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Everything posted by Zhuzha

  1. That frying pan of doom looks both ridiculous and awesome, I love it. Although it looks like it would scorch the user's hands.
  2. 7) Encountered the "Dead bodies rising if you throw another body at them" bug I wrote about here again. This time - with the bobbies in the first village shelter. Although it worked with only one of them and only once. 8) Some more NPCs going through all their combat lines at once. It seems to be a Garden District problem exclusively. 9) Shouldn't there be bars here? Whenever I return to Haute Cuisine after completing it it seems broken. As you can see, there are no bars here and no invisible wall either - I can freely walk in the area with the cook. I remember devs said in one of the updates that after you free him he opens a "restaurant" of sorts, but I don't remember if they said that it's already in the game or it'll be included in 1.0. In any case, it's not in my game. Whenever I talk to the cook, he just repeats the same cutscene that plays when you free him, only now a) as there are no bars, I can interact with him from any spot, and the camera doesn't adjust for that; b) the stew just seems to drop onto the floor and disappear into the void. It's nowhere to be found after the cutscene - neither on the floor, nor in my inventory. 10) Like many other people I had problems with "It's a Terrible Life" - after you return to give George proper suit, he can't be interacted with, and Mary just stands on the bed. I hit her, she died from one hit, George didn't react, and the quest failed. George did stand up and got into combat mode after I hit him though. 11) Ol' Nigel here is a rebel, he plays by his own rules.
  3. 4) Two of the bobbies at the apple tree kept having their conversation about apples even as they were fighting me. 5) For some reason the game says I'm "trespassing" in the Lud's Holm shelter, even though I've definitely killed all the Wastrels. 6) Have you ever been so high you broke the laws of physics? There's some random dead body on the roof of the house from the "Hallucinogenic Salad" quest and I can't interact with it in any way. Ghost-moded myself closer.
  4. I believe at least one of the dlc's will be truly shagadelic, baby. "Dream Downer" - WHF dating sim - confirmed!
  5. 1) Arthur repeats the lines he says when he sees and uses the first water hydrant (or whatever you call it) in the Garden District whenever he sees/uses any hydrant in the Garden District. 2) Sometimes during combat enemies randomly go through all their combat barks at the same time. This happened to me twice under different circumstances, so I'm not sure what's causing it. First time I hit one of the guys in the "Mine, Mine All Mine" quest (with a steel pipe, if that's important), he started bleeding and this bug happened right before he expired. The second time it was with some random Plagued Wastrel on the street, and I haven't laid a finger on him. 3) During the beginning cutscene for "It's a Terrible Life" the camera started freaking out, as seen in the potato quality video below. It may have been caused by Plagued Wastrels screaming outside, not sure. All the other quests so far didn't have this problem.
  6. @aztectornado how do you switch between difficulties? Is there a specific command for that?
  7. Amazing trailer! Although it's a bit weird to see Arthur in third person. I've got a couple of questions: 1) The game started off as roguelike with a bit of plot, but now it's more story-driven with roguelike elements? 2) Only backers will get Season Pass for free, the Early Access people will still have to buy it, right? 3) Will there be small content updates (like bug fixes, balance changes and whatnot) in-between now and the release?
  8. At the very beginning in the underground shelter, if you throw the body of Theodore (the jumpscare guy) at the body of Rupert (the murdered guy), the latter will shortly stand up and go into combat pose before returning to the Land of the Dead once more. I don't know if the same happens to other plot-related corpses, haven't checked it yet. On the unrelated note: is there any way to assign specific items to quick slots? Can't seem to figure it out.
  9. How do you say the third character is called Ollie? I'm from a source? @mefionir it was in one of the previous placeholder endings, where you needed to get to the train station to finish the game. The screen would go black and there'd be a short dialogue, in which Arthur referred to the guy as Ollie.
  10. Something tells me these gates won't be very effective at stopping downers.
  11. Weren't you also going to have an update that would address the problems with AI?
  12. 1) Issues on launch Sometimes on launch graphics go to "auto", and they pick the lowest settings possible even though I normally play on "high" without any issues. Also, when I got the power cell for the bridge encounter, but haven't put it in yet, the prompt "acquire a power cell" had unchecked every time I entered the game. 2) Dig spots Random dig spots you get from notes had a tendency to spawn really close to each other on Wastrel islands. They were more spread out on Wellie islands. 3) Weird NPC behaviour in supposed public spaces When I'm in a public space (Reform Club, the pub, various stores) NPCs act as if I've broken into their house, even though I'm wearing a proper attire and not doing anything unlawful. Example: 3) Choke animation Speaking of Reform Club, whenever I chocked an NPC in there, the arms animation was in a wrong place, so it looked like I was hugging their knees, rather than choking them. 4) Cutscene and gameplay clash In "Speaker's Corner" and "What We Buried" quest-related NPCs get beaten up even in cutscenes, but don't seem to lose any health, or react at all, for that matter. And as soon as the cutscene is finished, whoever was pummelling them, loses interest in them. Action shots! 5) Holy Yam quest Seems to be broken again. First, people don't have a seizure when I play bongos, they just stand still and don't react to anything; the sound of them having a seizure still plays, however. Second, when THE YAM offers you three books, it used to give a description of each one, but now it doesn't. Third, when I returned from THE YAM'S domain, people were still frozen in place, they only started reacting when I tried to steal the steroid formula. 6) Nick Lightbearer's house Found a random woman sleeping in (or rather floating several feet above; the bug with NPCs not aligning properly with beds seems to be prevalent in Maidenholm update) a bed in one of the rooms with electronic lock in Nick's house. Not sure if she's supposed to be a random groupie, or the game automatically spawned her into the room because it had a bed and it was night. Here she is after I've knocked her out: 7) Pews of doom When escaping from the spanker in Chirch of Simon Says I somehow got myself stuck between the wall and the pews. In addition, I was sliding non-stop, the camera was low, as if I was crouching and Arthur was flailing his arms like he was falling. (That's the best screenshot I managed to take, sorry) 8) Squeaky medal When you move the medal from Simon Says competition around in you inventory it makes the same sound as rubber duck. Although, I'm not sure if that's a bug, or just a placeholder sound. 9) Changing corpse At some point (not sure when) the plagued Wastrel's corpse at the entrance to the second island turned into a normal dead body. 10) Name generation fail OK, I'm sure this is just a name generation quirk, but both bandits from Haute Cuisine quest had the same name. I guess their parents weren't too creative.
  13. they say not to call him something, but I can't make out the name Anton. Here's the note, by the way:
  14. @Horrorshow thanks. So that explains why she acts all zombie-like.
  15. In "Mother's Little Helper" you pick up a drug synthesized with Mrs. Chaney's faulty formula, and a tooltip pops up saying that if you inject it something bad may happen. So, what happens if you do inject it? I didn't have the balls to try it.
  16. we are moving to a weight-based system, instead of the fixed grid inventory we have now. No more inventory tetris! Hurrah! Praise the Yam! Although, I wonder, how will containers work then?
  17. Flower Picking: This is the most disappointing quest in game for me. I was SUPER intrigued by the setup with the wastrels dancing with shovels and shrubbery hats, and I loved the trippy music, and that if you talked to any of the people dancing they gave you some weird-ass dialogue about how YOU made them feel better that I haven’t heard anywhere else in game. But then the only objective was to pick flowers, and the people kept dancing and nothing else happened. I think it's a bit bugged or unfinished. Because in the gameplay trailer there's a shot of "flower Wastrels" attacking you. Also, not sure how useful it is, because I've encountered this quest only once, but in my case there were some other lines: one guy said something along the lines of "Stop rummaging through my things" and another said something about a ghost (a hint at Walkabout quest, I assume).
  18. Had similar issue - to me the ghost also went through buildings (although, I assume this is what the devs meant by "ghostlier" behaviour in the update notes). However, even though on my map the tree and the grave were also far away from each other, the ghost went more or less normal way, without going through the map edges. To me the main issue with the quest was that the ghost floated way too up high, and she didn't lower herself after she got to the grave. I had to turn on the ghost mode (heh) to interact with her and finish the quest.
  19. This quest can be a bit fiddly, especially when it comes to NPCs' FOV, but usually wearing sneakers, crouching and choking patrolling people should do the trick. Are you doing all of these things?
  20. So, I was completely useless. Huzzah! The power cell has a very limited time of power once you put it in the tv, not enought to "clean" each house. How "limited" are we talking here? Surely, more than a couple of seconds? Because I put in the power cell, people gather around the TV, I go into the first house, and people are already there. I didn't get the chance to sneakily take a single thing from them. Coveralls are for "fixing traps", cars don't count as a trap. I didn't think that coveralls would make me gathering parts seem less suspicious, I was just describing the circumstances. My issue is that using the same suit in the same surroundings yielded different results. Frankly, my initial guess is that the effect from suit of blending somehow "stuck" or something like that. Maybe with the fourth and fifth car they didn't see you There were a lot of people around, there was no way they shouldn't have noticed me.
  21. I completed the game for the first time without cheating yesterday (thank you, Compulsion team, for fixing Faraday!), and here are the bugs I've encountered in my playthrough: 1) The most major one - after some point (can't remember when exactly. I think, it was after I entered Hamlyn) all the Uncle Jack shows and radio music stopped playing. All the other sound effects were there, but the TVs and radios were silent even though they were turned on. And it remained the same after I returned to the Garden District. No amount of reloading, re-entering the area or verifying the game cache helped. At one point I just sat the entire day next to a TV, thinking maybe I just kept missing the shows - nope, the TV screen remained blank, even though it was on. 2) There seems to be a problem with NPCs in sitting positions. Firstly, when I gave alcohol to a Bobby kneeling next to a dead Wellie in a "Moon Juice Leech" quest, he stood up to take it, (BTW, the animation on that moment was kind of jarring, but I suppose it's just an unfinished animation and not a bug) but instead of stumbling away, like he was supposed to, he slid away, still in crouching position. I'd catch him nyooming down the street during the next couple of days, but eventually he returned to his designated spot. Secondly, when I angered the Bobbies gathered around dead Downer (can't remember the name of the quest, sorry), the one, who was kneeling down, slid towards me for a bit, before glitching into a standing position. Thirdly, at one point during "It's a Terrible Life" quest I found George skulking in a corner: He did stand up properly and return to his sit after I gave him a Proper Suit though. 3) Speaking of NPCs in weird positions, Wellies walking near cars would constantly float in the air: And sometimes they'd play their standard animations, like jumping in a puddle, chatting etc. They didn't get stuck, eventually they returned to a normal ground level, and that looked like they were falling from something. 4) The camera occasionally acted strange during new fancy mini-cutscenes with black bars. In "Popped Popper" camera went behind the policeman for the entire dialogue. In the first encounter with one of Faraday's houseboys, instead of following the guy, camera went somewhere to the left, so it was sort of like I was looking at him from the corner of my eye. During the conclusion of "It's a Terrible Life", after George went banging on the door, the camera remained focused entirely on him, so the spanker zapping first him and then his wife remained out of shot. 5) Speaking of "It's a Terrible Life", aside from camera, there were two rather minor problems with that quest: first, the prompt "lay them to rest together" appeared and got immediately completed as I approached the bridge, even though both George and Mary were still alive at that point - so there's a continuity error. Second, after they got zapped, I couldn't find Mary's body anywhere, even though I searched the area quite thoroughly. I don't know, maybe it despawned due to aforementioned camera problems. 6) Prompts for quest-related items behave strangely sometimes: during "Treehouse" quest the prompt "make Suit of Blending" would get unchecked every time I put it into safe and get checked again after I put it back into my inventory. Also, when I was told to gather mechanical parts for Faraday, I ended up with 6 instead of 5 (found some extra ones along the way), but the quest would register as completed only after I divided the stack in my inventory into 5 and 1. 7) While hiding in a bin, you can see the top of the screen: 8) A frequent quirk of procedural generation: floating signs and flower boxes. OK, now on to maybe bugs: 1) I think this thing had something to do with the aforementioned lack of Uncle Jack - the "Cult of Jack" quest went south in an unexpected way. Usually, when you power up the TV, all people gather around it and you're free to ransack through their belongings. But this time I fixed the telly like usual, people ran to it like usual (even though it was showing black screen), I went to one of their houses and was greeted by the angry mob that was supposed to be watching Uncle Jack. Presumably, at some point during those seconds it took me to make it to a house, the people got teleported back. 2) During "scavenge car parts for Faraday" quest, when I went for the first car, people got upset (I was wearing coveralls, and it was during the day). Second car - same story: coveralls, day, angry mob. I went for the third car at night, wearing suit of blending, but none of the Bobbies seemed to mind, even though I counted about 6 of them in the close vicinity of that car. I went for the fourth and fifth cars during the day and wearing coveralls again, but this time no one baited an eye. I was wondering if that's how it was supposed to play out.
  22. @BariumwithPuns , make/steal/buy an Electro-lock shocker. The recipe is 2 mechanical parts + 1 constable keycard + something else (duct tape, probably). You can sometimes find them in a random village house. And the guy in the treehouse sells them (although, that's not much help for you, since you can't get to the island he's on).
  23. You should be able to open an close that door at will after using the constable's key. I too could no longer go through that door after using the keycard the first time. Hacking the lock allows the door to be closed/opened whenever though.
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