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Tatterhood

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  1. "One Rogue's Work, Another Rogue's Pay" (morality mission): each hostage's dialogue plays the instant the preceding objective is completed. I guess this is not too bad (they don't all play right at the start...), but they still include lines directed at the player when you're nowhere nearby.
  2. Some of the normal shoulder options are disabled when using any of the Robotic Arms upper body categories, for reasons such as having a part that wraps around the arm. But now that asymmetry is a thing, I don't see any reason why the left shoulder shouldn't get all the standard options when only the right arm is robotic.
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  3. In the rogue path on this tip mission, after defeating Desdemona at the start she turns non-hostile and you can talk to her. However, once the rest of the enemies that spawn with her are defeated she disappears and you are automatically given the next objective. It is therefore only possible to read this dialogue while getting beaten up by a bunch of Knives of Artemis. The content of the dialogue is you making a deal with her where you agree to do the aforementioned next objective, so probably that isn't supposed to trigger until you finish talking to her. (Aside: I am also confused as to why Desdemona, who is supposed to be a hero at this point, has Knives of Artemis for allies instead of Wyvern or something.)
  4. Random enemy chatter in Sharkhead: WSPDER should be WSPDR. This happens with the mission descriptions too, I noticed the same in a St. Martial paper mission. (Carnies might be the only enemy group that show up in radio/paper missions with female bosses?)
  5. Second mission of Ghost Widow's patron arc, boss/hostage dialogue plays immediately on entering Longbow base.
  6. I wondered if maybe that was how it worked at some point in development but it ended up being scrapped and they forgot to update the souvenir. It's certainly possible that it's actually a bug though. The wiki has meticulous documentation of all the different branches and doesn't mention anything about Arc Flash's dialogue or behaviour being different based on the treatment of the auctioneer, so if it is a bug it's seemingly not just me who ran into it. (Personally I feel like one way or another you've done enough bad things in the arc ­– beating up heroes in Paragon, possibly helping a Council archvillain escape captivity, "defeating" dozens of security guards and cops as well as her Legacy Chain friends – that it doesn't really make much sense that she would draw the line at you punching the auctioneer. It's also not even obvious that she would know about it. But that's just my opinion and there's something to fix either way.)
  7. I did Bobby Curtin's arc and picked the ending where I took Arc Flash's bracers. The souvenir says this: There's an obvious contradiction here between "you convinced her" and "she refused", and in the actual mission she did agree to give them up without (further) violence so the rest of it is just wrong. Looking at the wiki, you only get this version of the souvenir if you beat up the auctioneer. If you take the bracers and didn't beat him up you get a correct description of events. I don't know if it's just a mistake in the souvenir or if beating up the auctioneer is actually supposed to change how she reacts to asking for the bracers, but it doesn't seem to do so currently.
  8. Random citizen dialogue is cut off ("brui"). I believe this is referring to the tip mission "An Unearthly Shard", villain branch.
  9. Last mission of Peter Themari's first arc, acceptance text: says Circle but should be Council.
  10. Ran into this in Peter Themari's last mission, it's an indoor (cave) map but still all the dialogue from Pyriss and the boss played immediately on entering.
  11. I always thought it would be cool if some blueside contacts were available to rogues. Not all of them, just the ones where it makes narrative sense that they'd be willing to work with someone who's a bit sketchy (whether due to the contact being a bit sketchy themself or just being pragmatic/desperate enough to not care). Similarly a lot of the redside "one evil faction wants help taking down another one" missions could make sense for vigilantes. That said, the contacts you get intros to from the detectives are mostly the old origin contacts, who are probably the least likely candidates for this, so it doesn't really address the thread. Really the whole system is superfluous on blueside, as you always have access to a lower-level origin contact who can give you the introduction instead. (If you haven't talked to any contact of that origin yet you can introduce yourself to the one in City Hall regardless of your level.) And on redside, where it is still required for many contacts, it's kind of just annoying to be forced into doing paper missions in order to unlock the missions I actually want to do. I'd be in favour of abolishing the system entirely.
  12. Debriefing for the last mission of Mu'Vorkan's arc: refers to Knives of Artemis but probably means Knives of Vengeance.
  13. Just tested with Agent Hassell and it happens in all of the safeguards. I could check the mayhems as well, but afaik they're the same maps?
  14. It happens a lot in safeguard/mayhem missions. This is all immediately on entering the zone in a mayhem mission (Steel Canyon bank) I just did:
  15. Newspaper mission ("22nd National Bank using Consortium Guards for extra security", Sharkhead Isle) message upon entering the door has an extraneous quotation mark.
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