Wow! Thanks for your input
Pocketbeetle wrote:My speshialiteh is spelling and grammar. I've been noticing some niggles here and there in the conversations, will start writing them down now.
Unfortunately it is highly unlikely that we will decide to touch the conversations. I'm aware that there are some mismatches between the conversation audio and the subtitle text, but regrettably the uncompiled .con files from 1.0.4+ were lost, and extracting .con files from .u packages fucks up the audio references.
Radioactive pool in the Slums:
Seems to be a deathtrap in more ways than one - if the player doesn't have appropriate protection they will of course die, but even if they have Environmental Aug 3/4, they still end up stuck in an inescapable pool with no way of getting out (unless there's something I don't know?).
Hmm I didn't realise you could survive it with the environmental aug. I may try and see if I can get away with expanding a little on that sewer section, maybe try and add some bonus goodies down there for enviro-augged players, and a way to get back up. We'll see if the BSP can handle it, but I
think I could get away with adding more stuff to the slums (as opposed to the Downtown sector, which is already scraping against the ceiling in terms of size and detail level).
It's possible to get stuck in the area to the left of ChristheCynic, if you use a crate to jump over the counter while having no Jump aug.
One is then left with the unenviable choice of either quickloading, or providing Chris the proper motivation to move in the form of two bullets to the head.
Suggest moving him a little to his left so that it's possible to crawl under the counter and around him.
Ah, I'll check that one out. Should be an easy fix.
ABI Exterior main gate:
Can I suggest making it clearer that EvilInvasion will only open it once? It can lead to some confusion on the part of the player if they miss the opportunity and don't have the Jump aug to use the nearby crates. Even just a comment in the notes to the extent of saying "you only get one chance" would help.
This... may require conversation changes, in which case the prospects are poor. Note that the idea there is if you miss your only shot at the gate, you'd still be able to double back and take the sneaky route through the canyons.
I get some pretty reproducible CTDs from the alley in Downtown where Pimp-Jojo waits to hand over the DXI reward.
Has anyone else mentioned this at all?
Yeah those are crashes in the sound system, which is apparently not coded very well (not our fault, blame Epic!). Might have another go at trying to figure out why the sound crashes happen back there in particularly, could be there's just too many ambient sound effects in the area. Would you be willing to help me check any fixes I attempt? If so, PM me your email address so I can mail you the corrected map.
Llama tunnels laser tripwires: Do fire extinguishers work on these?
I don't think they do.
Question: What is the point of the power box to the side of the Goat Templae entrance, which when multi-tooled sets the alarms off?
It's for a side mission in the WorldCorp storyline.
Making zone endings clear: I realise this one is going to get shot down simply because of the amount of work, but did you ever consider adding a particular texture to the walls (say a striped yellow horizontal bar on either side) to make the player aware that continuing forward will lead to a new area?
In addition to the amount of work, this is a pretty huge break with the visual and narrative consistency of the game world, which runs contrary to the Deus Ex design philosophy. I know it's annoying to hit a level transition by mistake, but the benefit of the way TNM is designed is that you can always go back through the level transition again, mitigating the problem a little.