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  1. 4 points
    PS4: 1.7.80097 UWP: 1.7.80002 Windows: 1.7.79954 Xbox One: 1.7.79954 We Happy Few 1.7 Release Notes Patch Summary This patch contains Arcade Mode, including three separate new ways to play We Happy Few. It also includes infrastructure to handle the upcoming DLC, and general performance optimizations, crash fixes, fixes for progression blockers, fixes for gameplay bugs, and localization fixes. New Features • Survival mode Added. Survival mode is a return to the Early Access survival experience. It has had all story elements removed, and is a mostly systemic mode. The mode includes tiles from the story mode that have had story elements removed, new areas and tiles, new onboarding, and a scoring system added. • Night’s Watch mode Added. Night’s Watch is the opportunity to play as one of the wellies - or in this case, Constable Constable. You’ll have to hunt Downers throughout the night to make sure the streets are safe for the citizens of Wellington Wells in the morning, and includes a new enemy to fight. • Sandbox mode Added. Sandbox mode allows you to tweak and change the procedural general system We Happy Few uses, with sometimes unpredictable results. Options that might result in unusual visual features or weird AI issues are marked with warnings, so use those settings at your own discretion. Basically, this is a mode to mess around in, and cheat/have fun as you’d like. • Added game type indication to save game info when loading games. • Added DLC menu. General Bugs/Stability • Fixed a crash on consoles when loading a save game inside the Doctor HQ in Arthur’s playthrough. This should unblock progression for anyone whose saved games were consistently crashing in this location. • Fixed rare crash/infinite loading issues. • UI fixes. • Fixed issues with patrols/navmesh failing, causing NPCs to be in unusual places. • Fixed issues with NPCs teleporting/attaching directly to you during combat. • You can now equip a single gas mask when multiple are owned. • Rarely, Doctors' saw weapons had collision and could make characters bounce erratically when both come in contact. • Bobbies wearing gas mask are no longer immune to caltrops. That was quite silly. • Added missing prompt to unlock a water pump if character has a lockpick already crafted in their inventory. • Climbing onto the televisions in the streets no longer causes the camera to spin wildly. • Opening the map no longer causes the current quest map marker to persist after the quest is completed. • Player can no longer slip into areas when metal shutters open for NPCs (could break quests). • Rain should no longer show up in the interior of the joy factory. • Reloading the initial auto save will now correctly unlock the recipes for the Jolliest Brolly and Not So Jolly Brolly. • Entering a shop at the same time as night comes causes no longer causes the player to be trapped inside. • Spankers inside Wellie houses can no longer hit the player through walls and closed doors (tiny collision missing in the door frame). • Bodies you are carrying will no longer disappear if there are too many corpses nearby. • The term "non-lethal kills" in the statistics menu was dumb and now is less dumb (“takedowns”). • Subtitle/language fixes (including several Britishims fixed). • Localization fixes (including Arthur’s final cutscene - now translated correctly). • Fixed various stuck spots/locations where you could access areas inappropriately (causing issues). • Many small fixes, like animation skips, clipping art, etc. Collectibles/Achievements • Collecting a memory mask while the player character is talking will no longer result in the VO of the mask not playing. • Broadcasts: Uncle Jack shows will now unlock in all cases when listening and looking at wall protruding screens in the Village. • Fixed an issue with the “Gimme Shelter” achievement caused by failing the "A Model Citizen" quest. • Fixed an issue with the “Cat Burglar” achievement, where getting hit while picking up a fake cat statue could cause it to disappear. • Fixed an issue with the “Arthur Haste-ings achievement” caused by consuming a random obsolete phlash pill that could be found in an obscure location. Using any phlash pill should now unlock this achievement. Encounter Fixes • NPCs should no longer clip into the ground near the Rubble Pile at the Water Pumps. • Removed unobtainable chest in the middle of a watch tower in the military camp. • Fixed some save incompatibility issues and other blockers for players using saves from version 1.5 or earlier. • Fixed rare/obscure/conditional quest blocking issues with the Church of Simon Says, the Cult of Jack, Hallucinogenic Salad, Haworth Labs, Plough Boy's Lunch, Possibly Heinous Package / Superb Meat Boy, Really Bad Gas, Speaker’s Corner, Cathouse, Rorke’s Drift Bridge, Home Cooking/Connect the Dots, Duck Soup, Plassey Bridge, Military Camp, Manned Flight, So Foul and Faraday. • Ed Macmillan can no longer be lost. If you drop him, and he despawns, he’ll reappear at the point where you picked him up. • Arthur - Alabaster Bobby in Haworth Labs will no longer find an adjacent room more interesting that the room he should be in (allowing him to be fought in all cases). • Arthur - Edie Goes Downer: Loading in a game with the encounter/quest completed, no longer causes Arthur to repeat his quest completion dialog. • Arthur - English Vice: Reform Club NPC barks are no longer persistent after leaving the level. • Arthur - Future Perfect: Fixed incomplete video during "The House Of The Future" video with Jack. • Arthur - Letter Of Transit: Fixed narrative inconsistency with Arthur mentioning cod liver oil before he knows he needs it. • Arthur - Ravensholm - The Scottish Play: Ollie's model now behaves correctly with lighting during the cutscene. • Arthur - The English Vice: Using the shock baton "Tickler" no longer causes the NPCs in the Reform Club to teleport. • Arthur - The Great Stink: Fixed issue that could cause the worker keycard not to be available when needed. Any players stuck at this point should find a worker keycard either in their inventory or on the ground near the entrance to the underground. • Arthur - The Scottish Play - Military Camp: Turning the subtitle option on, at the military base entrance, no longer displays a full page of dialogue obstructing the player's view. • Ollie - Lud's Holm: Jumping under the Salamanca Bridge no longer causes the player to respawn stuck under the bridge. • Ollie - Manned Flight: No more auto-saves after triggering Manned Flight and can't manually save after completing the first objective. Fixes progression blocker in this area. • Ollie - No Place Like Home: The second Bobby no longer notices Victoria immediately. • Ollie - The Gung Hoster: The objective marker in this quest is now a location marker, and will show the location of where to find the explosives and Private Baden-Powell properly. • Ollie - The Truth Shall Set You Free - Uncle Jack's broadcast video will now pause appropriately during the cinematic for his last broadcast • Ollie - Jericho: During the intro cutscene, the items Ollie takes out of his bag no longer have a duplicated version of them already on the table. • Physics - Corporal Cheeseman and other NPCs on patrol should no longer fall out of world when hit by Ollie with an enhanced cricket bat. • Sally - Hope Chest - Worldgen: A large patch of grass surrounding the chest no longer has a kill volume. • Sally - Train Station now has a POI marker on the map. Xbox Only • Fixed several issues related to dashboard use when saving/loading. UWP Only • Fixed rare save game corruption issue. Save games could become larger than the UWP allowance, preventing them from being registered. Resolves issues encountered by Xbox Game Pass players who use the Play Anywhere feature. Playstation 4 Only • Fixed multiple Playstation 4-specific crash issues, some black textures and more minor PS4 graphical issues. • Arthur - Hostile Takeover – Disable Motilene Pumps: The electric beam blocking the way is no longer invisible. • Note that as Playstation 4 players did not receive update 1.6, their 1.7 update includes all fixes from the 1.6 update as well. Over 1000 bug fixes and optimization improvements in total.
  2. 3 points
    Hi everyone, We Happy Few 1.7, including the new Arcade Mode, will be coming to all platforms on Monday March 25th! In the distant past, during our Kickstarter campaign in 2015, we promised that we would build additional modes for We Happy Few - at the time, loosely titled Sandbox and Wellie Mode - and we have been working on what this would look like since launch. Today we are excited to finally present you: Arcade Mode! Arcade Mode is a free game update for We Happy Few which contains not two, but three new modes that will showcase a different part of the We Happy Few experience: Survival, Night’s Watch and Sandbox. Survival Survival is a return to the Early Access survival experience. As its name suggests, Survival mode is all about surviving in a harsh and unforgiving world, and is designed for those of you who enjoyed the survival experience in the past. You will need to hunt for food, water and shelter, and you’ll need to use all of the stealth, crafting, and combat skills at your disposal to last as long as you can in Wellington Wells. Scoring is based on survival time but to keep things mysterious and exciting, there is also a way to escape the island. Night’s Watch Have you ever wondered how it would feel to give a jolly good thrashing to those pesky Downers? In Night’s Watch (formally called Wellie Mode), we bring to life one of the most requested characters by the community, allowing you to play as the most notorious Bobby, Constable Constable. As a constable, and a man of high duty, you’ll need to keep all the filthy Downers out of town through fast paced combat while making sure you do not run out of Joy. Each night will become increasingly harder as hordes of Downers start pouring around town. Upgrade your weapons, take your Joy and keep the streets Downer free! All with a great big smile on your face. Sandbox Sandbox is a non-narrative/non-goal based game mode, which allows you to experiment with our world generation systems and gameplay options. This isn’t a skill based mode rather than a calmer experience, designed for players who want the freedom to create their own version Wellington Wells. So, if you’d like to pile 50 corpses in a bathtub, or see a very unusual procedurally generated world, this might be for you. With a whole arsenal of cheats at your disposal, chaos in this mode knows no bounds. Update 1.7 and other stuff Update 1.7 will drop on Monday March 25th for Steam, UWP, PS4 and Xbox One. Along with Arcade Mode, Update 1.7 will contain an array of bug fixes and improvements for We Happy Few. Along with these additions and fixes, Update 1.7 also includes the infrastructure (eg the menu option) that we need to deliver the Season Pass DLC. We're very close now to talking more about the first DLC. Stay tuned for more info soon! Finally, we have just about fulfilled the last of our Kickstarter requirements. With Arcade Mode coming out, we’ve completed all our project stretch goals! We’re just about finished with the final physical rewards, including the final parts of the collector’s box. Thank you all for your patience. Patch notes to come. Compulsion Games
  3. 2 points
    Words can not express how much I LOVE this DLC. I literally had tears in my eyes at the end because the ending was absolutely beautiful, at least the one I chose. This small story of Roger and James was excellent. I love their chemistry, their dialogue and notes, everything. I NEED more Roger and James. 😁 .Few games have a gay lead and while this was only DLC, it definitely gives me hope. I feel like you did a great job at presenting Roger and James as two people who simply love each other rather than two caricatures, which often gets relied on. I can’t thank you enough Compulsion for giving us this fantastic story and for the hard work you put in in making this wonderful game.
  4. 2 points
    This isn't really a topic i just wanted to say Thanks to Compulsion Games for creating such a beautiful and intricate world. I've spent literally days analysing the Games world, the characters, the environmental narrative, everything. There's so much love poured into this game, so much intense detail, it's physically impossible to pick it all up in a single play. I had been following the development of WHF from it's early stages and it's very literally changed my life, i was studying art at college and had no idea what i wanted to do at uni, but after i began following the weekly journals about the games progress, i started to learn about what goes into making a game, building a world, working in a team of like minded artists, and i realised it's everything that i want to do with my life. Because of WHF, i made a very last minute decision to study Game Arts at uni and everything has fallen perfectly into place now. This game has awoken a passion in my life that i was previously missing and i've never been happier. Some days i literally just drop what i'm doing so i can pace about and think all about the narrative intricacies of the game, i run through all the details, it just makes me so happy that such a game exists, it's such an obvious labor of love and that's exactly what i want to be able to do with my life. Thank you Compulsion Games, for inspiring me and helping guide me, this has honestly had a profound effect on me 💖
  5. 2 points
    Just when I thought I couldn’t love this game any more, you’ve proven me wrong. After spending several hours playing each new arcade mode, I just want to say you guys have done an incredible job. Thank you so much!! I am definitely looking forward to the DLC content!
  6. 2 points
    Hmmm? Hmmmm?! Themes to expand on: The fate of Uncle Jack (related?) Who is Foggy Jack? Percy's location Sally's future I don't particularly care for Ollie as a character so I don't have much input as to his storyline.
  7. 1 point
    I'm am currently having issues with getting through this mission due to the bug in Nick's home. When I unlock the mirror, it sends me back to the same room I've been in before. I've tried many times and different codes with the guitars but yet the same thing. Please help!
  8. 1 point
    Both doors were shuttered, but I did find out about the NPC part while playing the game upon checking on the house for any possible changes. Took a few tries, but finally got in and got the quest line done. The shutter stayed up after knocking the NPC out from behind, so I didn't have to wait any longer. No idea when it first occurred, so I'm glad it went the way it did. Thank you for the help, and I'm glad that the patch will help with it! Wish you all the best of luck with bug fixing and patching, it probably isn't easy but the players certainly appreciate it!
  9. 1 point
    If the DLC is not showing as available for you and you already own a season pass, you should be able to access it by following these steps: 1 - Close We Happy Few 2 - Search for "They Came From Below" on the PS Store 3 - If you own the DLC or the Season Pass, there should be a "Download" button on the store page 4 - Download the DLC from the store 5 - Once the Download completes, launch We Happy Few 6 - Navigate to the DLC menu and you should now be able to play They Came From Below If you are still unable to access the DLC, please 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. Thank you for attaching the video. There are a small number of PC Steam users who are experiencing this issue and we're still looking into what may be causing this. Cheers, Lee
  10. 1 point
    Thanks for your feedback. We're currently looking into the issue you're encountering related to launching the DLC.
  11. 1 point
    💻PC steam (italian user). Ver. 1.7.79954 🕹️Arcade mode: Survival ⚙️Used parameters: Little Islands, linear Arthur No permadeath* Normal difficulty *There are two reasons if I have specifically chosen not to use permadeath and especially small islands: The gaming experience (at least for me that explores every single area to get as many objects as possible) takes a lot of time, and is quite difficult with a permadeath that prevents you from saving. I believe it is appropriate to implement an algorithm in which the player can only rely on automatic saves and that these are invalid as soon as there is death in the game. I had a very annoying bug: sometimes, when I change island (even with fast travels or in the bridges), the game stops in endless uploads that force me to force the game to stop, and therefore lose the game in progress. I repeated the mode 3 times, and after the umpteenth loss of the game, I decided not to use permadeath. I still had some infinite saving during the session I am reviewing, I could only enjoy survival until the end thanks to "no permadeath". ---------------------------------- GAME EXPERIENCE the game was very satisfying from a gameplay point of view: I had to make various choices during my game (what to leave and what to bring with me, on what to enhance, etc.), although I believe that all the parameters given to the single objects must be absolutely respected even in the story mode (a single berry cannot completely satisfy the character hungry 🤦‍♂️). I've already talked about it here. It will be interesting to test the mode again even with Sally and Ollie . However, I cannot criticize Arthur's pre-set voicelines, which are all taken from the story mode, which makes me skeptical of not correcting this very marginal detail. Another note is that of having practically all the same shelters, differentiated only between the village and the garden district, more variety should be introduced. Gameplay note to the editorial office of the O'Courant: in the secret office of the manager, there is the stuffed dog (with which it is impossible to have an interaction) is the Holy Yam that catapults us into a world containing two white bobbies (super dangerous) ... but why ?! There is no reward inside the landscape, but only dangers. it was frustrating to have nothing in return after facing the two bobbies, and the panorama that presents itself is not a valid reason to risk losing (especially if it is in the first island 😤). BUG NOTES The names of the shelters are all the same (Eel Pie 1 or Wraxhall) and there is considerable confusion when using fast travels 😵. Some objects of the game are marked as "mission objects" (such as the ephemeral linen or the mechanical extractor), and take up a lot of inventory graphically speaking, making it impossible to be able to remove or sell them. Sometimes the sound of golden piles, masks and bridges do not disappear, and continue to make noise. Some citizens of the village (especially the workers) have no hair. it is expected? QUALITY DETAILS I'm a big fan of your commitment and your growth path. I know how you grew up and I know that the steps have been enormous. However I want to help notify the (not rare) problems of generating elements on the map. Surely you are doing your best so that there will always be more, but I beg you to work on it until the end. At least make sure that they no longer exist before concluding the "We Happy Few" project and move on to another one. The details are important 😉 seeing these glitches makes the potential buyers of the game skeptical, and it's really a pity 😥. The same goes for the ragdoll: the positions of some NPCs on the ground are really absurd. and this does not make us think "it is ironic" but it does say "well, it seems there has not been a study on the matter" ... it doesn't make me laugh to see these bodies land like this 😕, it just makes me think about how it would have been better to have bodies with more realistic joints and coherent with the human anatomy ... or, to be able to make better use of the environment with them: why I cannot hide the bodies of the victims in the tanks, in the closet, etc. (all places I can hide), but only in trash cans? Or even the fact of having people fainted forever: there is no difference between being killed and stunned. ------------------------------------------ Thank you for reading the feedback, I will try to send you other feedback (I wait for the fix at the DLC! No solution proposed by Gerabox's assistance or by e-mail has worked! 😥)
  12. 1 point
    That helped!! Thanks very much!!
  13. 1 point
    We've also received your support e-mail and I've responded in that e-mail thread 😃
  14. 1 point
    Compulsion Games is looking for a great IT manager to take over our infrastructure. We are at an exciting juncture in our history as we join the Xbox Game Studios family creating worlds full of wonder and creativity. As we grow, we want to architect, setup and maintain a first-class IT infrastructure for our new office and look after the daily needs of our team. We are looking for someone who will: Plan and implement the infrastructure reorganization: Help redesign server infrastructure and internal practices. Deploy new server infrastructure for development support. Design and deploy infrastructure for new office. Support build distribution: Build scripts/systems for our games. Overview platform packaging. Manage integration with external services/partners. Manage the day-to-day maintenance and support: Deploy new machines, software Help on-board new employees. Track software updates, patches. Support people with tech problems. Interface with the Microsoft IT group Liaise with Microsoft IT teams when needed. Qualifications: You have ideally already managed a moderate server infrastructure. You are familiar with Microsoft platforms (Windows, Xbox One development environment). You are an expert with server infrastructure (virtual machines, Active Directory / workstation management, file serving, backup) and Linux OS. You have a strong knowledge of networking (LAN, VPN/Remote access). If you are interested, please send us your application now.
  15. 1 point
    Can NOT finish this game. Keep crashing every time I leave the building with the doctors. I have gone back through previous saves, and it happens over and over again around (not at an exact moment) time it crashes. Keep getting a (CE-34878-0) error.
  16. 1 point
    PC Steam, last version (25 mar) - italian user I am very much appreciating the constant work of the development team. and I look forward to playing the new dlc. Meanwhile, let me illustrate the first opinions on this patch. And I look forward to playing the new dlc. Meanwhile, let me illustrate the first opinions on this patch. 🤗 Survival Mode I was extremely positive about reviewing all the elements of survival in the game again. I can finally get back all those tricks I had lost with the full version in just the story mode. 😍 I also noticed a certain commitment to creating more street activities by the NPC of Wellington Wells (those who sell newspapers, despair on the ground, etc.) excellent choice. The plot is reduced to a minimum, which can also be there, but I still have some doubts about choosing to completely separate the survival experience from the story mode (I talk about it better at the bottom). as a sole complaint, I would like to have some steam-related achievements related to the mode. I noticed some strange bugs, for example sally at first manages to stun enemies even if he doesn't have any K.O syringe. in the inventory or Arthur that, although there is a high id signal overweight in the inventory, he manages to transport everything without any handicap in the movement. 🙃 Finally, it is quite annoying that even in survival mode Arthur it has more vocal voiceline than the other characters with all the features of a tutorial (when it picks up a fruit for the first time, when it forces a trunk with a lockpick for the first time, etc.) 😬 Night's Watch I find it wonderful. I love how the difficulty increases along with the various NPCs that are added. I have not yet tested the hard mode (I hope that there are NPCs with weapons and shoes / clothes that are consumed that force us to do more shopping), but I had the pleasure of reaching about 10 days in normal mode and 30 in easy mode. here too I ask that there are steam achievements connected to the game mode. 💪 I also propose an online list in which to record the statistics records of the various users of the game (who opened more trunks, who survived more nights in one mode, who collected more money, etc.) Sandbox nothing to say ... apart from minor connection errors between buildings (but I think it's normal) 😅 New UI I believe there is something to be solved visually. I do not speak so much of the organization, but of its aesthetic level 🤔. For example, I noticed how easy it is to superimpose story mode saves over survival mode and sandbox saves. it would therefore be useful to have small icons that show what kind of rescue is being touched (history, sandbox and survival). Perhaps it would be the case to organize it for very distinct colors (such as bordeaux, purple and blue) ... the same also for the UI of the arcade, it is organized but visually it is sad. I remember when you created the three modes (birdwatching, vigilante and downer) with well-made cultured icons. It would be dear to propose them in the selection of the arcade. or set it up as the inside of Joy's cabin: I imagine an interface where you can see the three tubes of the Joy booth that, instead of being written in tastes, there are instead the label of the arcade game mode you are choosing. 💊 Another suggestion is to make the most of the DLC graphics: they all look like movie posters, so why not create an interface where all three DLC posters look like the outside of a cinema? 🎞️For those that should still come out you could put the word "coming soon" while those to buy a direct link to the store you want (steam etc.) Perplexities still existing: 10 minutes in story mode I wanted to retry the story mode (Hard) to see if at least in this difficulty I would have had some stimulus in survival. unfortunately I noticed that again (paradoxically) a single blue berrie satisfies me completely or like a single hour of sleep makes me completely rested (the same as a tea cup) ... and frankly this disappoints me a little. At least for the hard mode, I'd like to have both the story and the real survival element. There are people like me who really want to make sense of the great amount of elements necessary for survival in the story mode, perhaps it is even essential for the player to be able to immerse himself in the atmosphere of the game at 100% once he has learned to understand how it should survive. Power Up could come when the player has 100% of a primary need. I thank you for giving us the old way of survival, but we also want to see a true wellington wells, in which we also risk real hunger in history ... at least in Hard mode. 😕 I would like to highlight a particular note of the prologue that I had already expressed in the past but which has not been solved: there are no subtitles yet when reading newspaper articles that Arthur goes to censor / approve. from the redactor machine. There are also some achievements related to these choices, and it is quite serious not being able to read them in own language. A final technical note: why is there no animation to climb the ladders while going down to risk falling? 🙃 --------------- I will be able to create more in-depth feedback in the individual elements in the coming days (but possibly after the DLC release), I hope it will help you to get a complete opinion from a very affectionate player. Thanks for everything, the wait was well deserved.
  17. 1 point
    I kinda like sally game play, my only real complaint was that by the time i got use to her, and unlock some of chemicals, all of her fun quest was more or less finshed. I honestly did all her quest and feel empty inside. p.s. please add more lily, can't find any and have to buy it.
  18. 1 point
    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
  19. 1 point
    I've noticed that on the right side of Haworth Labs entrance, where the green liquid is released to the water, the area causes Xbox X ventilator go crazy and if you stare directly at the green thing, the frame rate drops badly. It is nothing serious nor critical, however I find it quite interesting. Did somebody else notice that? Does it show on other platforms? Never have I heard Xbox work so loudly nor have I experienced anything similar throughout the game.
  20. 1 point
    A thousand thanks my man, all i kept getting was news storys about fires~~
  21. 1 point
  22. 1 point
    Damn! That's "House on Fire," from Contrast!
  23. 0 points
    I've done the guitars on the wall and got to the point of of entering Nick's hideout however when the screen goes black I am still in the same room again I've tried an older save and I have the same issue I've done everything from getting killed by the bobbies to sleeping and travelling to different hatches and it's still the same issue goes black and I'm still in the same room and help.would be great it was a good game up until now my build no is v1.7.80097
  24. 0 points
    It still crashing in Doctors HQ even after the new update on ps4 !!! I can't play 💔💔
  25. 0 points
    be a bad mom don't feed gwen that's what i do
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