maybe even pocketing keys from guards on patrol, preventing them from opening locked doors. In the old Thief games, I sometimes did that trick to pilfer in peace.
Death screens are a bit too 4th wall deadpooly for me and get very repetetive if you're trying for no kills or pure stealth. Mashing the B button on the controller works to skip but an option to stop them playing would be nice to have.
I don't see an issue about making the clone invisible, it's there to be used as a distraction tool so why would it really have to be made invisible other than risking it becoming even more powerful than it can be when combined with the acid fart of doom.
When I tested that ability, I was so amazed they included something like that in a stealth game.
You can easily kill 3 enemies at once for just a few amber and no trouble.
You don't even need to be stealthy or approach carefully.
In the first game you could use it as a trap placed in a wardrobe or in chest, a guard a bit too curious would be grabbed and killed inside.
It wasn't always easy to set the trap and even less to make it work as it required to be a bit strategic... Making the clone invisible was useful to switch between Styx and him and make careful movements until the enemies were also well placed and make the clone jump on one target while you killed the other.
It was very useful and strategic to kill two targets out in the open without much cover.
There is a skill, that let you see their footsteps, better then the first game imo. Was too easy.
Yep, I want cornered kills back :)
http://steamcommunity.com/sharedfiles/filedetails/?id=885961550
There is a skill you learn, that let you kill-teleport from short distance.
There is a skill that let your clone turn invisible, while you are not controliing him. Was too easy, for the rakash to be invisible as well.
Thanks for screenshot :)
Corner kills are needed! I hope they will patch it but it's a french team who struggle with english (I doubt they read english forums) and they don't seem to care much for their games TBH... I might be wrong but the first game didn't get much love either with patch and stuff so I'm not expecting too much from them.
Let's hope I'm wrong!
I haven't tried this skill yet but the issue with ppl sleeping is that you have to turn around them a bit until the commands appears on screen.
The skill turning clone invisible is close to useless IMHO.
You have to switch back and forth to have it be useful.
And if you place your clone far in the hope to tp back to it, you won't place it in an open space where invisibility would be useful... By TP back to it, you could get killed, silly idea for a skill.
Ahhh I think I know where people are screwing up the ropes now!
You don't push back and forth, you push in the direction you want to go.
Normal behaviour from other games makes you instinctively push back and forth!