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1) save anywhere
2) access stash anywhere
3) toggle combat/walking mode
Dialogue is tight and immersive. But it's been a while and I wonder if the author is still working on ep 2.
But there's an annoying bug- certain areas will remain dark, even totally black, even when I walk int othem, at which point my character disappears. Would be great to get this fixed...
3) Some weird loot - strange getting totem powers and drone weapons that my street sam could use. Not really a problem, just a weird mechanic.
That said, I loved this content, probable my favorite UGC so far. Eagerly awaiting the next chapter! (Set it in Brooklyn! Would love to see some BK barrens.)
Just a couple of minor bugs/glitchy things:
1) Although I like that you hacked a save anywhere feature into the game, and it's nice that you get to re-choose your teammates when you transition to a new area, this basically makes you unable to give items from your stash to teammates, as they will disappear when you have to re-choose the runner. Lost a few medpacks and docwagons that way, but not a huge deal.
(cont'd)
- Optional routes are very much appreciated, although so far appear to be tailored for a decker (lucky me). But perhaps this is the nature of the chapter, simply. While I enjoyed the options, I imagine playing a - let's say - rigger, would have me wishing I wasn't (playing a rigger). But then, have I finished the story? No. So nevermind, actually, rewind: Options. Options good, me like.
Summing it up, as said - solid work. Hope you get around to continuing this. Thumbs up.
- The writing has been good-to-very-good thus far. Also, surprisingly typo-free. Bit of (too) cozy in your own office, perhaps, but I liked that you can actually penalize yourself by being an ass to... uh, the Equipment Ork (I'm quite sure he had a name, and that "Equipment Ork" wasn't it, but I have a terrible memory for names), in which case he'll give you a gun and a "F-you, good bye". Otherwise, he's very (slightly too?) helpful (perhaps limit what he'll give you? I got a bunch of guns + things I couldn't even use before I got bored with milking). again, not a large "issue" by any means.
(tbc due to character limit, which is really silly)
Now, a couple of loose points:
- The Winter (something) building , which is obviously the one I've completed and can give you some feedback about, was fun - but the technicians standing around while I was running around with guns smoking and cracking the computers left and right, were a little jarring. I eventually figured "ah, what the hell" maybe they're supposed to be so wrapped up in their evil corporate affairs (which are evil by default, not a specific reason in this case) they don't notice the armed intruders... in the very same room... ahem. apart from that, liked it a lot. and even this is not a large issue.
(tbc due to character limit)
1) Hired Runners don't seem to die permanently like they do in "The Dead Man's Switch", is that intentional? I know in one of the missions, I picked a runner I didn't plan on using and used him as a sacrifice to hit the main objective while the rest got out. I expected him to be gone for good, but sure enough, as soon as I got outside, there he was in the list.
2) Hired Runners don't seem to level up like in TDMS, is that intentional? I personally would love to see the karma system applied to hires, but that's probably not something that can be edited.
3) When equipping the team and leaving for the mission hub, you can scroll through your runners, and weirdly... Eli is among them! I guess he's supposed to be a future runner, but that looks like a bug.
That was an HBs problem, no?
This has been fixed in the latest patch, 0.94. In Knight Errant and Winter Systems, you can click on yourself to enable turn-based mode. Then select your hired decker to interact with the console/computer that has a decking skill check. In Lone Star, there is a point in the run where you go into turn-based mode for the rest of the run.
The decker in my party can't help with any of the nodes that require a decker skill. This is a problem I saw in Dead Man's Switch as well, so I don't know how easy that is to fix. I noticed that once I voluntarily went into combat mode, it was rather difficult to get out. I think I was only able to get out at Winter when I stopped to show my pass to a guard.
Otherwise I can't think of any notable bugs.
Had my FN HAR rifle turn into the gun off the doberman drone. Complete with 99 round capacity etc. I was using the the FN and an AK, the AK was sitll normal. Thanks and keep up the good work.
There was a bug where the final conversation (a phone call once you return to the Avenue after completing the third run) did not trigger, but that has been fixed. That phone call allows you to end the episode or choose to stay and end the episode manually by bringing up the special player menu.
Good missions. I like the variations in the scenes and objectives. Very difficult fights if not prepped.
All the decking skill checks apply to both the player and any hired teammember. If the hired decker isn't fulfilling the skillcheck, that's a bug with SRR because the triggers are there.
Oh and brilliant idea with clicking on the character you get "save game". :D