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Posts posted by Velvet Violet
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On 6/21/2025 at 7:40 AM, Ukase said:
It did and does say that, yes. And my silly brain went to the SG computer to buy the tip to avoid having to hunt random mobs for it. My idiot self even posted my disappointment about that not being available. I mean, "tip mission" right? Now, as the dust has settled, I realize how stupid I was. Almost comically stupid if it weren't so sad.
It's fine, we all have the dumbs from time to time. I believe the first mob you kill will drop the tip mission if you are a Vigilante over level 40.
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Dammit I can't believe there's a guide to this already.
On 6/10/2025 at 12:58 PM, Petrograd said:Bonus bonus guide: There is an additional Easter Egg with Ravenstorm. I have no idea how to get it.
I'll give a small hint: learn how he was ahead of you in West's list of choices in the first discussion with her, then never let go of that rage
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7 hours ago, Ukase said:
Helpful post.
As one who is typically obtuse, perhaps it should stand out in the same fashion the tip to unlock Morty Kal stands out. The only distinction I see (after the fact) is that it doesn't have that icon on the left, and as a result, the title of the tip isn't in the center. While zipping around, I see the tip message, but because I was unaware I needed a tip, I never paid them any mind at all. I had to visit the patch notes - again, because each page they drop is so large, it's a bit much for my aging brain to remember all of it. That and I just skim through it.
Now I get it - that's my fault. The answers are here on these forums. But in game - the solution "you need a tip to unlock it" - that's not in game. or if it is, big surprise, it escaped my notice.
If you talk to Kogan and do not meet one or more of the requirements to talk to him, it says "Hello, {HeroName}! Got a hot tip for me? No? Well, have a good day then.
You must be a Vigilante of at least Security Level 40 and have completed the Skulls vs Family? tip mission to talk to this contact."
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This is an annoyingly recurring bug. I've rewritten some stuff to hopefully solve it permanently in the next release.
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3 hours ago, M I Abrahms said:
Well, on my run I avoided the mutiny, but yes, after the mission where you split the team.
No, Sacred Stone is the one that went down the other tunnel to Eden. Both Blades and Shadow Dragon were with me, as far as the bug goes, but after that mission, Radiant Dawn, Binding Blade and Sacred Stone were out, and Moon Fang, White Haze and Slaughterscape were in, along with Blazing Blade and Shadow Dragon.Bug should be fixed with the latest patch. Unless you specifically ask to take Binding Blade with you, they are not SUPPOSED to follow you (the dialog tells you who is supposed to be with you and who goes on the other team). If they keep following after this patch, please inform.
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13 hours ago, M I Abrahms said:
Interesting. I asked about this at another point, and another dev said that getting Uncomfortable Truths first means I could be locked out of Truth Seeker somehow, but that it was possible to get them both on one run.
It's possible to get them both in one run. Getting Uncomfortable Truths might possibly have a minor negative impact on meeting the relationship requirements with West required to kick off the Truth Seeker sidequest, but it's only 1 of 4 dialog choices that does so.
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13 hours ago, M I Abrahms said:
Ice/Ice Stalker. During the arc, I sent Radient Dawn back to get checked up on, entering the mission with four. Got to the point where you split, and let Binding Blade decide the split. Noticed that I was travelling with Binding Blade, Blazing Blade, and Shadow Dragon, with only Sacred Stone going the other way. When they 'replaced' everyone, even Shadow Dragon was swapped out.
Spent the entirety of the finale confused, because to the best of my knowledge, there WAS no 'missing' team members, only to find Radiant Dawn, Sacred Stone, and Shadow Dragon as the final encounter.When you say "replaced everyone", do you mean after the mutiny? From what you're saying, Binding Blade and Sacred Stone (BiB staying with you is a bug that I am trying to work out) should have been sent away and then been both lost, leaving Blazing Blade and Shadow Dragon on your team. Then you'd have had Moon Fang, White Haze, and Slaughterscape on your team in the next door mission with BlB and SD. Did that happen? If not, who was it? Did you acquiesce and leave or force the mutiny? If they mutinied, who turned on you? And did you then tell West that you wanted all of the mutineers removed from the team? If you did, do you remember who spawned in the "Deal with Alpha Team" mission?
In case no one could tell, this arc has a lot of moving parts
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Here are a couple of hints about the bonus badges:
1) Uncomfortable Truths - You might be able to break Ken's brain if you confront him about his deeply held beliefs, but he'll only listen if he believes you're speaking in good faith.
2) Truth Seeker - A current tragedy might cause West to tell you about a past tragedy, assuming she likes you enough to open up.
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40 minutes ago, Voltor said:
Hm, no matter what dialogs i select, when I get to the split up mission at the end with the unconscious Alpha's there is always a clickable that says can't be completed yet.
If you get rid of either Shadow Dragon or Radiant Dawn prior to this mission, then split the team 2 and 2, there will be no one left there. In that event, it activates and is what allows you to complete the mission.
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3 hours ago, M I Abrahms said:
I've been checking out my options on this run, and in the mission where you split the team I've found a possible issue with the inevitable rescue. I may have just missed the objective on my first run, but I could not find it, and had to restart the mission to try again, but on a recent run, it was Binding Blade that survived, and they got up from their spawn point, and started fighting as normal, leaving me unable to talk to them to finish the mission.
EDIT: Ooh, this one's a bit of a mess. I had West check up on Radiant Dawn, so I went in with four members of the squad. When I got to the split, I let the teammate split us up, and they sent both Blades and Shadow with me, and the Sacred Stone basically went off alone. When I found her (eventually) her text window read thus:
"You kneel down and check your unconscious team member's pulse... It seems like they're still alive, but barely. It looks like the others are breathing as well. The others are nowhere to be found!"
EDIT2: Wow, something *really* went wonky here. Not only was Sacred Stone considered 'lost' even though they're the one I found, but it also decided that Binding Blade was injured as well, despite the fact that they were with me for the Split the Team mission.Yeah, you're only supposed to get 2 people to go with you ever. Binding Blade is funky and occasionally sticks with the team. What AT is the character that played the mission?
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21 hours ago, bellpei said:
Had an interesting glitch related to this arc on Ouroboros. I'm on a vigilante and it is showing up in my available Ouro arcs though refusing to load. I'm pretty sure it shouldn't even be on my list as a vigilante.
Nice catch.
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23 hours ago, termyt said:
During the mission where we have the option to split the team, I chose to go alone but Blinding Blade came with me anyways. The text implies I did go alone, so I assume this is an error.
This is a rare bug that happens, I cannot get it to replicate. If you can get it to happen again, please let me know your character AT, if all of the Alphas were in the mission or not, and what dialog selections you made for splitting the team.
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12 hours ago, TalKaline said:
Running through this, and I have to ask; the Words of the Warrior are such an on-point parody. (Any similarity to actual persons, living, dead, or red and bankrupt in Texas, is purely coincidental.) But I have to ask for balancing purposes; what kind of Psychic Damage Resistance% and Defense% were you stacking on yourself to listen to enough of his content to make the parody?
I helped out with it somewhat and thankfully most of the quotes I helped with were picked up via internet osmosis rather than direct observation.
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13 hours ago, High_Beam said:
Mission - Embarrass the Altruists - They are targetable, but don't attack even after you select the hostile dialog. Is that by design?
Mission - Set bombs in warehouse - If you talk the full dialogue tree to whats his nut (spoiler avoidance) before setting all bombs the optional task to warn him remains. Clicking all bombs afterwards is mission complete.
I second the way-point exit in the last mission. Also noted the continually cowering hostages. There are just too many long dialogue options to make heads or tails of. It became just a pile of noise clicking till something happened. Is there supposed to be some alternate result depending on the selection. If so perhaps a little bit of paring down and cleaning up.
Pro's - Its new content
Con's - Convoluted dialogue trees. Certain enemies felt out of place (Devouring Earth for certain). Anti-Climactic end.
- No, they should fight back. I'll look into it.
- Thanks, I'll make sure that objective clears.
- Waypoint is coming. There technically is one, but it's bugged for some reason and points to the middle of nowhere. I'm trying to figure it out.
- The four different choices on how to deal with the final mission change which objectives you need to complete to finish the mission (defeat the Altruists, run back to the entrance, save the hostages, or some combination of those). It also changes the final conversation with the contact.
- My arcs are very dialog heavy (particularly in this page). This won't be changing, though future ones will not be so text dense. Sorry.
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15 hours ago, SupaFreak said:
Not seeing this arc available for Flashback on Vigilante morality.
You need to complete the tip mission before you can see it in Flashback
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5 hours ago, High_Beam said:
Okay additional feedback on the upgraded skulls. Please please if you you are still gonna call em buckshot and slugger and slammer then stop with the dark noir negative energy attacks and instead improve their weapons because they are all popping off like Bone Daddy's and Death Dolls which makes them just sloppy reskins. If you are gonna do that then make them newer costumes like the Priestesses and such and not call them Sluggers and Slammers, call them something like undertakers or since they wanna lean into Slavic pantheons, Banniks (sp).
to @Velvet Violet, I hear what you are saying and will of course have a degree of "benefit of the doubt" factored in but if your explanation is additional story content at lower levels then you should have waited with this and done that, it breaks the flow of a character leveling up; exposed to the enemy, continuing to fight them, them becoming a arch or nemesis of sorts, and then the further up the food chain they progress they find out bigger and broader. Not, "wow these guys got powerful, I guess I need to call Mender Lazarus and go back to when the change happened." I am doing the Arc right now (just finished mission 2) so I will feedback over there.
And please, don't take this as disrespecting your or others hard work but you asked for constructive feedback and I am trying to give that.
No disrespect taken. The order of creation for stuff was out of whack, I agree. West and Kogan were supposed to be finished last page and I was going to have the other arcs finished this page. It was bad planning on my part, that's it.
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Ziegler is open to characters of all alignments. Alexander is open to any heroic alignment, so heroes and vigilantes. The only arcs that are limited based on sub-alignments are Robert Kogan (vigs only) and Erin West (rogues only).
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21 minutes ago, Derek Icelord said:
Are both Uncomfortable Truths and Truth Seeker from Erin West's arc? Or should one of those be from Robert Kogan's arc (who doesn't have a bonus objective badge listed)?
They are both from West, Kogan doesn't have a bonus objective. West is at least an order of magnitude more complicated an arc than Kogan, so it got 2 this time.
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There will be stuff in the next page that explains the power jump. It is not in this page because my story arcs (particularly Erin West) are complex and required far more debugging than I initially expected. I cannot promise that you will like the explanations, but I tend to have a high standard for writing and believe it will all make sense.
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Thanks for the reports. The waypoint leading to the door to the surface was definitely supposed to be there
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3 minutes ago, CarthianRaver said:
The demonization of the PPD in making Kallisti come to life seems less like it fits with the setting and more akin to the pushing of real world anti-cop rhetoric into the game. The lore does not support that the PPD are corrupt. There are what? 1 maybe 2 instances/missions in the entire game where the PPD are shown as such and the missions are you taking them down, given by PPD (iirc both are radio missions). For the most part it is cops being brutalized (ie KR), you dont see them beating on gang members or others. The Psi - cops also make the likelyhood of police corruption not very likely as they'd detect it before it happened.
It was only the KW precinct that had become corrupt. The rest of the PPD remains the same as it always was.
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3 hours ago, GM Solace said:
Mission "Investigate Utopia Complex" by Erin West (KW) - is it WAI or a bug that there is nothing in the map window? Not even "Map not available"? aka "Reveal does NOTHING"
Currently WAI due to the odd way parts of the map lean, but we're working on a solution
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So some of this will be explored in future pages, but for now and without giving away too much stuff that can be learned in-game... The KW branch of the PPD was incredibly corrupt and was basically disbanded entirely to eventually be reconstituted from scratch. Emil Christie, a billionaire who has a lot of influence in the Wharf, worked out a deal with the city to hire BWI to provide security in the Wharf in the meantime. BWI has recently opened up shop there, but they are still starting their work. For now, they are focusing on the gangs that are causing havoc in the Wharf. Villains are a problem, yes, but not the primary issue as long as they aren't actively attacking BWI or otherwise causing problems they are contracted to respond to. Heroes in the Wharf don't attack villains for the same reason they don't attack rogues in other parts of the city, even if the rogues are still perfectly capable of (or even actively are) committing lots of crime. Because *coughcoughcough*.
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1 minute ago, WindDemon21 said:
Just please tell me this is for our sleeps only and not NPCs. If it's on NPCS then this game will become literally unplayable for any squishies for the most part.
This is only for player powers, not NPC powers
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Crosspost: Guide for Erin West's Arc Truth Seeker and Uncomfortable Truths bonus badges
in Badges
Posted
Curious to know what it was about the badge implementation you dislike so strongly.