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1) I originally intended more missions for the factions but chapter 2 was dragging on too long so I published it with the single mission. There are two more missions in chapter 3 and I intend on eventually adding two more missions to each faction for chapter 2 once the game is complete.
2) Good suggestion, I'll add that to the list of things to do.
3) Originally the smartlink choices only appeared if you had the gun in inventory which was confusion to some people. So it will show everything he can do...including guns not available until chapter 3.
4) I did plan on 'discounted' weapons in the Merc store, but it requires making additional copies of every item (since the cost is hard-coded in each item, it's not adjustable by vendor) so it's on the list of things to do after the UGC is finished. She's mostly there as a convenience so you don't need to run back to the mall before taking a mission from them.
First, if I haven't said it in another thread, great module! Thanks! This may be the best one I've played so far.
1. The vending machines in our uptown safe-house are cool. How about one for Repair Kits too? And/or much like the medical table, some way for Riggers to repair drones between missions. (I love the drone repair cyberarm, BTW.)
2. In Chapter 4, I feel like the techmaster Rigger/Decker (forget his name) kind of got left behind in his stats and gear. I didn't go back and verfiy, but I thought he looked the same as he did last time I used him in chapter 3. Steady Eddie has better drones than him. He should at least have a Guardian. :) Also maybe an additional point in his Drone Combat, Decking, and ESP. Maybe a better deck as well. I'm not sure if that makes him *too* good at that point, but he should be somewhat better than the average hire, and I noticed a bunch of them seemed much better than him now.
3. How hard is it to make custom drones? (Can you tell what archetype I played yet? :)) Some new drone choices would be cool.
Custom drones aren't too difficult...was considering a 'tanky' drone to suck damage and some automatic weapon drones. The base drones are pretty lackluster, at least the combat drones. It's all single fire guns with 99 rounds, and the only difference is slightly more damage per shot for each level of drone.
So, interestingly, he actually has 4 items! He has 1 gun, 2 drones, 1 deck. (Which makes me jealous, because I'm also a rigger/decker, and I wish I could carry those for things. :)) But if you want to reduce his inventory back to 3, I'd vote to ditch the gun, and then when both drones are active he can use Mark Target with his 3rd AP. He also doesnt have an outfit. Maybe give him a decking outfit +1 extra point of decking to get him a fairlight excalibur, and one extra point of drone combat and get him a guardian drone?
Re: custom drones. Your ideas sound great! The mortar drones drive me crazy. Reloading every turn is too much!
My suggestion is to add a little more nuyen to the beginning missions to compensate for setbacks. Otherwise it becomes hopeless if you have setbacks. You pretty much have to have all perfect missions with little or no damage taken or deaths and by using reload exploit. I have one character that is in chapter 2, that used the reload exploit in chapter 1 whenever a mission went badly. In chap 2 they have enough nuyen to cover losses easily.
So I disagree with the phrase 'needlessly great number of enemies' simply because that was the point of the UGC. Obviously this is not gonna appeal to everyone!
The game itself was balanced for Hard, but to do so successfully requires a combat focused character and a strong team (like the McMillan twin or The Slammer). I included stealth mechanics for those wanting to play more of a role-playing character not so focused on killing stuff. You may very well be right that with certain character/party combinations there really is no choice as to how to get past some fights on harder difficulty.
It's a bit harder for me to properly judge difficulty since I know what's going to happen in every fight...
Very Hard is for masochists, but I did want to make a combat challenging UGC for those willing to take the plunge. I just found other UGCs to not really be challenging tactically and thought there was a opening for a combat-heavy UGC in the workshop. Many folks prefer story over action and they are probably going to be disappointed with A Stitch In Time in that case.
All that said, there's probably a better middle ground that I haven't figured out.
One thing to watch out for is the various patches have a tendency to break some of the fight balance...almost all the fights were designed for the party to have the initiative (going first) and I've seen where game updates changes the logic so the enemy goes first. That can make a tough fight become annoying instead of challenging as the party gets blasted before they can even get into cover. I try to fix that when I see it but the sheer length of the UGC makes that hard to catch everything.
@twistedd: Actually a good idea, but I couldn't figure out how to get that to work in the editor :( I did try!
@Teralitha: Your suggestion was done in one of the last updates...there's been more money added early on in the first 3 missions. And with Dragonfall allowing loans the problem should no longer exist...of course, you have to be playing the UGC with Dragonfall and not DMS for that :)
Any chance of moving this to the Director's Cut Edition? I know I can manually move it over (which I have), but would love to see the enhanced armor mechanics, the added items outfits/cyberwear, loaning, and other enhancements along-side the already excellent UGC.
My only complaints with this UGC may be a side effect of me playing in the DC edition. The text in the loading screens is tough to read (at least on my display). I have bright blue text on a bright blue backdrop. Also, the Shaman wall spells, (lightning wall, fire wall) seem to be missing, except for the final one.