Excidium II
Self-Ejected
They used it since I can't move further than that, just not well enough.Actually there's a camera barrier object that they must not have used
They used it since I can't move further than that, just not well enough.Actually there's a camera barrier object that they must not have used
Heh, the Codex reference was p. awesome, have to give em' that.
Anyway, is there any way to circumvent all the walls of text and get the companion side quests ASAP if i decide to make another run? Maybe some sort of mod that places them in journal?
That comes a bit late. I bet her acid fog still doesn't cause AP damage.Resolved issue that prevented Gobbet’s Steal Spirit and Consume Spirit abilities from targeting Free Spirits.
New Features, Improvements
- Added new Standing Water Electricity VFX.
Core/Engine Bug Fixes
- Resolve issue that caused Duncan’s weapon models to stop displaying after using Subdue ability.
- Resolved issue that caused Armor value to fail to update is some cases.
- Resolved issue that caused Cyberweapons to be equipped to Matrix Personas.
- Resolved issue that caused Duncan’s Beanbag shot ability to display incorrectly.
- Resolved issue that caused incorrect items to be equipped after sending loaned items to the stash during item pickup.
- Resolved issue that caused incorrect save data to be displayed in some cases.
- Resolved issue that caused item duplication on item pickups under specific conditions.
- Resolved issue that caused Move and Attack to not use ammo.
- Resolved issue that caused multi tile actors to take additional damage from tile based AoEs.
- Resolved issue that caused OSX Editor to crash when using the “Toggle Overdraw” command.
- Resolved issue that caused Player preview model to fail to update in the equip screen in some cases.
- Resolved issue that caused Proximity Mines to explode before actors entered the AoE.
- Resolved issue that caused Screen Labels to display incorrectly after performing a save and load.
- Resolved issue that caused some weapon abilities to not share cooldown across same weapon types.
- Resolved issue that caused Team Item transfer screen to open without a team present.
- Resolved issue that caused Toggled Turn Mode timer to display when Players had LoS to hostile actors.
- Resolved issue that caused Totem Selection screen to display incorrectly.
- Resolved issue that could cause Achievement “I feel Great!” to unlock incorrectly.
- Resolved issue that could cause Karma Spend screen to display incorrectly for some resolutions.
- Resolved issue that could cause unexpected behaviour when turm mode transitioned from Combat to Free move.
- Resolved issue that could cause unexpected behaviour while clicking and dragging with right or middle clicks in item equip and transfer screens.
- Resolved issue that prevented Gobbet’s Steal Spirit and Consume Spirit abilities from targeting Free Spirits.
- Resolved issue that prevented Is0bel’s Grenade launcher from targeting tiles.
- Resolved issue that prevented some VFX and other LoS visuals to not appear until after the
- Player moves.
- Resolved issue that prevented use of Doc-Wagons in Freemove in some cases.
- Minor UI tweaks and bug fixes.
- Minor VFX and animation polish and bug fixes.
Content Bug Fixes
- Electrified puddles in The Sinking Ship mission.
- Resolved issue that caused AI Shaman from summoning hostile spirits in several missions.
- Resolved issue that caused conversation to trigger incorrectly in the City of Death mission.
- Resolved issue that caused duplicated dialogue options to be displayed in Aftermath mission.
- Resolved issue that caused Gobbet to be in conversations while she is not present in Heoi in some cases.
- Resolved issue that caused music to stop unexpectedly in The Extraction mission.
- Resolved issue that caused Player to receive incorrect Nuyen from The Dig paydata.
- Resolved issue that caused some bound spirits to have incorrect item prerequisites.
- Resolved issue that caused some IC to have the incorrect model in the Prosperity Tower mission.
- Resolved issue that caused The Sinking Ship mission to end prematurely under specific conditions.
- Resolved issue that could cause hostile actors to take multiple combat turns before Player in the City of Death mission.
- Resolved issue that could cause players to fail to trigger hostile fight in the City of Death mission.
- Resolved issue that could cause some hostile actors to act incorrectly in The Fortune Engine mission.
- Resolved issue that prevented some guards from going hostile when attacked in the Prosperity Tower mission.
- Resolved issues that prevented some skill checks in Deckcon 2056 mission to be passed as expected.
- Minor typo and bug fixes.
Base movement speed is identical for every character (6 squares) and you can increase it by cyber, drugs etc. Gaichu has +1 because he's infected (you can check his bonuses in cyberware menu).Unrelated question - which skill determines how many squares one can move in one turn? My char has quickness 9 (with bioware bonuses) and i'm pretty sure he moves a lot slower than Gaichu, who has it only 5.
It worked for me, maybe latest patch breaks it.Oh and one more thing. Duncan's ''subdue'' skill never works. It always says ''not enough AP'' even when it's obviously false. Is it a bug?
Made totally irrelevant by Racter's skill giving Koschei +2 AP and an occasional vent.That actually is one of his main advantages as a melee expert over Koeschi.
Funny thing about that spell, it seems to have broken in a different way. I stole a conjurer's spirit and the conjurer also became an (AI controlled) ally.Anyway, is the new patch only downloadable from steam? I can't find a link to 3.0.7. Really need that one, because i chose the broken ''control spirit'' for Gobbet.
Anyway if you already did the Wuxing run it's p. worthless.
If it's any consolation, matrix combat is the same shit so at least you're avoiding that.Finally got around to playing Hong Kong since WL2 is borked. I'm really not a fan of this new Matrix gameplay.:/ Hate the minigame.