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@Just-Manuel: It's in the northeast of the underground bunker, along the north wall. You won't always hear the beeps when running through an area, you may need to stop for a second or two to listen. Don't worry about missing it, it only gives a little nuyen.
Is this a deliberate choice? Is she showing off her fancy legware?
Edit: You might need to restart the scene and/or relaunch Shadowrun Hong Kong after making the changes for it to take effect.
@Stuurminator: Oh, good call! That's the outfit I had her in for Caldecott, but you're right, it looks weird, especially in close-up. I'll swap it out in the next update.
My main complaint is the troll that came back from the dead is extremely hard to fight. I was doing fine on 'hard' difficulty but by the time the team (the main crew) finally got to his hidden hide out, they were pretty wrecked. I turned it down to 'normal' still can't make it. Turned it to 'easy' the characters all miss or can't break through his armor. The pacificist elf is useless against him, the dwarf decker's submachine gun can't get through the armor (and mark attempts miss), the shaman is OK but is running around and trying to hide, or stand out in the open on top of the mana line.
Shaza can teleport, has chain fireball (mass death causer, instant reload), has shotgun and great armor. He's freaking epic
Should we have left this mission last? I chose getting fake ids first thinking it's the most shadowrunny. Is there a way to come back to the mission later at full health & gear? Or after leveling up?
Btw, I hope you don't get me wrong, I was having a blast and these missions being marathon sessions is awesome. I was having fun playing on 'Hard' too. Each mission is riding the thin line, all the medpacks used, etc. It just seems like I can't get through this guy. The elf pacificist feels really useless, i'm baby sitting him away from the fights after awhile. Conceptually, cool. But the cool down period and lots of misses (again I was playing on hard so that might be on me) really make him hard to use. Hopefully after this mission I'll sub him out and never think again
@djtrainwreckx: If you haven't already, you might want to check out the candles on the walls in this room. The fight will still be challenging, but at least you'll be able to get through his armor. Good luck! And yeah, it should get easier from here on out.
This could be a bug or just a questionable AI thing, but in the Waste mission if you go against Renraku and deal with the fight in the Aquarium area, the Renraku Assassin hostile NPC will not advance far enough to be spotted unless you're near the spawn point, leading to the neutral NPCs sent along if a certain paper-pusher was elevated to keep running in circles and potentially blocking the player from reaching an enemy who refuses to advance forward. I had to reload to an earlier part of the fight, only a few turns to run forward and find the guy basically sitting in one spot, again I can't tell if it's the questionable hostile NPC AI telling the Assassin to avoid all the runners/corpsec at the end of the hall or a genuine bug.
You were also right in that disabling HD Textures fixed the Low Ebb slowdown issue, which is strange since this is a new gaming rig that can handle DOOM 2016 on Ultra with well over 60 fps even in the heaviest gauntlets, my guess is poor optimization when it comes to the HD Textures themselves.
One one non-bug related note: the music for the final mission was flawless.
Edit: I just remembered another bug! During the first foray at McCellen or whatever, where you recruit Misato, if you opt for the non-violent approach to get in and end up causing a fight before getting a certain human's voice recorded, he'll be counted as an enemy but will remain in the still-locked room and thus prevent combat from ending, potentially forcing a reload. My advice for that would be that if he's in the still-locked room when combat starts, he issues orders to the guards to cover his escape and then some guards get close to the door to cover him (extra enemies spawning in than they would otherwise) and he then exits the door and leaves out the exit, allowing him to live while permitting the scene to continue forward after all the enemies are killed.
damn...how did i miss that....
Edit: Minor Typo encountered during Forged in Battle. When convincing Slagarm the Proud to release Wilco with the Etiquette: Gang option, her dialogue after Wilco speaks up mentions her poking him in the chest hard, but instead of it being like [She pokes him in the chest hard] while using the brighter colored text, it uses the darker, bracket-less text reserved for speaking text.
I know I'm throwing a lot of bug reports at you today cirion in different posts, but think of it as a very weird kind of gift from me.