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Showing content with the highest reputation since 12/24/2018 in all areas

  1. 3 points
    Hello all who see this I hope you love my bobby cosplay as I do :)
  2. 2 points
    I really really really liked the game. I wish Ollie's Act was longer, i really like his character. The things that come out of his mouth. hoo boy
  3. 2 points
    We’re excited to announce that We Happy Few is now available on Xbox Game Pass! If you’re an Xbox Game Pass subscriber you can download the game here. If you’re a new Xbox One player of We Happy Few and have any questions about the game, feel free to take a look at our forum or send a ticket to our support team here.
  4. 2 points
    Hi, After updating the game to version 1.6.75622 the save game now loads fine and as of writing this I haven't had any problems. I wasn't expecting this to be fixed so quickly, thank you.
  5. 1 point
    Location: Just entered plagued fashion building shelter in the parade district, and i hear the usual styled mumbling of the slowed records.. but its different this time. Head out the door to the right in the storeroom to the bed in the back corner, theres a wind up 45rpm record player. A woman sings over jazz about one day waking up in a house on fire alone hearing sirens coming. HELP? Im going to be up all the night fretting 20190222_155929.mp4
  6. 1 point
    Hi everyone, After a much needed holiday break, we are officially back in the studio and ready to start a brand new chapter! From all of us at the studio, we wish you a happy new year. Big things are coming this year, including the DLCs. We are happy to say that things are going well and that we’ll start sharing specific news very soon. Let’s say that we hope you enjoyed the wacky side of We Happy Few. However, in more immediate news, the team has also been working on patches and updates for the main game. Console and PC versions of We Happy Few operate differently, each with their own set of specific bugs to address. Lately we have been working on Xbox One specific issues, as we received a great deal of feedback about it specifically. Today we are releasing update 1.6 on Xbox One! These fixes will be coming for other platforms as soon as they are ready, along with their own platform specific fixes (including linux). If you are curious about what the update will be, this patch contains a new save game system (so you have more than 3 save slots available), some small combat improvements, performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay bugs, and localization fixes. Here are the patch notes for update 1.6. Otherwise, many of you have asked about the progress on the DLCs. We’re still a small team and are doing these DLCs ourselves. What this means is that we proceed through pre production on each update with a small team, then go into production with the full team when it’s ready - and this can take time. We want to get these right, and we very much appreciate everyone’s patience. This is where each update is currently at: Sandbox is in the final stages of tweaking and QA, and will be the next major patch after 1.6 (1.7, probably). We’ll be talking about these game modes shortly, as they will provide different experiences to what you currently see in Wellington Wells. They Came From Below is mostly content complete, and we’re currently reviewing/polishing up what we’ve built in production. Lightbearer is full steam ahead in production. We All Fall Down is in pre-production. As usual, if you have any questions about anything, let us know and we’ll be more than happy to respond. Thank you, Compulsion Games
  7. 1 point
    Bump^ loading screens same for me in town, far too common. Every second street loads in town when chased. Maybe preload more cells when entering town? XB1, build v1.6.75622
  8. 1 point
    Hi there, We're sorry to hear you're experiencing this issue. This is a known low memory crash (RAM) which can occur on some PS4 save games. The World Generation system can create unpredictable worlds, and some of these are laid out in ways which may use up too much memory in certain areas of the game. Issues like this can occur rarely for some players, especially on the PS4 and XB1 base consoles. We're looking at addressing issues like this for the next patch (v1.7), but that won't be coming out for some weeks. The crash occurs most often when dying inside the Health Institute and reloading your save game. Sometimes it will crash when you exit the health institute. Unfortunately, there is no specific workaround for this issue. In the meantime, you can start a new game with a new worldseed, or attempt to complete the Health Institute without dying. I'm sorry to have to tell you this. You can also contact our support team at < https://gearboxsoftware.zendesk.com/hc/en-us/requests/new > and they'll get back to you as soon as possible. Cheers, Lee
  9. 1 point
    Thanks, re-installing the game onto the same drive as where the appdata folder is located has resolved the issue I was having. 👍 Much appreciated for the assistance
  10. 1 point
    Question to Devs: Would you like to make the Brolly and Jolly Brolly be stealth weapons, so you could have them out and no one would get triggered? Not a huge deal.
  11. 1 point
    This guy doesn't face you while his dialogue is playing.
  12. 1 point
  13. 1 point
    Why can't I bribe bobbies who are standing guard? That's kind of the whole point of bribing. All it does is take me into an animation where nothing happens before letting me go. Sometimes it works if you talk to the bobbies and then immediately bribe them but this isn't' reliable.
  14. 1 point
    I had many commitments that made it almost impossible to continue my gameplay-feedback constantly. However, at Christmas I received the artbook (fantastic 😍), and I have some known to be expressed on the conformity of the play between the costumes and effects of Joy, as well as the interactions of them. start by talking about Joy. We are in a society that strives to make Joy its own citizens, and the futuristic machines on the streets make the idea perfect. But it is almost not perceived this danger very often. For example, in the old versions of the game, citizens almost immediately recognized those who were not under the influence of Joy, while at present it can be said that they can do without it almost all the time, even in spite of countdown alarms that are about to play 🤔. These warn that there is a downer around, but the citizens do not seem to care until there is the fatal shock, allowing us to safely escape from the area in question. I would therefore modify this first approach by being alert on the part of citizens, as though they had heard a disturbing sound and looked at least around. I would also consider a better setting for the criers, they do not have much difference compared to the other characters in the game, and I would like to see that there are less times between the suspicion and alarmism for them 😨. Or anyway, they're harder to take to make them shut up, like they're the Crazy Legs guy. And for the doctors: politely it would be more correct that they have a wider area of perception of their smell when they are on the street to smell the downers. it is really too simple to swallow them with a few meters away ... or at least that this area of smell is wide if they are in hard mode ... Speaking of conformism in clothes: 🎩 Head - I would have liked that in the slot there was also the possibility to put the smiling mask, in order to really conform to Wellington Wells clothes, and dedicate a moment of extra attention to the player on how to dress during the adventure. It would already be more credible to have a mask not to immediately point out to Wellington Wells citizens that we are not downers. it's quite unreal that Arthur takes her for deafult for the whole adventure, even in the Garden District, in my opinion. In addition, I would apply a shorter duration of the gas mask. Or even that the hats are damaged as you are hit by opponents with bullets, explosions and strong blows. 🧥 Torso - it is practically perfect, but one could well hypothesize a duration of the clothing, that as you get hits from the adversaries they wear clothes up to become rags, endangering the player in his compliance. 👞 Shoes - is a part that basically goes well between silent steps and quick steps, but what sense do those standards have for gameplay purposes? why should the player be forced to create them in the inventory? it should make sense (also in compliance) for the game itself. With shoes in parade and village, but without shoes in the garden district. I hope this consideration is appreciated, at least when it comes to setting the hard mode of the game, which I currently find to be the most disappointing as challenge.😅 🎉 Happy New Year! 🤗
  15. 1 point
    Hi everyone, It’s been a while since we last wrote a blog post - we’ve been hard at work on patching, DLC and figuring out what we’re doing next. But, the end of the year is here and 2018 being such a pivotal year for Compulsion Games, we couldn’t disappear into holiday break without a bit of a recap. As everybody knows by now, this year we were brought into the Microsoft family as a first party studio! This is the biggest thing to ever happen to us, and quite frankly, we couldn’t be more excited for the future and all the possibilities it holds. We already wrote quite a bit about it so if you are interested in it, you can head here to read the blog post. And then on August 10, after 4.5 years of tears, sweat and love, we finally launched We Happy Few. To say that We Happy Few had an unconventional development cycle would be an understatement - we started with 5 people (2014), showed the game a year into development (2015), Kickstarter (2015), Early Access (2016), publishing (2017) and finally launched this year. We’ve shared quite a lot of the behind the scenes of our development throughout the years through weekly updates, and we are always happy to talk about it with you. We think it’s important to explain and give nuances about what happens during game development, so feel free to keep asking us. Being a Game Preview/Early Access title means that throughout the years the game kept evolving and improving thanks to the community’s continuous feedback. At launch, a lot of you kept that mindset and reached out to help us narrow down the most harrowing issues and for this we are really grateful, we have since we released 4 updates and are currently working on the 5th one which will contain our most fixes yet. Doing open development on a narrative game was quite intricate, during Early Access most people were unhappy thinking we had no story but as you now know, we were just careful with it as to not reveal any spoilers. After we launched the game, we received a tremendous amount of comments about the story which made it all worth it. We are so glad that you enjoyed the story. Future plans Once we launched the game, the programming team stayed on the main game to polish it and release updates while the rest of the team went into small groups to work on the DLCs. The team has been hard at work on them for the past few months, which is why we have been quiet about it, but we won’t remain quiet forever. Maybe even Weekly Journals might make a return, like we used to. We do have some remaining Kickstarter promises to fulfil. These include sandbox mode, and Mac and Linux versions. We currently have a running Linux version that will be available for testing in the new year. We are also looking for development partners for the Mac version, as we are not Mac specialists. We understand this is taking longer than anticipated and we appreciate the patience with this; having a more solid core game (particularly on the optimization side) was critical before getting to work on these two versions. Sandbox is coming to the end of its development, and we’ll be sharing what this is soon. We are also super excited about the coming Season Pass content, as this is an opportunity for the team to have fun and run wild with crazy ideas, while also celebrating some of the fan’s favorite characters from the main game. We hope you’re going to love them. But, now that the holidays are upon us, we are going to take a little break to recharge our batteries after quite an extraordinary year. We are just as excited about stuffing our faces and play the amazing games on the market right now as we are about the future, and are looking forward to starting fresh again in 2019. To all of you who have been part of our community, we want to wish you a happy holiday season, merry christmas, happy new year and a good time with family and friends. Cheers, Compulsion Games
  16. 1 point
    Note: I've noticed my WHF fanart being posted about the net without credit, and I have a sneaking suspicion this is the source. Please don't do that, this isn't official art, I wasn't paid for it, and I put a lot of time into it. If you want to show it to people, link back to the posts. So we creative sorts have a subforum now which means I'm let loose into the streets. However I'll be nice and clean and keep a thread updated with my stuff since I like organized things. So if/when I draw/cosplay more Arthur fanart I'll post it in this thread.~ Click on the icons to get the full image Illustrations Sketches Cosplay Recordings sometime 5 months ago - Fanart - [link] 9th April - Animatic work - [link]
  17. 1 point
    This is going to be an unpopular reply, but personally I thought Bioshock was actually quite flawed in execution. Sure it had a great story and premise (as does WHF), but to me there seemed to be a significant hole in the gameplay. With Vita Chambers turned off the Big Daddy's were massively overpowered for the average gamer, whereas turning them on rendered the game pointless as there was no death penalty at all (similar to the original Prey game). This extreme overpowering happened very early on in the proceedings and went way beyond the usual principle of bosses as an extreme test of all skills that have been learnt in the game so far. I enjoyed Bioshock and Bioshock II (never played Infinite), but personally I'm getting much more of a thrill playing WHF than I ever got with those. Unpopular opinion maybe, but that's how I feel.
  18. 1 point
    Hi everyone, As you can see, we migrated our forums to a new interface. Hopefully this will allow us to do more things in the future. However, this means your posts from yesterday have not been migrated. Feel free to ping us if needed!
  19. 1 point
    Hi everyone, Sorry for the lag - Naila and a significant part of the team are at E3 indeed. And when I pushed the new forums to be live, it looks like something went wrong with the users permissions. Can you confirm you can now post new topics?
  20. 1 point
    The plague victims keep saying things that we don't really understand. But after a few searches on Google, it turns out they're speaking Old English, and they're quoting lines from an old poem called Beowulf. se mánscada evil attacker godes yrre bær bearing God's anger faégne flaéschoman the doomed cloak of flesh seonowe onsprungon sinows sprang asunder burston bánlocan bone-locks burst þegnsorge dréah anguish of thane-loss oppressed him (not sure of this one) aldres orwéna without hope of life saédéor monig many sea-beasts wraéc micel great misery módes brecða a breaking of his spirit hafelan multon heads melted bengeato burston the wound-gates burst open hie wyrd forswéop they have been swept aside by Fate deorc déaþscua the dark death-shade hé æt wige gecrang (,) ealdres scyldig he fell in the fight, having forfeited his life þone dolsceaðan the rash ravager's wiht unhaélo that damned creature féond on hellewaes "féond on helle" = a fiend in hell, but the -waes part doesn't really belong here because that's part of the next sentence in Beowulf ðaér ábídan sceal (,) maga máne fáh (,) miclan dómes there he must await, the creature stained with crimes, the great judgement nó þý leng leofað (,) láðgetéona not the longer does he live, the hateful spoiler I think I've got them all but in case I missed one, most translations can be found by using this sentence in Google without the quotes: "site:https://www.heorot.dk InsertOldEnglishHere" EDIT: no idea why there's so many empty space in between the top text and the table, I can't edit it out either.
  21. 1 point
    Annnd she's finished: Eleanor Green. Unfortunately the animatic itself will not be finished by my deadline on Friday, because I want to get it to a point I'm happy with before I make it public. u_u I'd rather not release something I'm just not at peace with yet. @Naila the answer to that is: the hopes and dreams of children fuel me
  22. 1 point
    Stream Saturday on my Hitbox is going to be me working on the animatic this week, so tune in later if you're about and want to nerd out about WHF. ♥ Edit: the recording is over here. Thanks to everyone that watched!
  23. 1 point
    This is Eleanor, a character for the final project fan-animatic I'm working on. I wanted a character that wasn't as visible as a main character, but since she's a main character of her own little story she at least needs to be more visible than the background characters; I chose to go with a different hair-style/colour/dress pattern than the already-designed Wastrels, but still stuck her with similar themes to blend in with the world. The music hasn't been 100% confirmed yet and the story changes with it due to pacing, so I'm not sure if it'll involve both her Wastrel and Wellie designs, but the Wellie design is almost done and will eventually be put next to this one. But I'm definitely trying to use an instrumental version of the Beatles' 'Eleanor Rigby' as the general feel of it is so eerie and perfect for what I want to go for. I've tried to emulate the WHF concept style to a point, but I still ultimately wanted to keep it my style and I'm sort of happy with it? I'll give it some better tweaks and such when I put the final piece with both together. @Iris_Lockspur There's some amazing tutorials online for watercolours. I'm self-taught by just playing with it and I'd highly suggest it. And thank you to both you and @Naila for the compliments. ♥ I'm really hoping I'll get around to working on that one. Edit: now with fixed head size because she looked like the bloody queen of hearts
  24. 1 point
    Welcome to the Compulsion Games forums! Thank you for taking the time to look at this We opened these forums in order to be more involved with the community, we want to hear your input as well as have enjoyable discussions. To be about to post you need to become a registered member and activate your account through your email. As with every forum we have some guidelines. They are fairly simple so please take a moment to familiarize yourself with them: 1. Be excellent to each other. We’re all here to have fun. Always be respectful towards other community members, moderators and Compulsion Game team members. If you feel especially slighted by another forum member, report their comments instead of replying to them. 2. Keep your posts tasteful. Don’t post material that could be considered offensive or NSFW, some of us are trying to browse at work without getting in too much trouble, also 3. Use a Spoiler tag when necessary. If you are about to reveal a spoiler please warn the others in the title and/or in the comments. 4. Have fun! For any other general concerns or questions, email us at support@compulsiongames.com Love, Naila
  25. 1 point
    These are all great! I too love the bear sign! I demand Compulsion team make us posters of these for our bedrooms!
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