![]() Fixed incorrect colors for skill points required to unlock a new Abilities tier.Fixed layout for the elements of the global map with an increased font size, info on travel time previously did not fit into the line.Fixed layout of the Leave Location window with an increased font size, the text on the buttons previously did not fit into the line.Fixed description of Attack Reroll perk in French and German localisation.Removed incorrect text in the Settings tab.Fixed incorrect translation of the Credits tab in the main menu it was previously named About.Fixed localisation of the text appearing upon receiving a new perk.Fixed context menu now you can inspect an item in any situation (even if it is inside a container), an NPC’s inventory, in the barter menu, etc.Fixed a problem with the new markers appearing on the map related to the MTT Eldorado event.It was previously impossible to remove the equipped companion’s weapon Fixed a bug where the companion's weapon ended up in a player's inventory when the companion died or left the team.Fixed the display for Atilla in characters’ hands and in the inventory menu.Fixed incorrect loading of the Fops Camp location, when one of the inhabitants of the camp occupied the spawn point of the player's car.Fixed the dialogue logic with Audrey (after the Parasites quest) if the anomalous essence was stolen and the player tried to receive a reward, the dialogue would freeze.Fixed an issue where some vignettes would ‘break’ the game when a player tried to go back to previous slides.Perhaps one day (when they add content DLCs) I must try the low intellect run - with fewer skill points (but also unique abilities and dialogue options for a literal moron) it might be quite an experience.Īll in all, the game is not as good as Atom/Trudograd (mostly due to poorer atmosphere/worldbuilding), but much better than earlier efforts like Krai Mira. If the skill point flow was more limited it might have led to some interesting builds. The skill system itself however is something I enjoyed - even minor investments in skills provide you with various useful abilities, both active and passive. My Dome-roaming Gary Stu was completely overpowered and had basically everything. ![]() In my short review of Trudograd I complained that it allowed me to create a post-nuclear soviet Mary Sue. As a White Wing with brains 10 and some perks for increased learnability and skill points I managed to max out all non-combat abilities, plus high-tech weapons, light weapons, and psionics, plus a big investment in contraptions. By being thorough with the game I reached level 43. Northern Invasion in Atom: Trudograd was also a major letdown, although not as large (there was a possibility of a boss fight at least).Īlso, progression was totally broken. It seems to be a trend with Fallout spiritual successors those days. Major disappointment.Įncased surely could need some late-game content patch, but mid-game seems ok at the moment. The final location does not offer any challenge in terms of combat, exploration, puzzles, anything. Sure, you can call support for the final battles, but the problem is, that there are pathetically easy anyway. For many hours I prepared the major expedition to the ruins, worked with all the factions to win their support and in the end not much came out of it. The voyage to the devastated Concord is a major disappointment. Step 7: Once unhitched, head to the driver’s seat and take Ursula on the road.What is barren for sure is Act 3.Switch between the rods to build necessary pressure, use to lever to switch between pushing in and out, and then use the pedal to affect the selected rod. You’ll need to arrange the controls in order to push in rods 1, 4 and push out rods 2, 3 to unhitch the wagons. Step 6: Find the control panel to the hitching mechanism.Start the engine and then head back into the wagons. Use a gas canister to fill up the engine and the keycard to unlock the controls. Step 5: Enter the vehicle and head to the driver’s seat.After you defeat them, search their bodies for a keycard. They may be a bit hardy, but not very strong. Step 4: You’ll see what remains of the former crew, now transformed into skeletons, who you’ll need to fight.Step 3: You’ll immediately see the front of a large vehicle.Enter once you arrive and restore your conditions as need be. Step 2: You’ll need to walk all the way to the southwest area of the Dome in order to reach the location marked as Quicksand.Accept his request and he’ll give you a location (make sure you have a gas canister). He’ll introduce himself as Kareem and will ask for your help in reviving a lost vehicle. Step 1: After the important meeting, you’ll step outside the main building and a man nearby will call you over.Once you go through the necessary steps, you’ll be able to finally get a ride. You won’t be able to get the Ursula until Act II after you gain access to the City.
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