Not when yer trapped and I don't like dying.. time is money for me. My preference is dat kill from afar.. hence why I prefer der snipe then the run&gun..
MSI GT72S 6QF Dominator Pro S 29th Anniversary Intel i7 6820HK @ 4.0Ghz, 32GB DDR4-2133 RAM, 2x256GB Raid0 Toshiba NVMe 2.5 inch PCIe SSD, Nvidia Geforce GTX 980 OC'ed 200+ Core / 200+ Mem, 17.3 inch LG IPS HD Display @ 75Hz, Intel 7265AC Wifi, Windows 10 Pro BIOS version: .112 EC Firmware version: .105
haha yeah that sounds about right, the whole game, until I restarted had this. even props that I haven't broken, like glass railings and such, started breaking on their own and joined the chronon cool aid river. I almost didn't wanna restart
Reminds of the bug I had in assasins creed 2, well before game recording software was a fad, I had this glitch where everytime I killed a guard, he would split into 2 alive guards.
I kept doing it until I had a screen full of guards and 5 fps
Upcoming Patch 1.1.4.0 - gameplay changes.
Hey guys - we are taking in all your feedback from the forums here as well as emails.
Below are the changes we intend to introduce with the upcoming patch.
Balance and gameplay changes:
- Increased cap for experience gained on all difficulties
- Added a significant bonus for experience gained on difficulties higher than normal
- Slightly decreased large and special enemies' HP on difficulties higher than normal
- Added negative stats cap for high level upgrades
- The number of auras for a single enemy is capped to 1 on difficulties below 'Insane tier 2'
- Base physical resist lowered. This change affects all difficulty levels
- After finishing missions for the second time, instead of Skill Points the player now receives a powerful new currency called 'Orbs of Masamune'. The number of Orbs depends on the difficulty level. A new set of violent challenges will be added to the game soon. Players finishing these challenges will be able to imbue Smith's Anvil with power to greatly improve weapon stats. Orbs of Masamune will play crucial role in this proccess.
- Crafting option is now available always after a player unlocks it in the first playthrough
- Items in shops unlocked by story progress are now available always after a player unlocks them on the first playthrough
Well..it looks like they are trying to fix the mess they've made in the last patch.
However..challenges? I don't want challenges..I want new content...preferably with a unique level design..
I have a feeling that for the next few weeks, we will be constantly playing different version of their "vision".
stealth early access mode activated, I guess. not bad, but I do wish they did like dx:md, and left older patches in the beta branches, to prevent forum flooding as the build changes make some happy and some angry.
Balance and gameplay changes:
- Removed gained experience cap (on all difficulties)
- Added a significant bonus for experience gained on difficulties higher than normal
- Slightly decreased large and special enemies' HP on difficulties higher than normal
- Added negative stats cap for high level upgrades
- The number of auras for a single enemy is capped to 1 on difficulties below 'Insane tier 2'
- Base physical resist lowered. This change affects all difficulty levels
- After finishing missions for the second time, instead of Skill Points the player now receives a powerful new currency called 'Orbs of Masamune'. The number of Orbs depends on the difficulty level. A new set of violent challenges will be added to the game soon. Players finishing these challenges will be able to imbue Smith's Anvil with power to greatly improve weapon stats. Orbs of Masamune will play crucial role in this proccess.
- Crafting option is now available always after a player unlocks it in the first playthrough
- Items in shops unlocked by story progress are now available always after a player unlocks them on the first playthrough
UI changes:
- Added descriptions for Insane difficulty tiers
Engine fixes:
- Fixed a crash on startup - mobile AMD GPUs
- Fixed key bindings
- NVIDIA Multi-Res - fixed chromatic aberration
- NVIDIA Multi-Res - fixed particle lights
- Fixed hitching on weapon change
- Fixed NVIDIA Surround crash
- NVIDIA Surround now works in fullscreen window mode
- Fixed photomode UI when NVIDIA Surround or AMD Eyefinity is enabled
Multiplayer fixes:
- Fixed the shop menu not being closed when client is teleported to a boss fight
- Ancestral Ties: Fixed panic room door not being destroyed after cutscene
- Ancestral Ties: Fixed Heika being stuck in one pose after a client joined the game
- Fixed portal visibility before defeating the first boss
- Minimap chest icons will not disappear when the host opens them
- Fixed performance issue for co-op partners
Almost finished the game but no way yet I want to patch it at this point. Seems VERY solid apart from one map near the end where as I jumped up I got stuck inside the map.. First time but not a major deal so restarted from last known save point and just Vanished to the spot I left off. Man I really love all the weapons.. New Chainguns and Gauss Rifles at the end ==
MSI GT72S 6QF Dominator Pro S 29th Anniversary Intel i7 6820HK @ 4.0Ghz, 32GB DDR4-2133 RAM, 2x256GB Raid0 Toshiba NVMe 2.5 inch PCIe SSD, Nvidia Geforce GTX 980 OC'ed 200+ Core / 200+ Mem, 17.3 inch LG IPS HD Display @ 75Hz, Intel 7265AC Wifi, Windows 10 Pro BIOS version: .112 EC Firmware version: .105
@Drowning_witch
You can disable patching for specific games on Steam I believe. Sadly you cannot roll back to a previous version.
within steam? you can only set it to update when you run it, it doesn't prevent it.
it's still fun, it just feels different now. combat looks cooler and is faster, at the expense of challenge. less gem juggling and no need for a full set of different weapons.
Annnndd... DONE! Through and Through.. incredible experience.. SOOO MANY WEAPONS!
Not sure how I missed two side missions as I played everything.. Ah well...
Everything came down to Plasma Grenade Launcher (wow!), Gauss Rifle (both old and new), and the Mass Weapons.. adding Gems/Upgrades really extends things so nicely.. love that kind of config. I mean, all holstered weapons got used but some of the damage on those final tier ones were.. wow...
Want addon DLCs.. NOW!
MSI GT72S 6QF Dominator Pro S 29th Anniversary Intel i7 6820HK @ 4.0Ghz, 32GB DDR4-2133 RAM, 2x256GB Raid0 Toshiba NVMe 2.5 inch PCIe SSD, Nvidia Geforce GTX 980 OC'ed 200+ Core / 200+ Mem, 17.3 inch LG IPS HD Display @ 75Hz, Intel 7265AC Wifi, Windows 10 Pro BIOS version: .112 EC Firmware version: .105
Shame you can't blow a hole through the nether region of enemies with a shotgun, far as I've tried at least on Yakuza's and what not as pointing the shotgun at the genital region (Well yes I know it says general.) of the enemy would have been funnier that way.
(No wangs were harmed in the making of this game I guess...)
Annnndd... DONE! Through and Through.. incredible experience.. SOOO MANY WEAPONS!
Just finished it myself. after a bad start, the game grew on me. as a complete package, it's lacking, but the combat itself, just amazing. While doom 4 is a better game, the melee combat here saves it for me.
Spoiler:
didn't manage to level up enough to reach t4 insane, but it was still very challenging and hectic in the best of ways. after seeing the credits roll, it really shows that they hired a playtesting company.
The guys even fully credited all the original shadow warrior 1997 devs.
If they add more tile sets and improve their randomization algorithms, as well as add some more difficulties + something like paragon leveling, they have an arpg fps king on their hands.
8.5 for me. 10 for the melee combat, 6.5 for everything else. i pretty much enjoyed the sidequests the most, and the game shines in this setting. just throw a good random level and some combat, and it's amazing. as a story sequel to the first game, it flops.
Patch 1.1.5.0
Balance and gameplay changes:
Boss spider: on higher difficulty HP will be restored only up to phase-related tiers.
Boss spider: fix for lack of stomps during movement.
UI changes:
- Added Multiplayer Chat
- Browsing a list in the equipment menu will now stop when reaching topmost or bottommost item on the list.
- Added an option to skip prologue when starting New Game Plus
- Orbs of Masamune count will be displayed only after picking them up for the first time
- Fixed a crash with entering the inventory while dropping a turret weapon
- Weapon Selection Circle now supports inverted mouse, improved mouse selection acuracy
- 'Resume game' will no longer be grayed out when using controller
- Normalized aim responsiveness for controller
- Editable text boxes
- Fixed screenshot saving issue for non-unicode languages in Windows.
- Fixed slow-mo effect and mouse speed when entering photo mode while performing Vortex attack
- Added 'Sharpen' option in photo mode
- Added 'DoF strength' option in photo mode
- Added 'Lock first person camera' option in photo mode
Multiplayer fixes:
- Fixed being stuck on menu screen when dying
- Fixed Marvin special rabbit proc
- Fixed Second Chance perk
- Fixed a blocker when players sometimes got stuck when using a vendor and teleported to a boss fight.
- Fixed Vanish being cast on host when a client used Blade of Exile
- Fixed interacting with vendors for co-op partners
- Fixed a situation in which client could lose a deployed turret weapon after disconnection / leaving the game
- Fixed host crashing when a client leaves game after using a turret weapon
- Fixed recovering multiple turrets in multiplayer mode
- Fixed a cutscene for clients in "Ninja'd Scrolls - Part 1" quest
- Client turret will now consume ammo
- Fixed the disappearing portal for co-op partners in "Big Trouble in Calamity" quest
- Fixed lack of music in main menu after disconnecting from co-op game
- Fixed gates for co-op partners in "Big Trouble in Calamity" quest
- Fixed several stability issues
- Fixed players gaining/losing movement speed
- Fixed acquiring Blade of Exile by co-op partners
- Fixed rotation of quest items for co-op partners
- Fixed disappearing minimap icon of shrines
Gameplay fixes:
- Fixed XP gain after reaching character level 95
- Fixed potential blocker while fighting Belly
- Fixed places in the Hub where player could get stuck
- Fixed weapon being transparent after it was used as a turret during Vanish and later picked up after Vanish ended
- Fixed hold RMB to channel healing
- Fixed auto weapon change when out of ammo.
- Fixed client climbing cancel on cutscene launch
- Fixed weapon autochange after running out of ammo for manual detonator and laser guidance gems
- Fixed places where player can get stuck (mountains_9)
- Fixed a rare issue with katana force slash crashing the game.
- Fixed places where player can get stuck (science_1)
- Fixed door opening in Yakuza Mansion
- Fixed enemy Herculon not attacking after loosing an arm
- Enemy navigation fixes
- Fixed enemy Hammerhead behavior after losing left arm
- Fixed weak spot achievement for melee weapons
- Fixed issues with enemies using 'harpoon'
- Fixed Ancient Goddess Ameonna hp bar on death
- Fixed sending sound signal from explosions
EDIT: Audio compression changes also alters the total file size of the game from 15.3 GB to 13.7 GB.
The free DLC opens up a new area within the game’s hub town, presenting seven special trials for Lo Wang to unlock and overcome. Players will be able to earn new crafting abilities, weapon gem slots, and base weapon upgrade perks upon completing each new trial with the prized Fist of Gozu weapon waiting for those that complete the final Trial of the Ancient God mission. Shadow Warrior 2 fans will also find three new 'Insane' difficulty levels for the game and five new achievements awaiting for them in the DLC pack.
Last edited by prudislav on Thu, 8th Dec 2016 15:51; edited 1 time in total
Infuse Gem - merge gem with weapon, available after finishing two Trials of Infusion
Purify Gem - remove negative stats from gem, available after finishing two Trials of Purification
Embed Gem - upgrade base weapon stats, available after finishing two Trials of Embedding
* New Weapon: Fist of Gozu. Finish Trial of the Ancient God to receive this powerful weapon
* Five New Achievements
* Three new difficulty Tiers for Insane difficulty
Updates Include:
Photo mode:
- Fixed photo mode camera orientation reset when changing fov
Engine fixes:
- Fixed 'Saved Games' relocation
- Corrected blade intersection test
- Fixed missing shadows after changing a map or weather
- Gamepad sensitivity curve adjustments
Gameplay fixes:
- Fixed blob transformation when he is electrocuted
- Fixed Warlord force slash bug
- Fixed incorrect Vanish behavior
- 'Plasmoid' camera clipping fixed
- Pickup item disappearing on hard landing fixed
- Alt weapon ammo counter fixed
- Mech: fix for minigun and grenades killing other enemies
- Fixes for places where player could get stuck
- Added missing minimaps
- Fixed 'Second Chance' skill trigger on Blob transformation
- Various audio fixes
Multiplayer fixes:
- Fixed rotation of some quest items
- Fixed damage caused effects for other co-op players
- Fixed a bug where co-op partners get level up while still in loading process
- Fixed disappearing weapon after cutscenes in some circumstances
- Some optimizations
- Fixed quest sword not showing up for clients
- Fixed barrier not spawning when fighting the last boss
- Fixed a situation in which client is blocked in hub after he is teleported to a cutscene from active mission
- Fixed chi and health not regenerating while in hub for client that teleporting to a cutscene
- Fixed client spawning outside of temple when dying during the fight with acolytes
- Fixed a possibility for a client to be forcibly teleported to a level from hub
- Fixed quest giver Kamiko not spawning for clients in hub area
- Fixed client block on 018kmh after last cutscene
- Fixed door sigil for clients
- Fixed taking damage from neutral opponents
- Fixed anvil not showing for clients
- Fixed Kamiko's spikes remaining on map for clients
- Fixed an issue with client seeing closed vault doors after he joined during a cutscene
UI:
- Levels of other players are visible on their avatars
- Players will get notifications via multiplayer chat about teammate's death, level up, connecting and disconnecting
I'm just saying that their time and resources could have been used better than this
Don't get me wrong, it's free and all. Respect.
But
They could have used the time and resources spent on this to create actual mini-DLC with some short story,missions and new areas(custom made).A new content with a proper progression.
UI:
- Added gem filtering
- Fixed inventory hang bug
- Added option for canceling conversations using "Escape" on keyboard or "B button" on gamepad
- Fixed calculating multiline label size
- Added hiding client hud after a challenge
- Fixed gem crafting exploit
- Fixed an issue with embedding elemental gems
- Fixed an input bug that could occur after dying in challenges while in menus
- Fixed crafting gems that are restricted to weapons
Multiplayer:
- Various stability fixes
- Fixed a possible crash after using explosive bolts
Photo mode:
- Fixed "Lock in first person" screenshots
- Fixed "screenshot" command in photo mode
- Fixed exposure increasing
Gameplay fixes:
- Slight improvements to double jump
- Fixed teleporting after loading bug
- Weapon history fixes
Signature/Avatar nuking: none (can be changed in your profile)
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