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Mefionir-24 last won the day on September 18 2018

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  1. 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! 🤗
  2. but with this patch you solve the values of foods, drinks, sleep? Or the one berry get againg fully hungry? When this vales goes set?
  3. Fantastic! THANKS YOU! Only 1 question: I need restard the game for activate these changes? I'm in Sally act, actually.
  4. Platform: PC ? (Steam) v.1.3.70168 Mode: ACT I - Arthur / Hard Mode Player: Italian (Early Access Native) Gameplay: AI test, Combat system, stealth and survival at the highest levels GAMEPLAY There have been serious flaws in the treatment of the difficult mode (not very different from the normal mode) that have ruined the gaming experience. Frankly, I found it more rewarding in the "Vigilante" mode of the EA. The needs of sleep, thirst and hunger are only seen when they are at 0%, no warning if they reach 20% Eating a potato or a pie makes no difference: we will always be 100% satisfied in a moment, making survival at the garden district superfluous with spoiled food or vomiting tea. In fact, the few rare good resources that we will find will be enough to give us time to reach the Village and its good food. The same applies to the thirst, which has bypassed the need to conquer the fountains at the garden district or having to filter the water with Joy taken from the taps. Sleep behaves exactly like Birdwatching: just a cup of tea (which also quenches your thirst) or a single hour of sleep to stay awake anyway. the malus proposed for thirst, hunger and sleep are not transitory or in line with the percentage of need, which instead happened in the EA in the stamina depending on how much sleep the protagonist required. fast travels always require 1 hour of travel, and this is rather annoying in terms of realism. If a time-meter system to be implemented was implemented, it would already be more coherent. it is unnatural to be able to use all the doors with the simple selection on the map. it could be fine for the easy and normal modes, but for the difficult mode it is necessary to restore the need to physically reach the nearest door to teleport, just as it happened in EA, in order to really perceive the difficulty of going from an island to the other. Dying (unless permadeath is activated) does not imply any real defect: there are no loss of resources or handicaps, it guarantees us a reset of what we were going to do in an area. On the contrary, it would be consistent if resources are lost in the inventory and in the pneumatic safe at every death (not permadeath). The spankers on the street that identify the downers are not a real threat, nor why you should fear them passing in front. nobody understands the alarm of the car. this is another reason that encourages us not to take joy. It would be advisable that when the machine is operated, the citizens around it start at least to have suspicions towards us. I did not have many reasons to take the joy, all things considered, except rare exceptional (to access a mandatory area) or accidental (surprise gas) I hope to take measures as soon as possible for this mode, which at present I feel like I have to reject. the only elements consistent with the difficult way were the amount of damage from the NPCs and the care provided by the various medical products. STORY Reviewing the story of Arthur, there is a rather unclear direction on some points: The Faraday house in Act 1 was officially moved to Lud's Holm. However, in the chapters of Sally and Ollie the house is located in Maidenholm, and the thing disorients not a little in terms of directing. The epilogue fully confirms that all three acts are the same story on 3 different points of view. We can overlook the fact that the city is different between one act and another, but not much on this particular. You could create a house for Faraday in Maiden Holm that also forced Sally and Ollie to join her in the Garden District. It is quite appropriate that every protagonist has his vision of the facts, what he hears and what he perceives. The thing is very successful with Ollie who is distracted when talking with his Margaret, making cuts of dialogue justifiable. The same can not be said, however, regarding Sally-Arthur. it is almost understandable that for reasons of gameplay it was necessary to choose specific places for Arthur and Sally, but it was somewhat disorienting. a note more out of tune is not the way you leave the first time, but as is the case with Sally's confession. it is perhaps the most important element that was not ignored. The director could be remedied in this way: Act I (garden district): Sally yells something to Arthur while he is leaving ("I have a child"), but he does not hear her because of a madman running in the street screaming and covering Sally's words. Act II (Sally's house): Sally confesses to having a baby, but at that moment the laboratory alarm sounds for an emergency (a chemical reaction going on?). the alarm covers Sally's voice in the ears of Arthur, and she has doubts whether he has left her listening to his confession or not. I do not know if you have the means to change this basic structure of the game, but I think it is important not to disorient the player in following the story without making the "parallel universes" individual acts. I do not know if you have the means to change this basic structure of the game, but I think it is important not to disorient the player in following the story without making the "parallel universes" individual acts. A rather annoying fact is that the various letters that can be found in the islands are all the same between one act and another. It would be interesting if they change the content, thus allowing the scriptwriters to broaden their vision, their stories in Wellington Wells as they prefer, perhaps even drafts of letters previously discarded. Finally, many players have several questions: what happened to Miss Byng, Verloc and Jack Worthing? Why did the Germans want the children? Why do not cars have wheels? Who was the policeman of Act I who torments Arthur's past? it's different from others. I hope that in the next DLC there will be explanations to these things. QUESTS Hive mind: impossible to recover honey Mysterious Chest: the chest of witches is not very incisive. maybe you can make offers, exchanges. What we buried: boring. It was better what was in the EA with the downer looking for the chest without remembering it well. it also makes little sense to make this mission available for all three acts. Holy yam does not give any real benefit. or rather, it is not declared anywhere. besides the celebrants do not look for any guilty once they have regained their senses. leech of lunar juice: why does the mission fail if we have already listened to the bobbies? Even if they find us rummaging through the body or killing them, the mission will be marked as failed. At the Mysterious house, there are no clues that indicate that I must play the piano to open the bookstores and take the Sanitol. In the house of the colonel's friend, strangers always enter without permission. it makes no sense to put the Reform Club sheet and the suit in Gemma's house if we have already done that mission in history. In the EA, being a "house of curious behavior" a secondary mission, one could very well get an invitation and a suit at Gemma's house and then use them in the private club;) in the Gemma office, there's a tape recorder. why not put an audio? it would have been interesting to have a gem-like note. LOCALIZATIONS The same inconveniences of previous feedback. A gallery of untranslated texts. On steam the archivement is not translated. NOTES The latest video of Uncle Jack and The video of Uncle Jack in the house of the future (1984) do not appear in the Teatrhe menu Replaying the act I realized that there is no fundamental element to the randomness of the procedural world: there are the same missions! In the EA the great thing about exploring the maps was to find always different missions. I miss the variety of different missions in the final game, especially those related to bridges, which required different requirements to overcome them. I hope it is intended for sandbox mode. there are no differences between a dead and a fainted character, which is very serious for those who want a soft application in the game. the gas mask consumes too slowly The citizens of the garden district and the parade do not do anything special if they do not walk. I saw more street activities in the village. To enter Hamlyn for the first time: what's the point of the quiz? whatever way you answer, you can always log in. make power ups or serious debuffs: depending on how many mistakes the shock has been made, if you are wrong, you are killed. moreover, personal objects can not be recovered, there is simply a deposit of the objects already present in the safe. Inside the jubiliator there is no difference for what you do, it is noiso and you wait by pressing random buttons, for no reason. it would be appropriate if you create obstacles in which the Jubiliator does something (suck up grazers who occupy the rails, climbs that require a spin or doors that can only be opened with the horn) It makes no sense for Arthur to have the garden district alarm traps if the tool to remove them will only have it in the Parade (practically at the end of Act I) Among the images of development there was the burning pan, but I have not seen it among the possible crafting elements so far. It would be appropriate in the diary to divide the personal notes of the main story (they describe the feelings of the protagonists) from those of the documents found on the street. Ethyl alcohol has too few uses in the game at present but it is too much in the garden district it is almost useless to consider damaged objects useful for crafting. it is absurd not to be able to damage the peepers with darts: they are balloons at the back. In the village should be forbidden to rummage in garbage bins, is tantamount to stealing. Madame Wanda is not as red as EA, it was a very important trait to make her unique in the game. TIPS NOTE FEEDBACK the clothes are eternal, once they are obtained they make superfluous the necessary elements to sew them. However it would be interesting if all the clothes have a consumption bar that causes damage to the clothes when you are hit or when you climb / land too many times, thus getting rags. Furthermore, shoes wear very slowly and are not criticized for wearing them in the garden district. The parade is very nice ... but also boring. There are no secondary missions within it, we do not know the inhabitants of the place and there are no pretexts to explore the high class lifestyle. Even the Chippy market is rather boring, merchants offer very little merchandise. Missions could also be implemented at the Memorial Victory The secondary dens are all the same. they would instead be excellent places to create secondary guests. Why is it not possible to handle the weapons of the doctors? they break unnaturally. You could create something nice for Arthur's office by making it accessible: depending on how we handled the Clive editor, we could see if he was busy or fired. the map seems overflowing when the counter icons are included. it would be sufficient to implement a pop-up window when pointing to the icon of the den or house, just as when the descriptions of the place appear. the bonus Jolly Brolly from the beginning seems more a power up too convenient for the purchase. it would be interesting if in the Jolly Brolly bonus there is instead a mission that allows to conquer it;) the protagonists do not know how to prepare tea or juice from the beginning, which would be very useful in the garden district gameplay if it were set well in the needs (see notes at the beginning of post) ...: tea: water, tea leaves, filter and teacup juice: 15 blue currants, empty pills jar. it could be difficult to implement food perishability, a sort of countdown for it when we collect it. If it is not consumed in time it becomes rotten. it would be interesting to return the machines of compliments, but they reveal our state (if we do not have Joy or sunshine) to the public or reveal our position to bobbies at night. Stealing the batteries or turning them off is tantamount to public transgression. NEXT TEST STEPS OK Act 1 Arthur - Normal mode (test of missions and setting) here OK Act 2 Sally - Normal mode (test of missions and setting) here OK Act 3 Ollie - Normal mode (test of missions and setting) here OK Act 1 Arthur Hard mode (AI test, Combat system, stealth and survival at the highest levels) NEXT STEP Act 2-3 Hard mode (AI test, Combat system, stealth and survival at the highest levels) SOON Easy mode (Further notes on missions, texts and location)
  5. Don't forget the first (here) and the second (here) part of the feedback Thank You! See you soon for the next tests
  6. Platform: PC ? (Steam) v.1.169866 ---> v.1.3.70168 Mode: ACT III - Ollie / Normal Player: Italian (Early Access Native) Gameplay: Exploration of secondary missions and areas, understanding of history and game mechanics The third act showed more or less the same amount of graphic errors as the previously reviewed acts. QUESTS COMPLETED The truth shall set you free / What Happened to Trip Street / Decamped / Jericho / The Jack-o-Bean club / Mount Badon Bridge / No place like home / The cmap of thine enemies / What lies beneath / Manned flight / Sweet spot / The gung hoster / Motilene gives you wings / Ghosts / House to let / Cache as cache can / Crazy Legs / Constabulary Removal / A dead man's best firend / What have we buried / cathouse / Wooden legs Wooden legs - When the crutch is created for Eddie, the mission statement does not announce to deliver it to Eddie, and this for a moment has confused me because I usually confirm a created object, I was afraid it was a bug or that I had to create another object. Only when I gave the crutches to Eddie did I realize that the created object was valid and ready to be delivered. It would therefore be advisable to add as a point "delivery of crutches to Eddie". QUESTS INCOMPLETED Hive Mind - I could not take honey, there was no interaction that would allow it Mysterious Chest - I only had explosions when I opened the box, never a reward. Furthermore, the reset was never interrupted and it was always complete. LOCALIZATION ERRORS I had (again) a very important text left in English .... seriously ... please ... solve location errors, it is becoming too frustrating for foreign players. As in Arthur's final of Act I, the final video of the epilogue (where Arthur does not take the last pill) there are no subtitles, which is very serious for foreign players. Other texts left in English The steam archive section still features all the entries in English, although in Contrast the archivement is correct in the language (Italian). Would you kindly provide for the location of them? GRAPHIC GLITCHES A gallery. Also in the epilogue are missing some graphic elements. In the revelation of the last tape of Jack, there is an annoying error, in which to press the escape stops the game but not the video of Jack, blurring the sync between the audio and the video. The same mistake happens for all the TV in the game when you press escape: the video continues, thus scaling the audio-video sync once you start playing again. I noticed in the directory of the game that there is a loading video even when you enter appleholm and esmerald city. however, only this sequence appears in the game. it's a must-have. Could you adapt this sequence for the parade too? FEEDBACK NOTES I noticed some players asking to be taken back by Sally or Ollie after they had bugs that forced them to start over from the beginning. I think it is appropriate to implement in the game the ability to select the acts when they are unlocked, prorpio as happens in many games that have levels in which you can resume from them once unlocked. It would avoid a lot of inconveniences in the future. On Steam, when will the soundtrack of the game be available as announced? When Ollie has to dress up as a waitress (ha ha), I was a little worried about the request to put a facial tissue. I had my uniform but I did not understand if I had to add something to the head slot. It could be remedied with something credible? Maybe together with the apron a bandage for the face from insertions right to the slot of the head. The bees gun is very slow both to collect them and to spit them out. it would be an interesting object to be used on consumption, but it is impossible to do it being a single shot. could you improve it to use it in addition to the main mission? NEXT TEST STEPS OK Act 1 Arthur - Normal mode (test of missions and setting) here OK Act 2 Sally - Normal mode (test of missions and setting) here OK Act 3 Ollie - Normal mode (test of missions and setting) NEXT STEP Hard mode (AI test, Combat system, stealth and survival at the highest levels) SOON Easy mode (Further notes on missions, texts and location)
  7. you need to update the game, now there is an update that solves this problem ?
  8. I believe that the worst mistake in the game in ALL versions is localization. The game presents lines of text in English also in other languages, very serious to be a final version. I put myself in the shoes of those who pay more than € 50 in this game (I had it with the early access): Foreign players must be extremely frustrated with this situation, and even in the final of Arthur the subtitles are not even in English! The bugs of the frame optimization maybe you can solve in time, but first of all we must solve this huge problem that can lead to a bad feedback of the game.
  9. I really appreciated the ending, but I did not understand some things. I post you a page of the WHF WIKIA to give some clarification on the fake tanks: http://we-happy-few.wikia.com/wiki/Robert_Byng it seems that Byng had acted out of cowardice, to save his life and that of his soldiers. According to the facts, it seems that the request was made by the Colonel Von Stauffenberg. He had demanded as a ransom for children under the age of 13. In short, why the 'Authority' Project was implemented? I realized that the delivery of the children caused the true depression of Wellington Wells, in addition to the German siege that forced the citizens to no longer have food from the outside. But what was the first step that imposed Joy among the people after it was invented by Harry Haworth? will there be a chapter-prequel to explain it? What happened to verloc? he ran away? or did it end up in the Wastrels? Who was Mr. Kite? What kind of missions did Prudence do for him? Is there a description of Johnny BOlton? how do you know about Verloc? and why this obsession with him? Is Uncle Jack dead? or was he locked up somewhere? Ollie hated Uncle Jack why he tried to hide Margaret from the Germans? and why did the Germans kill Margaret instead of taking her back on the train? had it already left and she had remained the only child one not to leave?
  10. Platform: PC ? (Steam) v.1.169866* Mode: ACT II - Sally / Normal Player: Italian (Early Access Native) Gameplay: Exploration of secondary missions and areas, understanding of history and game mechanics *WARNING: CG will release a We Happy Few hotfix soon, so I hope this topic will help developers to see further notes that have escaped the revisions. In the Sally act I did not find any bugs that prevented me from completing all the proposed missions, however there were countless situations of graphic glitches more or less serious to solve (maybe they are due to the system of generating worlds). Moreover, compared to Arthur I found more omissions of translation in non-Anglo-Saxon languages, seeing the dialogue still in English. I used the steam screenshots, but some parts did not come to photograph them. Further verification of translated and non-translated texts will follow in the future. QUESTS COMPLETED Goodbye to all that / Alterations / What have we buried / Flower Picking / Bring out your dead / The vandals took the handle / wild picnic / mine mine all mine / peachy's final mission / Bad Dreams / Wakey wakey / Don't gry over tinned milk / Keep the home fires burning / Baby Feeder / Home cooking / Baby transport / Ouf, damn spots / connect te dots / Millihelen / Ratholm / Bad chemistry / Gland of hope and glory / The weird sisters / Hope chest / Squaring the circle / Reservations / Ex cathedra / The framers / The salty dog / So dfoul and Faraday / Unsafe house / A sea change GRAPHIC GLITCHES Priority: In "Reservations" the window is aesthetically barred, but you can actually cross it. I discovered it only thanks to the interaction of the space bar, but I felt stuck at that moment. The model of the wooden planks must be removed from the open window. Some butterflies in Maidenholm and St. George remain visible in the parks although they have already been harvested. There were a lot of graphical glitches (there are many on YT) about the positions of the NPCs, even when patrolling an area they suddenly disappeared to reappear later at the staging point. Example in Nick House LOCALIZATION ERRORS Maybe it's a problem with the internal files, and it's not that (functionally speaking) prevents you from completing the game, but for those who do not speak fluent English it's quite annoying to have untranslated parts in the final version of the game. It therefore requires greater attention in reporting the lines of text and correcting them, perhaps their own prizes to the help of the community. Here are some recurring examples. Not everyone speaks English ? Urgent: the subtitles of the kinematics in which Sally discovers that Gwen has the measles is not displayed. FEEDBACK NOTES When automatic milk is installed, Gwen becomes completely independent. I can understand, however, that it becomes milk, but I do not understand why it also becomes for the diaper. It is necessary to give the milk manually to make the need for diaper change appear in Gwen, which makes the situation somewhat inconsistent. it would therefore be advisable for Gwen to solve the milk problem only, while for the diaper it may be better if it occurs simply less often than what can happen without automatic milk. What Sally propose the bag even before the servant really sounds very unnatural, but maybe it is you who is very farsighted. Maybe it's time to make this tick needs only after solving the mission of the ingredients for blackberry. I can understand the choices of direction on the variations of events between Arthur and Sally on how they meet, but I would like to know if it is a choice to make sure that in the Arthur Act there is no mention of the girl in their last meeting while in the Sally Act she confesses to Arthur of Gwen and this ignores him: perhaps every act exclusively takes the perception of each character? Did not Arthur really hear Sally telling her about the baby? I noticed a strange map formation at st.George: is it expected to happen or was it just a case? I personally like this double-lane square, but I wanted to know for sure if it was a premeditated setting in the generation of worlds or it was a (pleasant) case. The Sally pituitary extractor is very useful as a weapon, but I wonder if it is consistent that functions without the need for an empty can to contain the pituitary. Often I have made more use of the extractor than KO syringes and I wonder if this thing is not too "comfortable" to do. Both with Sally and Arthur I quickly reached the maximum limit of the expandable inventory, and I would like to ask if it is not the case to automatically convert the object into pieces of cloth, just to make it more useful in its use. I noticed too often NPC that remain impaled doing nothing is in the Garden District that in the Village, they simply stand still staring at one point. In the village I noticed many, too many similar grannies. I ask therefore if it is not the case to create more color palettes for them, they all look like clones. Add some pastel colors, also to make them visibly different, while at Thomasina House leave them all the same white color as a uniform, but with different shades in the hair (gray on the brown, on dark gray etc.). Small note from the gameplay of Arthur: why Madame Wanda is white and not red as in the gameplay in Early access? Frankly I find it both right and consistent that you return in its warm colors, even to distinguish it better in the game. The thing is not consistent for doctors and bobbies as not being civilians wear a uniform, justifying their appearance as clones. About the compliments machines: why can not we steal the batteries from them and rely on them as unseemly public action? Further note the death: there is no handicap in dying, even at times is also an advantage in doing so to escape from an awkward situaizone. However, I would like to suggest as a penalty the loss of skill points (1 or more depending on the difficulty selected) or the halving of the HP of consumption resources. for example, if we had a 100% hp weapon, after death we could find it at 50%. and the same is the picklock, crowbar etc. NEXT TEST STEPS OK Act 1 Arthur - Normal mode (test of missions and setting) here OK Act 2 Sally - Normal mode (test of missions and setting) NEXT STEP Act 3 Ollie - Normal mode (test of missions and setting) SOON Difficult mode (AI test, Combat system, stealth and survival at the highest levels) SOON Easy mode (Further notes on missions, texts and location)
  11. thanks for this update on the basic operation of the game to make it run. but have you solved the problems in which some texts in English are not translated into another language? or that the arthur renders are not displayed in any language (not even English)? It is still very suffered for us foreign players XP ?
  12. Platform: PC ? (Steam) v.1.169866 Mode: ACT I - Arthur / Normal Player: Italian (Early Access Native) Gameplay: 17 h / Exploration of secondary missions and areas, understanding of history and game mechanics LOCALIZATION PROBLEMS (for all languages) The Red color is Urgent Fix Some kinematics don't have subtitles in any language, specifically: The final movie that closes the act of Arthur, making it particularly frustrating experience to the player is not English and who must rely only hearing to understand what happens ?In this video (WARNING SPOILER ACT 1) you can see the absence of subtitles even for the English version. The first meeting with Nick Lightbearer in "Sympathy for the Lightbearer" Signs without subtitles The newspaper articles to be censored in Arthur's office, making the decision of non-English players less immersive; Many of the almost complete posters of the Garden District. Some letters in the game have not been translated into any language. The Soviets take Berlin Suspected Downer L'O Courant - Article 2 L'O Courant - Article 3 L'O Courant - Article 4 L'O Courant - Article 5 L'O Courant - Latest edition In the list of skills, there is a bug on the font for accented letters (Link) Further communications will follow in case of missing text finds. QUESTS Completed (in this gameplay) Heal Thysealf / Regurgitation Elincidation / The Last Haltch / A Model Citizen / House Call / Sum of the Parts / Sub Terra Sub Rosa / Edie Goes Downer / Thomasina House / Plough Boy's Lunch / Public Works / Antijubilatarianism, Old Soldiers / Superb Meat Boy / Shocking Revelation / Shocking Carelessness / Look Like Rain / Love Birds / Sympathy for the Lightbearer / Madame's Magic Wand / Popped Popper / Spanker's Corner / The Church of Simon Says / Lilies of the Field / What Have We Buried / Golden Oldies / You can't beat the Odds / Meet the Neighbours / Biological Hazard / Motilene Makes You Storng / Get the Dolly / Hallucinogenic Salad / Cult of Jack / I Yam What I Yam / Mystery House / Forbidden Fruit / Treehouse / Constant Gardeners / Haute Cuisine / Stranger in a Strange Land / Bring out your dead / Wild Picnic / Everybody must get stoned / Mine mine all mine / Duck soup / A tearspoon of sugar / Shobboleth / Conflict resolution / How to be sneaky / Hydration Edification / Hostile Takeover / I sing the body eletric / The great Stink / Letter of transit / No exit / Oh, behave! / Wellington under / Dress for success / Rorke's drift bridge / Future perfect / A malpractice of Doctors / The two musketeers / Start spreding the news / Cub reporter / Band of brothers / Should Auld Acquaintance / Finding Faraday / The English Vice / Plassey bridge / The house of the inventor / Haworth Labs / Point of Departure / The scottish Play / Really Bad Gas / Sympathy for the Lightbearer Impossible to complete A sucker for science: Unable to vacuum the required gases. Nothing happens, a particular container was useful; Possibly Heinous Package: After crushing all the bobbies, it is impossible to take the package from the cart. More details here; Ceci n'est pas une pipe: the hose can not be repaired, nor can Motilene be vacuumed. Mode details here; Mistery Box: The chest always has the same letter, no variation. Moreover, after a few days it will be impossible to open it, but the map marks that there is something to be recovered in the chest; Hive Mind: Impossible to get honey from the tree. In addition, the bees continue to sting even if the required dress is worn. Resolved ambiguously Really Bad Gas: the pipe has been repaired and the shelter is active, but the mission still requires repair; (the previous "Everybody's a winner at simon Says"): The mission is completed only if the three aggressors are killed, and not simply by fleeing fear, making the request made at the beginning of the mission ambiguous; It's impossible to take Motilene for Faraday in the various areas of the city, I only managed it thanks to the "Look Like Rain" mission. Further communications will follow in the event of missions missing from the list. GENERAL BUGS Some portcullis appear closed when in reality they should be open (club of the curious behaviors) or however not accessible to the public as closed visually (soldier's house) Special objects never disappear from the inventory after being used for the mission dedicated to them, and this creates confusion in the inventory itself. At the beginning of the game, in the Garden District (story mode), when there is an angry crowd outside the church it happens that at the exit they turn too suddenly or are already back home if it takes place at night, making the scene unrealistic Sometimes in the main menu, the Uncle Jack shows in Theatre menu (but also the final kinematics and the end credits in taking Joy at the beginning of the game) tend not to want to interrupt when we want, going on video in audio even if we start a new game . To be verified because it happens. At the Parade I watched the Uncle Jack show on the "Wellington Wells museum in the future", but the video did not appear in the theater menu. Some NPCs to find a corpse remain still to observe it. NOTES In the final version, the workshop file created for "Life in Technicolour" can be selected in the subtitles menu. But I would like to know if there are plans to release the file with complete texts to allow others to contribute to the workshop with languages not supported by other foreign countries (Turkish, Swedish etc.); I did not understand the difference between a deceased person and an unconscious person; The list of memories and the Uncle Jack show in the Teatre menu would be convenient in two separate sections; I would like to make it easier to read the list of Power Up, it is very inconvenient to scroll like a list. Maybe some icons? In the announced sandbox mode, I hope there will be a return of death by hunger and thirst, or at least that this is among the selectable possibilities. There are no jubiliators in the city? NEXT TEST STEPS Act 2 Sally - Normal mode (test of missions and setting) Act 3 Ollie - Normal mode (test of missions and setting) Hard mode (AI test, Combat system, stealth and survival at the highest levels) Normal mode (Further notes on missions, texts and location) Places to analyze better: Parade, Victory Memorial, Mrs Chaney house, House of Doctors, Butcher's shop of Mr. Curry. In the future, gif will follow to better explain the bugs. Thanks for the attention. comment and add useful notes to indicate fixes to developers.
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