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Found 11 results

  1. I sent an email to the support team with this suggestion for future content, but I'll copy and paste a portion of it here and include additional thoughts for discussion. Obviously guys have GREAT writers and game designers in general, though I feel like a little more could have been done to slake our inner psychopaths. I hope this post will reflect on how weird your fans are. Why not more options for an evil playthrough? For example, when at the power plant on Terra 2, how wicked would it be to choose to just shut off the power for both settlements have everyone after your hea
  2. In Unreliable captains terminal one command appears to have a markup language error:
  3. So I am a Cipher, and I went for the Cipher ending in the Quest line "Blood Legacy" and because I also knew that the Lord had forced sex on his niece to make her birth a child, I wanted to absolutely murder him. Now it says that I will get an "Extraordinary Dyrford Village Positive" for murdering him, but it doesn't mention the "Major Negative" to the Defiance Bay that you are greeted with in the next screen. The odd thing is, when I went to check how badly it effected my reputation, It had not dropped one bit. It remains "Hero". And because it was only a minor rep boost that barely put me ove
  4. Description: After selecting a single character, accessing the options menu via ESC key results in load, save and quit + reassure dialog to malfunction. After clicking either one (accept after quit), the menu drops back into the game. I'd expect either the load or save menu to appear, or the game should quit respectively. Steps to Reproduce the Issue: Select a single character by clicking onto the portrait. Hit ESC key and click Load Game for example. I seem to be able to reproduce this almost everywhere. Additional Info: Reselecting the whole group cures this state sometimes. At ot
  5. Description: I've entered Lle a Rhemen after completion of the 2nd act having sided with the Crucible Knights. After selecting "Yes, I would." at the stone head for the soul transfer (to create the Cloudsplitter weapon), the animation / cut scene / scripted dialog does not continue, end or fade out. The dialog box closes but I'm left with no HUD, no way to select characters, scroll or zoom. All I can do it tweak options, load games and quit. Steps to Reproduce the Issue: Place two characters on the pre-selected plates on the floor (those light up, when walked onto) which triggers the sri
  6. I noticed today that when I load and play a converted save in 1.05 Beta, when I go to a store and hover over an item from stash or inventory, the item info is still shown (item bonuses, item type, etc), but the price/value (how much you will get paid for it at this particular shop) is no longer shown. I have to right-click the item to find out the selling price. I found this info important when deciding what to sell, and it was much more convenient to just hover over item after item. Was this a deliberate change, or an accident, or is it something that only I am experiencing? I looked on t
  7. Just started playing and I'm excited. But I'm getting hung up on something little at first, and looking for advice. To start with I see this for dialog. BUT I HEAR the voiceover start reading immediately starts talking and so I hear: ...while I'm trying to read the first part. So then I have to wait until the talking is done and re-read it from the start. I assume it will do this the whole game? I feel like this is going to take me out of the experience. I just wish it paused a little to let me read.
  8. When I initiate dialog with an NPC, whose stats determine the conversation options? The protagonist's? If so, why doesn't the protagonist always approach the NPC? In the IE games, the selected character would initiate conversation; if more than one character was selected, the "leader" (topmost portrait) would engage. The character who initiated dialog determined the context of conversation. It might be more intuitive if the protagonist always initiated dialog OR if you could pick a character to speak with and have their stats determine dialog options (not recommended, since this way you'd
  9. Just musing over a point that I've noticed while playing PST recently. I've played a lot of IE games and installed various mods as well. Different writers use a different style to accomodate describing actions / other narrative as part of the dialogue. Some use (parentheses), some use *asterisks*, some use traditional "speech in quotes". Just wondering how you prefer it to be handled. Examples: You'll have to pay for that! (her eyes dart between your party members, trying to keep you all in sight) 1. Ok, we'll pay 2. (Attack her) 3. (Run away) You'll have to pay for that!
  10. Will we have to do a lot of dialog reading like the ole IWD classics or will we be treated to top notch voice acting? God Speed!
  11. So I read that the devs plan to have low Int/Cha dialog, which sounds fantastic and reminds me of the Malkavian option in Vampire the Masquerade: Bloodlines, but at the same time, this also reminds me of games where NOT maxing out your communication blocked off most of the game. I can't recall exactly which game it was but I know I've played games where if your communication skill wasn't high enough you couldn't accept any missions, or even continue the game's main quest, and the few missions you could accept all had bad endings because the peaceful resolutions were all tied to high communicat
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