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Of course it is difficult to put ourselves in the players' shoes. It would be nice to try out our own mod, not knowing anything about the levels - would we actually like it or not? Anyway, at some point we had to call it complete :)
The game not closing after the credits is intended. We thought it might be fun for players to explore the final room as long as they want ;)
"Master's Island" is pretty mediocre, to be honest, although Passage is not bad. Well, as I said, an unusual ending.
By the way, for some reason the game does not turn off after the end credits (with Sam and the Monster) , is that how it should be?
Regarding the levels themselves:
"Playground" - OK
"Rise and Fall" - Nice!
"The Trials" is conceptually great, but it's not very pleasant to play through - constant death due to any mistake. I spent a lot of time, especially getting the star
"Water Effects" - New mechanics are always great. But, again, the level takes a very long time to complete due to the fact that it is quite easy to “lose” the cube near the surface. You can also drag both connectors to the gate and go through without this amazing final chord with dropping the cube into the water (it would have taken me a long time to get to this intended solution))
- Checked with The Flood (another mod) that uses the same water as we do. Works as expected (meaning: as in the solution video, cannot produce any other behavior like you describe).
- Installed lots of other mods to see if their presence affects water behavior (theoretically they might overwrite a relevant file). None of them did, works as expected.
- Tested on three different computers. Works as expected.
- Tried in modded Talos runtime mode (not needed for The Game, but maybe you are running it this way). Works as expected.
I'll ask in the Talos editor discussion thread, maybe one of the experts has an idea how water could behave that differently in different installations.
Thanks for your continued input!
Just to check, you are dropping the box "into the air" when it shows the usual visual drop indication (basically the same indication that you look for when building underwater stairs)? And what does it does then - does it drop somewhat but not completely to the bottom, or does it not drop at all but stay afloat at the surface?
Still could not reproduce, and I don't see any reason why the water should behave differently (apart from maybe some other mod overwriting relevant files, but somehow I consider that unlikely for water stuff).
Seriously: nice effort, great catch! I think that warrants a fix with the next update. Luckily, it really isn't much of a shortcut though :)
It's just one water puzzle by the way, the others are pure without a doubt :)
- If you place the connector on the plate as you did, but not in video mode, then do a recording, then the playback, do both beams (of the real and the ghost connector) behave the same, or does one collide and the other goes through?
- If you place the connector on the opposite plate, below the green emitter, and connect it to the blue emitter, instead (so the "mirror" setup), does the same effect occur during playback?
Unfortunately your video, during playback, doesn't show the spot where the green beam is supposed to collide with the red one. I guess it still looks like they are colliding (but the red one is just not interrupted)?
When retrieving all the boxes in stage 3, it's basically only doing guided jumps. I think you don't ever need to do a jump without footstep indication. As there is no time pressure, what can help is, for every jump involving moving mines, to watch the next footsteps appear and disappear a couple of times until you feel confident in the timing... and only then execute the jump.
Currently softlocked on top level of disconnect - too hard for me :(. I can't get to the master's island without it, right? Not that I expect things will get any better for me there :)
Just to double-check: First you placed the box on the snap point on the ground, not anywhere else, right? So it snapped into place? Then, for the connector, it should just be the "normal" item snap point you always find on a box. If you somehow managed to place the box in front of the snap point, maybe the connector wants to use our snap point (the one on the ground) instead. I suppose it's unlikely, but just to check.
What you could do to rule out anything strange is to just try the placement in some other, safe location: Place the box anywhere and then see if the connector snaps on top of it. That should work, right?
If you completed the quiz and the prisoner robot told you it would give you the fan, but then didn't, maybe something is wrong. Still, in that case, one you restart the game or rewind, the fan should be available for you to take from that cage through a gap in the fence.
Too bad that you didn't do the star right away when you got the sigil in The Trials. If everything is set up from the first round, getting the star is actually quite a bit easier than getting the sigil.
Is that the only star you are missing? If so, it's all that stops you from reaching the Master's Islands. Let me know - maybe we can add a cheat/shortcut to the star, so you can proceed.
The good thing about Disconnect is that it's optional for the time being and you can also leave it to the very end, still completing 95% of the game (and experience the part with the Master's house).
The only thing that could redeem it is checkpoints. It's never fun going back to the beginning.
Personally I think that stage 4 (mixed items) does have some merit in terms of puzzleyness. Apart from that it's indeed a different kind of challenge. We liked the idea that players may first think the goal is simply to pass the mines but then realize that they really need to get every single item through as well. We will see - maybe we will find a way to improve the execution of that idea without completely erasing the level.
So far from the feedback we got it seems quite a few players found "The Trials" annoying for one reason or another. We would be curious to hear if there is actually anyone who liked it :D
Sorry for the trouble - in our testing it was working every single time. Seems we hit the center each time without noticing there might be a problem.
I'm sure at some point we'll ship another update to the game. We'll check if we can make the fenced area a little smaller to prevent this from happening. It's early in the puzzle but still annoying to have to rewind.
Thanks again for reporting!
I just checked the expected behavior in workshop-installed version again and also verified the objects in Talos Editor, to rule out any obvious mistakes.
In the past, sometimes there have been reports of some workshop content breaking other content due to (unintentionally) overwriting standard files, Depending on what other Talos workshop mods you have installed, this might be the case here. It seems unlikely because it's just a plasma barrier and a pressure plate - still, it already happened that the standard fan behavior was overwritten. Maybe you could try (temporarily) uninstalling other workshop content and check again if that resolves the issue.
You may also want to run the Steam check to see if the installed Talos game files are corrupted, just in case.
Did anyone else experience the issue reported here? The video by separion doesn't include any spoilers.
Our thought process: We wanted to avoid allowing a third box into the level, which would enable the user to build "real" stairs anywhere (by switching the third box with a connector the box would get freed). So we came up with something that would lose the extra box again immediately and at the same time familiarize the player with another relevant concept: dropping a box into the water from the surface and having it sink slowly.
Yes, the AI robots get replicated during recordings (which is actually funny to watch from the back side of Disconnect), so I plan to check if that's causing the issues.
About the last green sigil: We considered leaving the alternative red beam solution in, but then realized that as a consequence would also have to allow a more direct connection from the Star 4 roof area (without involving Playground at all), which so far was also only blocked by an invisible barrier. So it didn't feel fair to prevent that one but allow the other. And tbh, we also feared that the unintended solution might be what 90% of players would end up with :)
https://imgur.com/a/BIDY8dr
It would really require just changing the first pool, past the plasma gate the level would be functionally the same. That does introduce the 3rd box to the level though, so it opens up some possible 3 box exploits, but the walls generally seemed high enough. Might need to add an arch above the gate that lowers in the end, though. Still - looking for cheeses/alternate solutions/exploits is a large part of what makes Talos so fun, so fixing ALL of them is not necessarily required, just don't make it too easy and blindingly obvious :)
P.S. I love that you are making this together with your daughter - that is sooooooo cool!
I agree, I also really like the mirror portal mechanic . In fact, I think you shouldn't have disallowed sending the red beam from previous areas for the last green sigil. It's a nice alternate solution that ties the whole world nicely together, and it's involved enough that it does not feel like a major cheese.