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Z is rebindable while Enter is not rebindable if you wanted to remap to those keybinds.
It should work fine. Have you tried testing it with another keyboard / checking for software conflicts?
What do you mean by it not working?
我测试它不会掉下去地图,只是会翻滚进图小车子里面
我有做了一些修改部分关于小车在新的版本。
1) When moving 'cursor' in menu, it would be great if pressing 'down' when you're at the most bottom 'option' would bring the 'cursor' back up. The reverse as well.
2) When looking at items / equipments, there are times when the side-scrolling bar shows up when it's not necessary. This is when the number of items variety fits perfectly to the box. When you keep pressing down, the bar will move slowly from mid to bottom while the 'cursor' is still fixed on the most bottom item.
3) It would be great if you could automatically gather all item dropped by monsters after a fight is complete (all monster in a group, dead). Since I noticed that there's already a feature that enables sprint after fight is over. It should be possible to add this as well.
4) I found it a hassle when you can't 'quick escape' from a map. So, I would like to suggest and item to escape a dungeon, or a feature that allows you to quick-access world map from within a dungeon.
5) It would be great if there's a setting to set map transparency. As someone who like to play with the map opened at all times, it's rather hard to see your surroundings.
And thanks for your great work.
I'm still testing for a generic solution regarding this and I already have a working solution for this to be used in the inventory lists if I can't find a desirable solution.
For (3), as long as u are near the item orbs, it'll be picked up automatically and the radius is quite big.
For (4), u can exit to the world map from save points (mentioned in tutorial), though there is no plans to add a potion of return home currently.
-Combat is great, it's fast, fluid and I like how you have to keep moving.
-Goblin mages are a bit annoying when celeste takes 5 bolts to the face at once so quickly and instantly dies, Can't really tell but it's almost like you get stunlocked for a sec which is why I have this problem. Maybe have the projectile knock you back, or I could get good I guess.
-Game is quite challenging, But it's a good kind of challenging. Celeste feels like she is a squire and isn't a combat powerhouse super knight who can tank 7 goblin swords.
-Leveling up feels pointless, I couldn't really tell that I was getting stronger. I opened the menu and saw that I was level 6 and didn't even realise. However, this does say something about how good the combat as nothing feels like a damage sponge. Note this was on normal.
- I still don't understand dash charging, I can't complete the quest, I press rt and nothing happens.
- Dying is my biggest issue (that's a weird thing to say) I hope that the fact you lose quest progress and go back to the beginning of the map is an early access thing, I could see people literally rage quitting that game over this. Maybe make you lose 50 percent of your gold and keep quest progress?
-FPS is slightly unstable but on my rig it's where the game constantly switches between 90 to 70fps and this is early access, just thought you might want to know.
Suggestions
- Ice slash or whatever it was called, it would be cool if it froze enemies in place, would be a nice stratagy to use
- Most moves need a bit more flare to them but I understand this is early days.
- Not sure if this is in the game but have choices mean something rather then diologue, Maybe with party members you could have a friendship stat when you make correct choices and this could lead to special endings, not asking for a full on romance system. But say for example you reach a certain affinity with rune, At the end the game could have an after credits scene where it's like:
"After the final battle, Celeste decided to join rune on her hunt for more history about the artifacts, and then have a cg of them looking at some ruins or something. "
it would promote extra playthoughs and be a nice touch.
Other then that so far this is amazing. Keep going.
Your character feels more powerful by a mixture of equipment and levels, so early on in the game it wouldn't be that noticeable.
Regarding dying, there are at least one save point in every map, so you can save there.
Edit: I closed the game and reopened it and Valana is back. Must be a bug of some soort but maybe worth looking into anyway.
Do you have a way to reproduce this problem? I tried reproducing this and couldn't replicate the problem.
E.g, I made valana die in the type of area you specified, and she teleports back to a valid area.
Even if assuming she is in an invalid position, if you exit the cave area, or teleport to the world map and enter a new gameplay area, she will teleport beside you.
I tried everything to get her back. Went back to town even spoke to her in town or had interactions with her in town and yet in maps she wasnt there. When i relogged though it was fine so not end of the world. If you cant reporduce it it mustve been one heck of a glitched buggy thing so probably nothing to stress about. As long as we know its not a forever bug. Nexct time i will record the issue xD
1. At the bottom right of the screen I'd get a notice with something like "a dip in the water" telling me to press up on the d-pad. however this doesn't work, as the d-pad opens the quick items menu. I may try and remap the quick items to see if it is the game getting confused, If this is like skits from the tales games then this could be causing another issue I had.
2. Affinity stat at 0, I have be travelling with my two party members for a while, I have had lots of talks. Yet all my affinity stats stay at 0, I even had a option to talk to one party member or the other which in other games would most likely increase an affinity stat, I assume that the stat is linked to the "skits" I have to press up for but can't thus causing this issue.
3. Party member abilities, When I got my first party member, I got a tutorial about how at times I could press lt and one of the face buttons to get my party member to attack,heal etc. However this never happened until I got the second party member and the tutorial came up again, then during combat the action prompt would appear.
4. Party members getting up when dead. Knocked out party members would get up during a fight with very little health at random, seemed to be no reason, I assumed it was a timed thing but I had fights that lasted longer and no one got back up.
5. Party members acting odd when getting hit by lazers, When my party members got hit by the lazers from the floating golem thingys I would see them just standing straight with no weapon with their hands by their side in a idle like postion. this would always lead to them to death.
6. The large bones would cause larger enemies like the rock golem to get stuck in them when they went inside it.
7.Party members don't seem to understand that they can roll and will often take way too many hits from projectiles.
8.Party members will pretty much use their entire MP pool at the beginning of combat.
9. In the cave areas lock on would often lock on to enemies though walls and would also lock on to enemies far away and not the one right to you.
Non bugs but just general suggestions
- I swear party members will attack enemies too close to them thus starting a battle. this is annoying as the party members aren't always close. It would feel better if I the player would be the only one starting fights,
-The second boss needs a bit of a rework in my opinion,
Her moves range from one hit kos, literally useless moves like when she goes purple but has such a long delay that she never hits you and it's too close range
The shield skill makes her move where she dashing around alot trivial (I think you should make the shield skill break after a set number of damage.
If you don't shield skill she can put you in a super stunlock and kill you without there being anything you can do if you get hit.
- The finisher move feels like you should be invincible when using it, at least on normal and easy. It's too risky especially on this fight as it locks you in one place and leaves you way too open in a boss fight where being open kills you super quick. Although it was funny when celeste used her crazy move and half way though the boss just booped me and I died.
- The rock golem monster does a move where he slams his fist, it's way too slow and you would have to be really not paying attention to not get hit.
The red lazer monster doesn't seem to do anything with his lazer it flashes a ! but I don't think I take damage.
- The wolf in the tundra howls but this doesn't seem to do anything at a glance.
- There's odd fire looking textures that lead to a quest that are pink and look really strange like we have some sort of hunter vision or something.
- The randomness of the party skill is a bit of an odd design choice, it's common enough to not be a problem. But a refillable bar would be a better choice IMO.
- The party skill box should probably be a bit transparent, Looks weird.
Sorry for the long list, Just want to help, This is amazing game so far, Note: The battle music when it plays is great.
2) Affinity is only related to equipment and talents right now.
3) The tutorial prompt for party member mechanics should only show up once, and it should only show up when the bar is full, right now there's a minor bug where it's showing up when it increases instead of only when its full. It's fixed now.
4) Party members will revive automatically once u exit combat (celeste only)
5) I can't seem to reproduce this.
7) Party members can't roll.
8) You can assign usage priority in the abilities screen.
9) Lock-on is determined by the target closest to the center of your screen. It's designed like this since it fits most scenario optimally. If you have some suggestions for this, I can try and see if it'll improve the lock-on.
Suggestions
1) I adjusted it so that party members don't aggro monsters by themselves unless you are in combat now.
2) I dont agree that finisher move should make you invulnerable, you can use it when shes stunned after the dash.
3) For the red laser monster, I tested it and it does do damage, does this mean you have very geared up equipment? That's the only scenario I can imagine where it could appear like you're not taking any damage.
4) The wolf tundra howl buffs nearby wolves and have a chance to summon wolf reinforcements.
You mean red-purple-ish flames on the ground that leads you to a destination? Those are hint marks to lead you to the quest.
I have the problem in the Casnir Caves that my Game Chrashes every few minutes and i cant keep playing the game.