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Found 8 results

  1. Greetings, I would like to report this bug and hope for a fix asap. I was following a guide by Emeus (https://forums.obsidian.net/topic/76280-finished-triple-crown-solo-as-cipher/) to get triple crown solo achievement. In the Final battle vs Thaos and the 2 guys I managed to fight only Thaos and the top guy, Woedica's Judge. Woedica's Headsman was in the Fog of War all the time, out of combat. So after I defeated those 2, I sudenly became out of combat. I thought of this as an opportuntiy so I saved my game. After that I went to kill the Headsman, in the middle was the soul of Thaos, but no body, it somehow got bugged out and dissapeared I guess. After I killed the headsman, my character got bugged. Entire interface got frozen. I couldn't move, nor use any skills. The game itself is running, I can see these lighting animations and my character swinging weapons for example. Looks like there is some trigger failure for the final cutscene? I was thinking about quitting my game after the bug occured so the ironman save would be overwritten and maybe after restarting the issue would resolve on its own, but I am afraid that this might ruin the entire run for me. Can anyone advise if I can swap save games in ironman mode? I mean I make a backup of the save before fighting the headsman, and quit the game after the fight so it will be automatically overwritten and if it doesnt fix the problem after restarting can I swap it back to the save before the mentioned fight? Any other sugestions are pretty welcome, I want those achievements! Here is a screenshot post fight. as for the save game it takes more than 4 Mb, should I upload it on some hosting site and paste the link or what? Hoping for some solutions! output_log.txt
  2. Just bought game two days ago, and the 3 DLC's for $30 more. 5 hours into a session the game crashes. No big deal..... the game doesn't F$%#@ng autosave for ironman mode. Would have to replay 5 hours I just did. I see online this has been a problem since launch and developers never addressed it. Tried to get a refund on steam but because I'm over 2 hours, no dice. Out $80. I'm not going to replay those 5 hours again when a crash can happen anytime and there is no way to save progress without occasionally save-exiting the game. Is there anyway to go back to just before the crash in the game files? If not is there anyway to get my god damn money back. It's not like i was googling looking for this specific issue when I bought the game. For the developers: Crash happened in the middle of talking to the 5 gods for the first time. When it keeps alternating which one is colored in when they speak. Spent a long time trying to find the crash file, and it appears it wasn't created?
  3. I am unable to load my current playthrough. I'm 16 hours in currently on the worldmap and just did the Aloth Questline "The Painted Masks" so I'm near Ori o Koīki. The weird thing is that, when i go to load the save Aloth is displayed twice in the party. I only added 1 item via Unity Console(mod) but it`s been saving and loading after that no problem for hours. I`d rather not have to start all over, so i would really like to know what i can do. Thankful for any help.
  4. Hi all, I sincerely believe one of the most important and critical points of game design is the difficulty setting. Unfortunately today many games have simply lowered the bar so much that you literally have no fun playing them and you just experience them without having any feeling of achievement. On the other hand one of the reason the market is going that way is that people actually approve of this by purchasing these games. But it is pretty obvious that what really gives a feeling of achievement is when the difficulty is such that you can only achieve victory, not thanks to the "skill points" that you have grinded for hours (in which case anyone can do) but rather thanks to the actual skills that you have learned and that differentiates you, a veteran, from someone using the same characters but without the experience necessary to use them effectively. A higher difficulty setting must also be more rewarding (xp bonus, special item rewards, recognition badges etc) to the player using it but it must also be a commitment and must therefore contain some elements that prevent the player from switching back to an easier difficulty when faced with a challenge too hard. This takes away all the point of having a higher difficulty. One last thing I would like to talk about here is that there is also an element of "immersion" brought by the difficulty level: if you have unrealistic things that can happen just because you've upped the difficulty level it prevents you from feeling involved in the game. Hard doesn't necessarily mean unfair, but rather unforgiving. So the little goblin is still a one hit kill and can't really hurt you, but if you let your mage get hit by it or get surrounded by them then you're going to get punished more hardly for it. Great examples of perfect applications of difficulty level design would include: - demon/dark souls series for fair yet unforgiving difficulty (you die, your fault, and yet game can be beaten by lvl 1 char by very skilled players) - diablo 2 for the difficulty escalation (always challenging, even more after completion) - metal gear series for difficulty selection options (moves from "enjoyable but easy" to "very realistic and very hard" in european extreme) Personally that's what I enjoy: realistic and difficult, fair but unforgiving, and ironman (when I have the time) What are your preferences?
  5. I showed the HoloLens E3 demonstration to some friends, and we started going on about "Augmented Boardgames" (We were playing Dead of Winter), and then spun it further. Eventually we came to the conclusion how awesome a Marvel inspired XCOM game would be with AR (when it comes out). "Iron Legion", concept: control Tony Stark or your own equivalent leader from First Person through the eyes of a HoloLens or AR device, controlling and managing the Iron Legion (the arsenal of Ironman suits/drones), with all buttons and controls around you, instead of mouse and keyboard you'd use hands, fingers, movement. The basic idea: X-COM base gameplay, Xenonauts turn-based combat gameplay (other inspirations: Battle Brothers, Invisible Inc, NEO Scavenger, Valkyria Chronicles, Mordheim), but Iron Legion and Tony Stark. In simplest conceptual form: This. Or this. With the Iron Legion :D
  6. First of all, the Project Eternity wiki source for Modes. In a discussion on Xenonauts forums (great game by the way, it's still Early Access but I recommend it to anyone who enjoys tactical turn-based games) I'm discussing an Ironman suggestion and what it means to me. No one agrees with me over there lol, partially because I'm probably intruding on their established community circle regardless... it made me curious to see what people stand on the subject of "Ironman" over here. What is Ironman to you? To me, in fact I didn't really know what Ironman really was up until 7 or 8 months ago. I had seen it but I had stayed away from it, or played it and not fully understanding it. I researched it and got excited about it and now I always play it whenever the option is available. Only 1 Save, Permanent Death, Save File gets deleted and so and so forth. In a sense, in terms of risks, it is the most realistic mode as there is no "turning back" when or if you make a mistake, in a way a la "in real life you can't ever save". To me Ironman means this: - No Auto-Saves (No Checkpoint Saves) - Only Save & Quit (Single Save File) - When you load the game, the Save File is Deleted - Save Scumming = If you Copy the Saved File and put it somewhere safe - Only 1 Life (If you make mistakes you tread on and do the best out of it), Rogue-like-ish - A true incentive for tactical, careful, strategical and slower paced gameplay because of real risks - Arcade-like-ish (Get to the final boss, die, start over from the beginning) What ticks me off about Xenonauts Ironman is, it is not the Ironman I researched or that I have experienced in other games. Death of my units is not permanent because I have a save file from an earlier state. It Auto-Saves after every mission you do, and you can Load the Save file whenever (And when you Load it, it isn't deleted). So Xenonauts is using a sort of "Light Version" of Ironman in my opinion. It is not too much of a big deal really, as I can manually delete save files (alt+tab and save file folder) to get the real Ironman experience I am looking for. The topic makes me curious though: Is this what "Ironman" is today? Auto-Saveman? How will Eternity play on Ironman? Will it Auto-Save every now and then like Xenonauts? Does Save Files get deleted when loading? When can I Save? Could I get more insight into this from anyone of the Devs? I'm also curious what the community thinks about Ironman here. The suggestion is as follows: If Obsidian feels uncomfortable at putting "No Auto-Saves", "Save & Quit" and "Delete Save File Loading" in the game, could it be possible to at least add it as an optional "switch" thing in a text config file? Default values (if Obsidian feels uncomfortable about it, which the Xenonauts developers seem to be): Auto-Saves = 1 Save & Quit = 0 Delete Save when Loading = 0 Ironman values (to me, which would have to be manually adjusted by opening the config file): Auto-Saves = 0 Save & Quit = 1 Delete Save when Loading = 1
  7. Some difficulty thoughts, specifically on "Pausing". Could it be time-limited with a cooldown? "You've got 30 seconds to make your decisions" in "Pause-Mode" on Hardcore, or maybe as an "Option"? Personally I think it could be fun, a slider that you can decide for yourself how long of a pause you want. Perhaps you can turn "Pause" off entirely and go "Real Time" entirely. Don't get me wrong, I love the "Pause" function. Just discussing various ways to make a "Sh-- that's difficult!" difficulty Thoughts?
  8. The 2.3mil stretch goal is my favorite so far, because I'm an Infinity Engine junkie and mastered all of the hardest BG/IWD challenges (mods included) on the highest difficulty. I *really* enjoy RTWP combat of yore and am very okay with fiddling around the same combat situation dozens of times until I get it right. Now... I will probably cry many tears because I won't be able to resist ticking all of the +difficulty checkmarks right off the bat. I'm the "challenge for the sake of challenge" person those options likely are intended for, BUT... How about attaching a 5% experience bonus to each of the game modes? It's not a straight up "You're missing out if you're not doing this" kind of thing, but it's an added incentive to face challenges one might otherwise not and surely preferable to the notion of giving people better equipment for playing a certain way. This is highly egotistical, since, as I said, I'll check Expert/Path of the Damned/Iron Man anyway, but 15% more EXP would make it SO much more rewarding.
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