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There will be an updated demo once we launch as well.
Now,
1. This is an interesting take on the UX, several improvements have been made to the tutorial to get people on board easier.
2. Will check with the team, but we did do a a resolution fix at some point, it may affect this.
3. You're ready to be a QA, I'll check with the team.
4. We've taken a look at this specific part of the prologue for launch.
5. Noted!
6. We're aware of weird binds, this is being looked into, if not already addressed for launch.
7. The team has been notified regarding loot visibility/readability.
8. Added yours to the list, seen this one pop-up before.
9. Noted! Not sure if this will make it but we're checking binds in general so it might.
10. Seen some mentions of this, I've noted it for future reference, but I'm not sure it will be included so I'll check with the team.
11. Are you sure you didn't accidentally hit a key that would cancel it out?
12. Working on AI for sure. Can't guarantee they won't occasionally have some erratic behaviour though.
13. Noted!
14. Noted!
15. This was highly requested.
16. It reduces reticle bloom, not the AP cost. Generally a good pick on a fully automatic weapon.
Thanks for playing. :)
Thanks for the time getting back to me!
3) I actually love playtesting and I've done QA for a handful of early access/pre-release games in return for a game key (well, for free, but was given a key afterwards) so always happy to help. I think my speciality is finding bugs only players that do stupid things would encounter haha. So, always happy to help!
7) I should have amended my notes for this when I got to the end of the demo, but actually I'd stopped compulsively opening the map when I realised that (I think?) the map only shows lore POIs rather than guns/ammo? But either way, increased visibility would be great
11) I'm 100% certain I didn't - he'd been stuck unable to move on his turn for two rounds (clicking a point for him to move to just didn't do anything, but also didn't cancel out of the move UI) whereas the difference with when I was trying to scramble with him was that clicking the move ended the scramble.
I'd guess the difference is because when you move (successfully) on your turn, after you've moved it doesn't exit the move UI i.e. you can move 5 squares, then click again to move somewhere else without having to select 'move' again - whereas when you're scrambling, the moment you click where to scramble to it ends your reaction turn and you start moving but the enemy starts shooting too.
So, when the move was failing on my turn it was still leaving me in the move UI, but when the move failed during the scramble it ended the reaction turn.
16) Hmm... your explanation wasn't at all what I was expecting (as in, why mention the zoom AP cost if it isn't being changed by the mod (wait, unless holding breath normally costs more than 1 AP and this mod just changes it to a flat 1AP?))
Can I recommend that instead of using a hyphen (which looks like a minus) as a delineator, use a colon instead and have a + or - for how the stats change (or nothing, if the stat is staying the same/becoming a flat number). So, for the Acacian stock it would say:
Hold breath cost: 1AP
Accuracy: +11%
Reticle bloom: -11%
That way it's clear what's becoming a set amount, what's increasing and what's reducing.