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Rapporter et oversættelsesproblem
Yeah, I didn't start following the "3 block rule" until I was a few levels into the campaign, and even then I'd still sometimes misjudge the distance between certain things. If you have an spots you remember/screenshot'd then I'd like to fix it to prevent anyone else from getting stuck.
That aside: I'm glad you enjoyed it!
The only problem i've met - there are couple of levels with a seemingly wide spaces between the objects and walls, where you can stuck.
No - Emmett just scaredy boi
I don't know if you've finished the whole thing, but there's also some environmental story telling w/ the information they gathered on entry points vs the amount of entrances on subsequent levels. I can't remember all the dialogue I wrote, but iirc the reason Church was picked off the list was because it was the most abandoned looking & least active entrance - so least amount of defense and response. The ones that show up when you're attempting access ARE the only ones coming, and Emmett is just telling you to go forward because they don't know *who* will be coming.
I already felt like I was dumping info on players, and it's hard to convey certain things without just outright telling players what's going on outside of the events they're experiencing.
But he probably used some kinda AI
BUT!
It was someone else, but no, nothing else is going to be added to the campaign as the campaign was made it be as purely vanilla as possible - utilizing the base of what's available for its creation. The only non-vanilla component is the name "Emily" I added because there's literally not a single feminine name in the base game.
The next campaign will have custom portraits, custom names, expanded objects, expanded NPCs, and possibly a custom MC, but ZC was an exercise in pure vanilla.
I only ran into 2 CTDs & they were both shortly after returning to a mid-level save after a while (2+ hour break). It's a minor problem that the author is aware of & likely not responsible for.
My only critique is that there's a lot of text - specifically there's a lot of text at one time. I think some of Emmet's stuff would flow better if it was broken up (like where there's a couple sentences then hit 'Continue' & there's a couple more) but I think it can be chalked up to personal preference since it's so minor. Yes I recognize the irony of complaining about walls of text in a wall of text.
It used to be just the keys, then I added 3 npcs who also held the 2 major cards + the minor card to unlock Suffering, and now I've got another person who went explosive happy and destroyed a buncha the lights (pulsing green lights are the hints) so I think I'll add omni_lights + something else to try to help people notice more.
My criticism is that it can be difficult figuring out what you're supposed to be looking for, especially on the bigger maps.
I got completely lost in Nightmare, taking out almost every enemy before I got more than 1 keycard. It took me over an hour to complete that map, half of it just running around carelessly. The second to last map where you neede lv1-3 keycards was also annoying, but not as bad.
Any other errors or crashes, please put them in the discussions.
Error
GAME VERSION: 1.4.5
MODS LOADED! (TOTAL: 69)
map: zb7
player data: x/y 2356/1631 player_dummy
User CPU model:
AMD Ryzen 7 5800H with Radeon Graphics
7991:97: attempt to index a nil value
Traceback
26085:287: in function 'handler'
7991:97: in function 'setPlaylistCollection'
25257:887: in function 'setPlaylist'
1800:40: in function 'start'
13781:206: in function '_start'
8727:143: in function 'start'
25257:541: in function 'setPartIndex'
25257:313: in function 'start'
6321:102: in function 'start'
15446:462: in function 'onFinish'
...
225620:5357: in function 'checkTriggers'
225620:4764: in function 'update'
2670:46: in function 'update'
1272:50: in function 'updateStates'
26085:699: in function 'update'
26085:173: in function <26085:130>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
The entire campaign was quite difficult, but it was difficult in a way where it kept it fun. Reminded me of when I played IV2 for the very first time
The plot also really interested me and I can't wait for the sequel.
8/10
the maps are actually challenging that doesnt feel unfair and the plot actually interests me, even more than the original IV2 plot
right now I give this mod a 7.8/10
For the time on the levels: it depends. Nightmare and Foundry definitely took the longest, but an exact time is hard to pin down. The project overall was 5 months on-and-off for development.
For Theo's background: there won't be a dedicated prequel, but I am planning to show more of his past in the sequels.