Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What else...oh yea, it would be great to be able to swap weapons with the other person when you first find another weapon. Especially when your relevant weapon skill is higher than theirs, but you still want to make sure they have a weapon. Granted, you find another not long after, but still, it would be nice.
And, well, this is more an issue with the main engine, but trading between characters -especially if, by the looks of it, you will be with them for a long while.
Overall though, please I do hope that you've kept up the same high standard of writing throughout the second Act!
@Ashram - concerning publishing problems on steam, you might contact Taloswind. He seems to be in the know about publishing problems..
Already playing Act II, but only on normal.. can't imagine how to play it as a mage/summoner on hard.. Way to little healing available, with only a couple of medpacks that can be bought, due to only a few being sold. And money is tight, too. I had used all available medpacks even before reaching St. Celestine and had only enough money left to buy one (!) of those lvl 3 medpacks there..
The "problem" with my char being not able to use about 90% of those "pick something up" spots persists. Mage uses Willpower as the main attribute, but there aren't many checks for that. And the two spots close to the van (the signal jammers) only check the characteristics/skills of the main character. I even got my party members, who would have the proper skills, to those two spots in combat, so they would "use" the spots. Still only the main character was checked. I'm SURE there is a way to check the skills of party members, too. At least in combat ;)
The lvl 1 elemental available from the summon spot only was there for one shot of the Union guy armed with a shotgun... and there's still only useless spells available from the merchants in the alley.. so come on, please.. show some love for mages/shaman
Also, in the fight with the security at the beginning, summoning the spirit from the angel statue produces, not an angel, but a black guy wearing nothing but his underoos. He also insists on being a party member rather than a spirit - he got his indecent butt shot up, but only went down for a count of 3, and I accidentially used a DocWagon kit on him. After that, he decided to stick around and pretend he was just one of the guys until the next area transition.
Regardless, great work! After the fight and the hassle with it, I thought the run was going down in quality, but the Testament sequence swept me off my feet right away.
My guess is that either (1) the Beta or your Story looks at version compatibility or (2) the Beta adds some variable that isn't present and existing UGC must be adjusted.
Anyway, it works quite well with Act I.
Now. In Act II, 22 starts out with 0 health. One hit drops him and I can't heal him. His max HP is 0 and I don't know why. I check the versions from nexus and steam. They both have this. But it wasn't that way before, as far as I remember.
That said, 1.1.0 is now in general release.
Nonetheless I've found the run really cool and finished my Let's Play at this point of act 1, will continue soonlishly with act 2. *thumps up*