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报告翻译问题








First, I didn't realize that Steam limited comment length, so I will start a bug thread in case people want to leave longer bug reports.
The cause of the CPU drain is known, but the solution has been problematic. Essentially, I need to break the scene in half, and have a transition once the first part of the matrix is done. But my attempts to do that were clumsy. Then my old computer died in the middle of making this mod, and the new one doesn’t suffer so much during that part, so I dropped the ball on fixing the issue.
Regarding the crack in the wall, it’s not a bad exit point if you don’t rig the noodle machine. Widen the crack, jam the door shut, take everybody down the stairs. Most of the KE on that side are squishy compared to the front room. Of course, not rigging the noodle machine means KE shows up several rounds sooner. Usually, I only did this when I was testing the “It Was a Slaughter” karma reward. The effects of boarding it up vs widening it are pretty obtuse, I’ll see if there’s a way to clarify.
I really only used the turn mode at the jack-in point so that you could position Ice Queen behind the computer for cover. I kind of hate how HK has the convo option and then the PC stands around like an idiot while the decker sits in whatever random spot they were in. Defensive positions sprang up from this, but the following encounter was also much more difficult when I first scripted it. KE showed up at two opposing points each time they triggered and so having people on both “wings” helped contain them before they reached the decker. But it was way too hard. I actually nerfed the encounter several times and removed the decker as priority target (but made the Judas fight a bit stronger). Anyway, I probably should have cut the positioning after that, but it just seems insane to have the PCs standing around like that.
Changing the columns visibility is actually rather easy. Easier than redesigning the rooms, even.
It wasn’t a conscious decision to have leylines be particle effects until a spellcaster was standing on them. Just a quirk of using the old leyline FX in HK engine. Once I rebuilt the props to work in HK and saw how they looked, I seriously considered just using Dragon Lines, but those also look strange on all the old props. Probably should just give in and use them. The smaller ones have a modest improvement in Spellcasting to-hit, for what it’s worth.
It took me too long to make the mod, so all my playtesters were busy with other projects by the time I was done. I think there was supposed to be a waypoint when it was time to exit Mercury, but had trouble with the waypoints and forgot about it.
When I ported from DF to HK it broke all the Academic conditions (replaced them with Cyberware Affinity) and I apparently missed that. Wonder what happened to the rest of that convo.
Thanks again for the time you took writing this up! It really means a lot.
1. Importing a character makes the initial hub a bit pointless. The area is big enough and I was surprised by the amount of depth on the street doc npc, but the rest of the vendors are rather plain and don't have much dialogue to them. I checked the "old game console" and fiddled with the settings but I'm not quite sure how it's supposed to work or what it changes. Not sure if the vehicle option is cosmetic or not.
2. The party seems interesting but we don't really get much background on them and the dialogues are limited. Didn't really feel like the dialogue choices I took mattered much.
3. Setting up the defenses on the first floor was also a bit confusing. I mean, why is this even optional? Widening the wall gap for a second exit would only make sense if the enemies could block the main exit but when you think about it that's unlikely because you can jam lock the door leading to that wing of the building so you'd be cut off... Hard to explain perhaps. It just doesn't feel like it matters a whole lot.
4. The first matrix portion I found interesting, actually reloaded to do it stealth mode. I liked doing the detective work. The second bit was a bit too combat heavy, not that it was specially difficult, but it did feel like a bit of a slough near the end. The Judas IC does do a lot of real damage, I think it dumped my guy in one shot.
5. The combat in meatspace I found kind of easy, though I did import a really high level character (I set the difficulty for my karma level at the hub console, not sure how it affected things). Frankly, switching back and forth from left to right wasn't that difficult and it was rare to have more than one side active at a time. Exiting the building was extremely easy as well, I just had to face two guys and a drone (I chose to widen the gap but lock the door, not jam it).
6. I liked the "debriefing" at the docks, though I wish I had had the opportunity to play the getaways, at least my own character's. I got a bug talkin with the shaman when I tried to use my academics etiquette, it immediately finished the dialogue.
7. The combat scene is extremely easy and not thoroughly explained. Who were those guys and how did they find us? Who betrayed the team? What happeneded to Queen? I had to kill her, is there a way to save her?
8. It ends when things start getting interesting!
Overall I enjoyed the mission. There's potential in there. I was a bit disappointed by the abrupt ending, was under the impression that it would be a bit longer than this. Still, what IS in the mission is very playable. It could be better with a few additions and changes. Right now it seems more like a slice of something bigger. I just couldn't get enough of it to get a good taste.
Kudos for the effort, will definetely be looking for your next work.
The combat curve is not really smooth right now. It's very difficult for a fresh PC at 0 scale, and pretty easy for a 200+ karma character with 5 scale. It probably needs a few more scale gradiants on the high end. Nightmare mode allows enemies to spawn in the Hotel even when there are 4 enemies still alive.
Vehicle is 98% cosmetic, mostly a joke from the old Pen&Paper game (players would spend a million nuyen on chrome and gear for their char, but then all show up to the meet with Dodge Scoots, the cheapest vehicle in the game). There's a couple opposed rep points to the van, but...
Regarding the Docks, so, the Hard Corps agents at the end were sent by the Shady Old Man - even if you give him a copy of the data he doesn't want anyone else to have it. There's a difficult to reach dialogue option where your PC can switch sides and fight with the attackers against your crew. (If your rep is high enough, you can talk them into walking away without a fight.) I need to make that option much easier to reach, because it's a fun choice - and if you play with a starting character rather than importing, it can be the only way to survive.
As to how they found you and who betrayed the team, tune in next time, j/k, they tortured and killed the Johnson for the info. Unless you betray them at the end, then it's you.
Ice Queen switches sides if she is dumped by the Judas IC (it's a psychotropic IC that reprograms the decker to betray when they get an activation code). Did she get dumped in your playthru or is this a bug and your main got dumped?
Thanks again for taking the time to review!
It's as you said, Ice Queen got dumped by the IC. I hadn't made that connection.
Now I see how you tried to imprint a bit of that P&P mentality into this mission, now a few things make a bit more sense.
From what I've read here I'm extremely glad I did the Decking with my main rather than risk losing Ice Queen.
There's a conversation branch where you actually talk about what happens after the mission, but it's in the betrayal option that no one ever sees because it's so convoluted to reach. Once I'm done with the other mod I'm working on, I'll have to rework the convo with Shady to make it easier.
Thanks so much for playing and leaving a comment.
I played with a DMS Vox Populi endgame character so it was all a little easy, even with the scaling. Since I did not know what nightmare mode was, I left it off. Also, since my character was also a decker, I jacked in with both PC and Ice Queen, the other two ending up being more than enough to handle the troops on meat space.
Regarding story and writing, I think this is where it shines. The characters clicked really well with me, with personalities and backstories exposed just enough to not feel forced. Kay O telling me I'm not her friend and therefore won't miss me was very interesting if we take into account how characters in RPGs tend to treat anyone they do a single mission with as BFFs. Felt like a real person there. Still, I found some odd stuff with the shady old man. I refused his proposal in the initial hub (although I haggled a bit first), but the hidden phone to call him was still there. I called and lied that we did not get the data and the attack happened anyway. I understand some things were left open on purpose, but is there a path that exposes every loose end? Also, sorry if I'm a bit ignorant on the game's system, but how does the rep thing work for the dialog options to appear?
Anyway, by reading the thread I also see how many variables and options you put into this small campaign and this is very nice. Keep up the good work!
It's a pretty "classic" run template, but it's done well. The characters are interesting (which does leave you wanting for more, since you don't have that many opportunities to interact with them), and the scripting is good: the first part of the Matrix run has a nice "puzzle" approach, the combats are nothing special but they do set the pressure correctly.
So all in all it's a nice run that leaves you waiting for more. Thanks for your hard work!