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Messages - sin

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Bugs / Re: Destroy the sonar quest not completing
« on: October 23, 2019, 08:07:01 pm »
Ok heres how it works - if you destroy the sonar then go straight to the captain, there's an unknown entity, invisible, that does the talking, probably razor/cruzer. The quest completes this way.

If you destroy the sonar, then go tell cruzer not to come since you obviously did the job already, and THEN report to the captain, both razor and cruzer are there how they should be, but the quest doesn't complete.
Yep, this is still the case.

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Bugs / Re: Zone Transition Failed
« on: October 03, 2019, 06:27:53 am »
I've got the zone transition error as well, when I'm supposed to be moved to Foundry after defeating the Beast (via cut-scene).

Error log: https://drive.google.com/open?id=1lasKlVY0PjMYx2yihkN6ISNDRj4Azr8P
Save: https://drive.google.com/open?id=1coiUnimeFfNdoBl4GI7UztsbITInSCOr

I've got a save prior to setting up the psi device, but would probably need to do some shenanigans with the train travel to be able to proceed, could you please advise?

EDIT: I've loaded the previous save, travelled to Core City on foot, returned to Foundry by train, killed the Beast and then the transition was successful. :-)

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A lot of changes, seems that really good and well considered ones. Many thanks and I just can't wait for the expansion to be out. :-)

4
General / Re: Arke Keycards/keys?
« on: July 18, 2017, 05:44:01 am »
So i need the janitors closet keycard and i need to get it from a locker in a room to the northeast of the second area.

How do i get in to the room to the northeast to get the janitors key?

Someone please help
As far as I remember, once you acquire keycard in the area with assembly line (the one to which entrance is guarded by 4 plasma bots) you have to backtrack to the initial entrance area to get another key/keycard from a previously inaccessible room (that is opened with the first keycard). This last item will open a small door in the assembly line area which will let you access a ladder to underground utility section. This section is also connected with the main hall area, which you generally need to get yourself to.

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Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 14, 2017, 10:51:22 am »
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P

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General / Re: Merchanting skill
« on: July 12, 2017, 08:56:58 am »
I also think one of the problems is that traders that offer special stock are pretty rare- maybe a little more than half a dozen in the entire game. This somewhat diminishes the benefits of having high mercantile, unless you don't mind waiting for them to restock.
According to the wiki there are actually 9 of them, however since some of them are mutually exclusive I believe you may access up to 6 different vendors in one playthrough.

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