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When I last played through on an emulator I had to go to the Cage to learn the keyword... I don't see any reason not to allow the bar patron to give it though...
If I remember right the warhawk is actually a tier 3 weapon so I'm surprised I made it available that early. If its really that powerful I have no objection to moving it to the Dark Blade shop.
I'll definitely adjust the disguises so its optional. It hadn't occurred to me that people might not want to use them.
The karma and clearing of floors with stealth is an excellent idea. I'll think on how to do that, but it shouldn't be too hard.
I'll take a look at the volcano. We actually had another scripter add the logic there (Dave does good work!) so I don't know how quick or easy those fixes are offhand.
And I'll think on the hiring suggestion. That is a potentially messy change so I want to make sure everything else is good first.
Edit: I just verified in 2 different english versions of the game (one may have been the beta, but I don't know for sure) that he does, in fact, give the keyword if you talk to him, then use the "talk" dialog command.
Also something I forgot to mention - the Drake fight was actually very challenging at my karma level. Too hard? Probably not - that was supposed to be the ultimate fight on the SNES version (lol@freeze). In fact it might be too easy, depending on how much the RNG has Drake blasting away at Jester. To eliminate that factor, remove Jester's invulnerability and give him some sort of ranged weapon (magic would be faithful to the SNES version, or the Gatling Gun would be appropriate if you wanted to keep the "technology in decay" feel). Ideally, Drake should focus Jester while he's up, and Jester should have enough HP to last a while, but not through the entire fight.
--Arek75
Nah, this doesn't seem right – story-wise. Jester ist unkillable. The only way to get rid of him is to know his name and put him under your command.
Back in the SNES game he just did one barrage attack on Drake to make it easier for the player to achieve victory. After this attack he disappeared. He didn't do the full job like he is doing in the reboot.
So to keep the original feeling and don't hurt the story just let him do exactly what he does in the SNES game. Last 1 turn and do damage once which takes a fixed percentage of Drakes life.
I was doing 2 damage per hit with my Assault Rifle (that's when I was hitting Drake at all). Drake does about 30 damage per round or something similarly ridiculous.
You do the math.
Drake hasdnt been balanced much yet. How much karma did you have going in? What was your average hit chance? What rifle did you have?
Thanks for commenting!
No worries. I beat Drake once, but I should really say: Jester beat him :)
I have 207 karma in my save just before the Drake fight. Hit chance isn't displayed for Drake. Don't know why. Usually I can see the hit chance when attacking. I had just the basic AK-97, which I realize is not the optimal choice, but I had no problems with it up to Drake.
Another thing: I just reloaded my save and tried the Drake fight again (several times), and Jester kept trying to run out of the room. For some reason he didn't even attempt to attack Drake.
First, the elephant in the room - how the pre-caryards scenario plays out (in both the reboot and the original):
Believe it or not, I'm not keen on either of those scenarios, story-wise, after having listed the events. The first one requires Jake to go well out of his way to get kicked out of The Cage before he has any reason to know he needs to get in there, and neither gives any indication of the reason you need to get at Grinder's personal belongings. Basically, it boils down to this: Jake needs a Credstick so that he can find out about The Cage to get kicked out and find out he needs Tickets, but he needs to know he needs the Tickets before he can get the stuff needed to get the Credstick.
With that in mind, I'd like to propose a change here: Take the Credstick out of Grinder's posessions and put it on the Ganger you kill in the alley, along with the armor (or somewhere else in the alley if you prefer). This would make it so that you can call Sassie as soon as you find her number, thus putting events in motion for you to (eventually) get sent to the Caryards. The downside to this would be that the alleyway events are no longer skippable (lotta completionists used to skip that to get the zip gun and then go back and get the baretta).
In other news: I've been running into the "Neutral Loop" a lot in the Tenth Street area. It always seems to happen when I get into combat there, and then when combat ends there's about a 50/50 chance of going into a Neutral Loop. Intentionally allowing Combat to go a round or 2 seems to help, but doesn't completely eliminate the problem.
Finally, I noticed that the weapon selection at Vivian's (the first time you visit, if it matters) hasn't changed since the last time I played. While I haven't re-run much past there, those 2 revolvers still seem awfully powerful for that shop, as do the top 2 shotguns.
#4 differences - I'll have to check the script. For your SNES playthrough, are you sure you didn't talk to the wandering girl before going to the bar? She also gives the "tickets" keyword. With respect to plot conversation we tried to stick close... So I am trying to figure out how they got out of sync.
I also agree it seems silly to force the player to get kicked out of the cage... I think looting the credstick early makes sense... The question is... will our followers riot at an obvious change like that? (I should probably just do it and see)
Regarding Vivian's shop... What I need to do is properly set the shop up to have level appropriate gear...
I hate the neutral turn. I really do. I am taking next week off from work to work on the mod so hopefully I can finally hunt it down and kill it. (literally, as the solution may simply be to kill all the spawners on combat end)
The problem with that whole scenario is this: Why are you risking the wrath of Lone Star to get the Tickets from the Morgue at that point? Just to be a nice guy and give the Bar Patron the Tickets he paid for? Or to use the Tickets to go see Maria Mercurial yourself? Remember: You have amnesia and a bunch of gangers are trying to kill you. Additionally, at that point, you might not even know about Sassie yet, so you don't even know you need a Credstick, much less the Tickets.
Moving the Credstick somewhere where it can be gotten without the Grinder and Lone Star keywords fixes that. Putting it on that ork ganger makes sense, as he kinda looks like one of the guys that tried to kill you in the Prologue (meaning that he may have looted it off of you to begin with), but there may be other places, possibly even better ones, to put it. Mr. Johnson probably has a Credstick, for example. :)
As for the weapon shops...Yeah, that needs to happen. :)
One last thing: I ran into a bug at the end of the Stilettos run: The first time I cleared it this run I saved the Gang Leader for last. He had 30 HP, and when I hit him for 28 damage he "fell", but didn't count as being "killed", so I couldn't talk to him or get the password. After resetting, I made sure and killed him before the rest of his goons were dead, and it went fine. Not sure whether it was saving him for last or not doing enough damage to "kill" him that triggered the bug, tho.
First up, Drake Tower: There's still no warning on the disguises. I may try a stealth run at some point, but I wasn't interested in one today. The same issue exists to a lesser extent in the Volcano, but the disguise location is obvious (and easy enough to avoid), and the keycards seem to add some flavor.
Now, a couple of bugs:
First, I ran into the "New Actor" bug (where Kitsune turns into "New Actor"). This is likely due to me attempting to give her my Fireball spell (my build doesn't have enough magic power to equip it), as it happened after reviewing my stash to see if the darned thing had popped back in there after disappearing off of Kitsune. In any case, that simply means that my Stash is inaccessible now (nbd, really, tho I'll miss the Armor spell if I don't get my mag up enough to equip it before getting it). Note that rolling back to before I attempted to give her the spell is not really an option, since I did that almost as soon as I got the spell, and would have to redo everything from Bremerton onwards, at least.
Second (and more important, really, at least to me), After finishing the Volcano and talking to Pushkin, I was given the options of either going immediately to Aneki Tower or returning to the Docks. I decided to return to the Docks, since I needed to grab the Armor spell anyway. Unfortunately, at that point, Kitsune was removed from my party for some reason. Now, to see if I can salvage that situation, I need to do another Volcano run (as I didn't manually save during the Volcano at all).
Finally, the Drake fight: Drake was not targetable with *any* magic spell, including Powerbolt, when I fought him. This means that poor Kitsune had nothing to do when her Heal and/or Manaball spells were on cooldown. I get that this may have been done to prevent cheesing the fight with Blindness and/or Petrify, but it also rendered Jester helpless (he just stood there while I blasted away at Drake with my Shotgun and Rifle). Note that Drake can still be hit by AoE magics that don't directly target him, so Manaball works...as do Drake's own fireballs, so go stand next to him while you're blasting him...he'll kill himself trying to kill you. :)
There are still, ofc, the aggro issues in there, particularly where you aggro the turrets one at a time in the first turret room on the Sub 4 (others as well, but that one's pretty glaring still).
Can't wait to see what you did with Aneki Tower. :)
--arek75
(Edited your text to make it easier to reply)
1. I need to revisit weapons and gear. That will happen when I do a balancing run (which requires me fixing a bunch of stuff first).
2. Thanks for the reminder. Completely forgot I planned to add warning on disguises.
3A. New Actor Bug - That should finally be squashed when I push out an update later this week. I have been completely reworking the hired runner mechanics and logic. That being said, who knows what knew bugs will be created by this as it will need to be thoroughly tested once its pushed out.
3B. That's one design decision I need to work on. People want to give the hired runners gear but I need to make it persist somehow. The hired runner mechanics don't support it currently and any gear given will be lost on scene change.
3C. If you managed to break the game state somehow, and need manual intervention to restore it, let me know.
4. Kitsune being removed from the party should be fixed in the next patch as well. I believe she should also return when you switch maps to Downtown. If she doesn't, I can investigate more...
5. This one surprises me. You can shoot Drake, you should be able to spellcast at him too... My guess is a box is checked somewhere which shouldn't be.
As usual, thanks for the comments.
The problem is they reset every scene load... Ideally I would like to disable the ability to give them gear outside of scripted conversation windows...