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Messages - TΛPETRVE

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46
General / Re: tanner - endgame (spoliers)
« on: January 24, 2016, 05:52:12 pm »
North Underrail isn't part of the game. You won't get to hunt Tanner until we either see an add-on, or a sequel. For now, you pretty much finished the game. All that remains for you to do is to finish any open quests, and then fulfil one of the two victory conditions to trigger the end credits.

47
General / Re: Oculus looks awesome (no spoilers)
« on: January 24, 2016, 04:12:37 pm »
I think there isn't much to fix there. The game's art style will always be somewhat incongruous and cobbled. The corrugated sheet walls in the Drop Zone look stylistically completely different from the concrete walls in other parts of Core City, and those in turn look different from the detailed grime textures in the sewers. "Fixing" this would require a major overhaul, which obviously was never possible with the given budget and manpower, and is hardly the most important thing to focus on now that the game has been released to a by and large satisfied audience.

If there is one thing that indeed needs to be fixed though (unless it was done on purpose, or has already been fixed since), it's the hole that leads to the prison below the United Stations embassy in the Free Maura quest. The hole that leads to the ventilation system is actually still drawn with the old cave tileset from the early alpha.

48
General / Re: [help] AI core - arke power station
« on: January 24, 2016, 03:04:24 pm »
Down there is nothing of interest. You need to go back up to the factory. The mainframe room can be opened from any terminal up there, IIRC.

49
General / Re: Oculus looks awesome (no spoilers)
« on: January 24, 2016, 03:02:53 pm »
Referring i.A. to the half-height walls used in the Coretech and JKK headquarters. Yeah, of course they haven't been there in the early alpha, but they are clearly still sticking out like a sore thumb. What is there from the early alpha are some of the floor tiles, though.

50
General / Re: Oculus looks awesome (no spoilers)
« on: January 24, 2016, 02:40:10 pm »
I still find it amusing that part of the game's assets have been improved, whereas others are still clearly in the state they've been since early alpha (looking at the Underpassages and parts of Core City in particular). Sometimes the art clashes very unsubtly, especially once you get to see Core City Sewers and other hi-res tilesets.

51
General / Re: [help] AI core - arke power station
« on: January 24, 2016, 02:27:26 pm »
Ah, so you haven't been in the west wing yet. You gotta make it through the spider cellar. On the other side is a ladder that leads up to the west wing, which is where the power plant's maintenance is located.

52
General / Re: [help] AI core - arke power station
« on: January 24, 2016, 01:56:54 pm »
It's in the very north of the east wing. You need to use a terminal to open the shutters.

53
General / Re: [help] AI core - arke power station
« on: January 24, 2016, 01:30:43 pm »
You need to make it to the power plant's control room, which is in the west wing, behind an elevator. Up there you can distribute electricity to various facility in DC, and it'll automatically shut off the AI's control over security. Cameras will still see you and hound the bots on your arse, but IRIS cannot prevent you from opening the mainframe room anymore.

54
Suggestions / Re: Ironman Mode/Achievement
« on: January 23, 2016, 08:49:10 pm »
The game is balanced towards fast-paced combat that emphasises criticals and damage-per-hit ratio to get rid of the drawn-out chipping orgies Fallout was infamous for. The need for savescumming is an unfortunate side effect.

55
Suggestions / Re: Ironman Mode/Achievement
« on: January 23, 2016, 05:22:44 pm »
Exploiting the system really shouldn't be the prime way to do it, though :D .

56
Bugs / Re: Line of sight issues really need to be addressed
« on: January 23, 2016, 02:38:07 pm »
There's generally an issue with half-tile steps.

57
Suggestions / Re: Ironman Mode/Achievement
« on: January 23, 2016, 12:56:56 pm »
I doubt the current balancing makes a no-death run even possible, unless you play on easy and avoid combat as much as in any way possible :D .

58
General / Re: Tithonus Station [spoilers]
« on: January 23, 2016, 12:55:18 pm »
Yeah, the ghosts only react if you come within range of 2 or 3 tiles, so as long as you keep your distance you can just walk around them.

59
General / Re: Tithonus Station [spoilers]
« on: January 23, 2016, 12:07:31 pm »
You have to manually (i.e. by interacting with them) destroy the stasis cells one by one, which will permanently kill the ghosts (who otherwise would just resurrect, even if you were a thought controller).

60
General / Re: Matt Chat Styg interview
« on: January 22, 2016, 02:54:20 pm »
Awesome. Totally missed the second episode :) .

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