No one ever finished by me side quest gave me extra health. Thirsty oddball/missing luggage/deeper understanding of PSI/crafted arcane dildo, nothing. Can you describe, which quests must do such thing?
BUT
I got 150 extra health for fainting while storming blue force field / gates, and then beating "solo Fracas".
If I storm the embassy without this solo fight, my health will be kept at 1000, even if I win duo (Ricci & Fracas) fight.
If you win the fight against Fracas solo, you are awarded with max hp + 150 and if you finish the side quest on Xaide you will get an additional 250. Those are the only two locations where we increase the HP, any other location where that happens, means it is a bug.
If you win the fight against Fracas solo, you are awarded with max hp + 150 and if you finish the side quest on Xaide you will get an additional 250. Those are the only two locations where we increase the HP, any other location where that happens, means it is a bug.
So, I remember picking this up years ago, giving it a look and deciding to come back when there's more content. A bunch of stuff changed (like Tripteen, which is completely different from what I vaguely remembered) while other stuff didn't change as much as I expected... Like the so called gun shop on Hennosis which is still useless aside from the fact that you can get a scene there which then serves no purpose because you can't buy anything from the guy? Or interact with the shooting range for that matter.
However, what really ticked me off and makes me think I'll drop the build for now and come back some years in the future is this particular bug...
Initially, it worked as advertised and just had +1 range. But at some point, that range increased rather massively and I have NO idea why...
In general, weapon mods are kind of in an iffy place from what I'm seeing. In the sense that, while you know what the stats do, you don't really have good information about what it means for most of them. Like. How much does 1 weight plus or minus affect Cally's speed? How much does recoil affect her ability to hit? How much do you need to change ergonomics so you see an actual difference in cooldown?
So on and so forth. it's hard to make any decisions when the effects of those numbers aren't really clear. Only range and damage are obviously clear in terms of their effects.
Speaking of iffy things. The turret feels rather weak tbh. Like. It's slow, so it doesn't attack that often. It doesn't hit that hard per hit. It obviously can't move so what it can hit depends on where you drop it and how the enemy moves, but that also means it can't avoid any AoEs or anything from the enemy. I'm not clear how much HP it has exactly, but that doesn't matter too much when it seems like enemies prefer to prioritize Cally anyway in fights.
Lastly. I really hate the new struggle mechanic. Really really really hate it. I just don't have the reflexes for that sort of thing. If that's gonna be the definitive struggle mechanic for the game, the only way I'm gonna play the finished product is if I'll cheat like a mother-fucker or avoid getting captured obsessively. Super not fun, at least from where I'm sitting. Especially on mini-bosses like the Warden who's pretty damn fast as an enemy.
All in all, it's great that the game has a lot more content. Triggering a bad end and reaching the gallery room makes that obvious enough. However, I definitely think that there needs to be more effort put into the basics...
So, I remember picking this up years ago, giving it a look and deciding to come back when there's more content. A bunch of stuff changed (like Tripteen, which is completely different from what I vaguely remembered) while other stuff didn't change as much as I expected... Like the so called gun shop on Hennosis which is still useless aside from the fact that you can get a scene there which then serves no purpose because you can't buy anything from the guy? Or interact with the shooting range for that matter.
However, what really ticked me off and makes me think I'll drop the build for now and come back some years in the future is this particular bug...
Initially, it worked as advertised and just had +1 range. But at some point, that range increased rather massively and I have NO idea why...
In general, weapon mods are kind of in an iffy place from what I'm seeing. In the sense that, while you know what the stats do, you don't really have good information about what it means for most of them. Like. How much does 1 weight plus or minus affect Cally's speed? How much does recoil affect her ability to hit? How much do you need to change ergonomics so you see an actual difference in cooldown?
So on and so forth. it's hard to make any decisions when the effects of those numbers aren't really clear. Only range and damage are obviously clear in terms of their effects.
Speaking of iffy things. The turret feels rather weak tbh. Like. It's slow, so it doesn't attack that often. It doesn't hit that hard per hit. It obviously can't move so what it can hit depends on where you drop it and how the enemy moves, but that also means it can't avoid any AoEs or anything from the enemy. I'm not clear how much HP it has exactly, but that doesn't matter too much when it seems like enemies prefer to prioritize Cally anyway in fights.
Lastly. I really hate the new struggle mechanic. Really really really hate it. I just don't have the reflexes for that sort of thing. If that's gonna be the definitive struggle mechanic for the game, the only way I'm gonna play the finished product is if I'll cheat like a mother-fucker or avoid getting captured obsessively. Super not fun, at least from where I'm sitting. Especially on mini-bosses like the Warden who's pretty damn fast as an enemy.
All in all, it's great that the game has a lot more content. Triggering a bad end and reaching the gallery room makes that obvious enough. However, I definitely think that there needs to be more effort put into the basics...
Thank you very much for the lengthy post of feedback, we will talk about it with the team and see how we can adjust it to make it overall a better experience.
We are planning to make the turret more impactful, that is already on our to do list.
For the struggling, I will see if I can offer a simpler version and tie it to a option so people can select an alternative way.
For the bug could I ask you to upload your save here so we can investigate it?
Thank you very much for the lengthy post of feedback, we will talk about it with the team and see how we can adjust it to make it overall a better experience.
We are planning to make the turret more impactful, that is already on our to do list.
For the struggling, I will see if I can offer a simpler version and tie it to a option so people can select an alternative way.
For the bug could I ask you to upload your save here so we can investigate it?
I'll wish you guys luck. All those systems definitely look complicated.
Anyway, I threw in the whole save folder since f95 wants archives specifically anyway. The relevant save that those screenshots are from is save 4.
Btw... since I'm here anyway... Why is the GoG version of the game labeled as 0.6.6 when the latest Patreon one is 0.6.5. Also, what's that "Patch (1.6c to 1.6.4)" supposed to be?
I'll wish you guys luck. All those systems definitely look complicated.
Anyway, I threw in the whole save folder since f95 wants archives specifically anyway. The relevant save that those screenshots are from is save 4.
Btw... since I'm here anyway... Why is the GoG version of the game labeled as 0.6.6 when the latest Patreon one is 0.6.5. Also, what's that "Patch (1.6c to 1.6.4)" supposed to be?
Gog mislabeled the version number, we have contacted the support to get it fixed, might take a day or two.
It is however version 0.6.5, which is the latest.
At the embassy you can get stealth and loud explosives to destroy the wall.
But if you got one (stealth,for example), destroy wall, and then take other - it will stuck in inventory.
At the embassy you can get stealth and loud explosives to destroy the wall.
But if you got one (stealth,for example), destroy wall, and then take other - it will stuck in inventory.
Game runs on Linux, no errors. During dialogs and sometimes during the fights I see purple checkerboard thing on the top left corner and "Missing texture" label below it. Nothing seems out of place otherwise. I suspect its due to file name case sensitivity thing, I'll try the standard workaround with mounting overlay case insensitive FS later. Would be nice if it wasn't needed though, is there some way to extract which textures it cannot find from the game, as console shows nothing? Standard RPGmaker games just display "cannot find /blah/blah/file.png" page instead of ignoring such errors, this one doesnt tell me what exactly is missing so I cannot even try to rename/symlink correct names.
Is there a way to use "male enchancement medicine" and "stun bullets"? Still not implemented?
And lever for this bouler exists? Is it on the same room?
Yes it does. You do need to be on a side quest though. It starts from a blue myc npc called Arthurus back at the Queen's outpost. After that instead of going into the dungeon first, take a right towards forest clearing and from there on you should be set.
Ah. So, the lever is doesn't exists, and Caly talking about "look out for anything stange" is a lie that misleads the player. Thanks!
(I lost damn hour trying to find a button to move boulder and last humming branch)
Unfortunately, not by any intended means. If it's missed, then it's gone. However, a new feature was added in the latest patch that helps folks who run into a rare branch duplication bug. That can help you here as well. Head to Caly's room on the ship and interact with Mr. Fixer. (F95 has image uploading disabled currently, so can't really guide you visually but it is hard to miss.)
Then simply head to Side Quests > Duplicate Xaide branches and that should get you the combined item.
Idk how big of a deal this is, but I think it should be shared/discussed. Maybe Cursed Ateliercould shed some light.
I was doing some stuff in my GPU's settings for another game, then closed that game to test. When the game closed, VoidBound's .exe briefly showed in my GPU's interface as the active gaming program. I thought, "That's weird, I haven't played that game in at least a week, and I've played a bunch of other games since then, so why did that .exe show up?" I then opened my active programs and saw nothing out of the ordinary, so I opened my active processes and saw VoidBound was running quietly in the background. Again, I've not opened that file in at least a week, have totally shut down my PC since then, and it didn't show in my taskbar as an active program, only in Task Manager as an active process. Worst still, Task Manager showed it's used 20MB of network today alone and has been running quietly the entire time (and restarting itself) since I first opened it over 7 days ago. I wonder:
-How/why is it restarting when my PC starts? I never gave it startup app permissions.
-How/why isn't it showing as an active program instead of hiding as an process?
-Why on earth is it using network? Who's it talking to and why?
-How long would this have gone on before it was noticed?
-How many other PCs is it doing this to?
Maybe there are perfectly logical answers to these questions, but I've never seen an H-game behave this way, and can't imagine what legitamate reasons it'd have for doing these things.
Give your Task Manager a look. It showed up as Japanese characters for me, so right click on it and select "Properties" to see the english filename and location. Remember, it's hidden in "Processes" not the more common "Programs" (if your Task Manager is set up the same way as mine).