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Dunno how you missed them
Once you finish the events in the Pit the (new) leader will send you to the Habitat via the Factory and pay Thy Brother's Keepers to escort you.
Did you try the alternative quests? Tell Braxton or Jonas that you aren't much of a fighter and you'll be offered to do something else (a good way for non- or low-combat characters to handle it).
I agree the finale of crossroads is definitely a step up in difficulty, there is a little trick that is not intuitively obvious though, if you set your party to autoheal after combat (party screen next to where you can toggle auto reload weapons) you will heal between the two phases of the Jonas fight, currently your surviving Regulator allies also heal between phases. Also, if you persuaded Mercy to back Braxton, you should be able to stop to loot and heal after killing Jonas and before the Mercy fight. You can also choose to side with Mercy to fight Braxton instead, depending on your party composition that might be an easier fight at the very end.
re: Stealth missions, when entering stealth you should be able to pick and choose who to bring with you, if you're running a stealth main you would generally choose to send your PC, if you get detected your party will automatically join you. While in stealth if you choose to Initiate Combat, instead of getting caught, whoever is the active party member will get kicked to the top of the initiative order, sort of a free turn there.
Also, if you have stealth tagged (and maybe a supporting stealth feat like ghost?) and have a decent takedown score (based on Critical Strike not Bladed) you can definitely clear all of the stealth missions by killing everyone from stealth if you have the Cloaking Device from the Armory. This does take some experimentation though, it's not as straightforward as combat.
Can you post your character screen for feedback purposes?
That would screw up the balance and force everyone to start combat from stealth for the bonuses.
I meant that if you're having trouble with that fight, you can reload and opt out of the frontal assault. As for the difficulty spike, we can't make taking out the local boss too easy as it wouldn't make much sense either.
As to stealth, again the implementation is flawed. With none of my party detected, if I click to "initiate combat" with my high stealth main I DO NOT get a first strike. ALL of the enemies go while my undetected character just sits there. This happens EVERY time. There is no advantage to making a surprise attack from stealth as currently implemented which makes no sense. I have been in multiple real life fire fights and I can tell you this is completely unrealistic. Surprise is often the single most decisive element in combat. What happens if you only bring your one stealth player in and then get detected? Are you indicating they teleport in right next to you? How does that make sense? I suspect they may come in near the entrance and thus be unable to support you when you get mauled. Also the missions I have gotten to date where stealth is possible are not really stealth missions. They are "kill everyone that is in that warehouse" or "get rid of everyone in that hydroponics tower" (Which by way of stealth leads to killing all of them through the computer). Viable stealth missions for a solo character would involve things like conducting reconnaissance, spying, stealing something, planting something, etc. You could even do that as legwork prior to a kinetic follow-up with the rest of the party. Finally, it appears there is only one viable stealth build in the game. You must have bladed (for your dagger), and critical strike (for your KO). The third tag skill needs to be lockpicking or computers to get to places. This is not obvious at character creation.
It is quite an assumption that someone will have a "cloaking device" from the Armory. It is a much safer assumption that new players will not have anything, from any board, that requires lockpick-6 or computer-6 or biotech-5. I have none of those skill levels and cannot get them. In my next play through, I will be able to metagame with out of game knowledge, to create builds that deliver those specific skills and levels.
Thank you also for your excellent play guide. I try not to read material that can give spoilers on my first play through of games, but I have had to resort to your guide several times to get past play deadlocks due to insufficient messaging in game. I'm sure the in game messaging with rise to the standard of other titles as development continues.
I am not clear what the balance issue is if the players initiate combat from stealth on the few boards where stealth is an option. It is simply good planning backed by common sense which should be rewarded. As currently implemented the game PENALIZES you for putting points in stealth and trying this as the net effect is you split your party and when stealth is negated every enemy in the place gets to go before any of your characters and will likely focus fire on your split off stealth character before you can take any action. This is neither realistic, nor fun.
In a role-playing game every time you are forced to reload you break suspension of disbelief, diminish the player experience, and harm the story. This should be minimized, which most games accomplish with better in game messaging so players don't end up making random decisions with detrimental consequences they cannot predict. I am confused how you feel that the double Jonas boss fight-- the first of its kind, and significantly tougher than previous battles, is not of acceptable difficulty for a finale. Is having to reload and replay at least three times not enough? Adding a third battle here without a break is unreasonable and actually harms the story. From the perspective of the story, if Mercy is convinced to back Braxton and then Betrays him last minute, Braxton and Mercy's people should fight it out. It would be entertaining, and potentially comical. The player could either watch it happen or participate declaring allegiance to one party the first time they target members of the opposite party.
Party just completed the huge shoot out in the pit. Nothing left to do save get access to the factory and head towards the habitat.
Unless things have changed Sarah charges you $25 per 10 pts of damage she heals, which is the same as using a $25 medkit to heal 10 pts of damage at Biotech 2 which should be a free skillup by talking to Sarah, so economically you don't lose by healing yourself with medkits.
Let's posit that the Regulators walk away after the battle, Mercy sees them walking away and then chooses to approach you? I'm certainly not an authoritative source though. You should definitely have a break between Jonas dying and Mercy approaching you though, gives you time to loot reload and heal, if you don't have the break, if the Mercy fight starts automatically after killing Jonas that's a bug and should be reported.
That hasn't been my experience, if you have a save file that can reliably reproduce this I'd suggest posting it in the bugs thread.
Nitpick, your Bladed skill has 0 impact on stealth sequences, it does not raise your Takedown value (what you use to kill people during stealth sequences), you do need to have a dagger type weapon equipped, I understand that it is an animation limitation rather than game design choice, but you can stealth kill peeps with Bladed 1 with no problems.
Otherwise yeah, it's not necessarily obvious that to be a good sneak thief/assassin you'll need a lot of skill tags.
I agree this would be super ♥♥♥♥♥♥♥ cool, and hopefully we'll see more involved sequences like this in the future, but, given the constraints of a gameplay based stealth system they've added I'm guessing they'd be reluctant to go back to a more choose-your-own-adventure style that would support these myriad possibilities. Iirc they are going to be adding more complexity to the stealth systems, things like alarms and security cameras you can compromise. As always I'd venture that this will come down to dev resources on a tiny team making a complex game and the painful prioritizations that follow.
That is reasonable, there's nothing in the early game that tells you that you'll need civic (lockpick, electronics, computer, biotech) skill tags to access all of the content, I think it's intended to just be a learn this time, apply next time situation. Faythe's build does lend here towards being a skill monkey but again it's not something someone would just intuitively know on their first run. Stealth, especially if you don't have the exact right tags is a tricky gameplay path to go down.
You're welcome! I take great joy in people reading the guide, feel free to leave any feedback you have if anything was unclear or inaccurate.
I'm sure that tutorials, messaging, et al will get another level of polish as we head to the 1.0 release, but judging by Age of Decadence the devs don't mind their players flailing around a bit before getting their feet under them ;).