[QUOTE=HumanAbyss;51222565]But I haven't been let down by anything in this game so far.
Everything is clicking for me so far. It's a pretty enjoyable game.[/QUOTE]
I think this is where paths begin to divert for this game. I personally enjoyed SW2013 but I am heavily disappointed with the direction they took with this game. All of the issues TB points out in his video are the exact complaints I have for this game. The game feels like such a sharp turn from what made the reboot so great and I just can't get into it.
As a result, SW2 is my biggest disappointment of the year but that doesn't stop it from being a great game. If you're really into games in this genre you're gonna have a fucking blast. For people who aren't we're just gonna be sitting in the sidelines.
The Shadow Warrior games are strange in that you can get really fed up with them if you play too much in one sitting. I experienced this a lot in the first game, hence I will now try not to overdo it.
Makes it last a whole lot longer too.
[QUOTE=redBadger;51222358]The procedural generated maps really fucking suck. I've seen the similar areas scattered across different maps. Really offputting.[/QUOTE]
Well it is just variety of maybe 5 some what big different tiles so there isn't that much you can expect.
Found an Infiniminer refrence:
[t]http://i.imgur.com/8HzrBBE.jpg[/t]
hot new ng+ speedrun coming through. 28:43 time without loads, 36:55 with loads.
[url]https://www.twitch.tv/beardyduck/v/95822531[/url]
[media]https://www.youtube.com/watch?v=twDm5Sx5KXI[/media]
Some energy weapons are broken and use normal ammo instead.
Noticed it on shotgun I currently use - it supposed to have 60 energy battery and use 6 each shot but loads normal shotgun shells.
I modded yumi yo do explosive toxic damage now it's a monster.
[QUOTE=Doom64hunter;51222681]The Shadow Warrior games are strange in that you can get really fed up with them if you play too much in one sitting. I experienced this a lot in the first game, hence I will now try not to overdo it.
Makes it last a whole lot longer too.[/QUOTE]
Yeah, for all the praise people heap on the first Shadow Warrior reboot, it started dragging really badly in the second half of the game. This one has been holding up better for me by playing it in smaller doses like you said.
It runs on my potato so that's a big plus right there. Game feels solid, I don't like the fact that when you reload a save the enemies change their resistances and stuff but overall it's good fun. There are some bugs that need to be taken care of but it's really solid and I highly recommend this game to anyone who wants to sit down for some meaty gameplay and cheesy humor.
I had a bug where I opened up a crate and it launched me across the map putting really far away from the objective and right in the middle of a horde of toros and this was right at the beginning of the game too so that fight dragged on
Man dash jump spam makes this easy
[thumb]http://images.akamai.steamusercontent.com/ugc/427106415234556720/2433BC2858C2E293C1FFC0B25563A2B5D12F3257/[/thumb]
Here's how I do it :
[media]https://www.youtube.com/watch?v=n50oT34lnvM[/media]
new patch eta later today (friday)
[url]https://steamcommunity.com/app/324800/discussions/0/341537671995815244/?ctp=7#c333656722968243471[/url]
new insane difficulty tiers, rebalancing and bug fixes.
Patch is out :
[url]http://steamcommunity.com/app/324800/discussions/0/333656722971757395/[/url]
[quote]Balance and gameplay changes:
- "Serene Mind" skill nerfed
- "Auto-Reload" skill nerfed
- "Like the Wind skill" nerfed, 5th stage added
- "Second Chance" skill 4th stage added
- "Arm of Orochi" weapon significantly nerfed
- More auras on single enemy for Hard and Insane difficulties
- More enemies attacking at the same time for Hard and Insane difficulties
- Enemies speed increased for Insane difficulty
- Added 3 new ultra-difficult tiers for Insane difficulty with much better loot to find
- Upgrade drops quality now better reflects game difficulty - on higher difficulties better drops start occuring right from the beginning of the playthrough
- Added cap for gaining experience speed for every difficulty: after reaching certain character level player gets experience much slower, appropriate information added to difficulty description
- Fixed bug when player could get quest reward Skill Points more than once per quest per character. If character earned more than maximum number of Skill Points (level + all quests reward) - Skill Points will be capped
- Due to skills rebalance player will have all skill reset after map loaded - inventory will be automatically opened and message box will be shown
- Crafting result upgrade quality depends on source upgrades quality now, crafting price depends on expected result quality
- Final boss drop ("Ryuken" weapon) now available as final quest reward
- More special enemies, more respawns and better loot on Free Roam missions
- Elite and Superior enemy "Hellhound" won't fetch grenades now
General fixes:
- Fixed bug when player could pickup "King Skelletor" weapon before designed mission
- Gauss rifle shot tuned down and smoothed, added alternative reload animation
- Fixed bug when dual melee secondary weapon didn't inherit primary weapon stats (elemental, damage etc)
- Fixed weapon being removed from inventory when spawned as turret on map change
- Fixed "Destroyer of Realms" weapon turret throw animation
- "Damage resist" player stat now works properly
- Fixed "Second Chance" skill bug when player couldn't die even if none enemy was killed
- Fixed bug when player frezees or looses weapon when damaged or killed during teleporting
- Enemies with "Swift" aura now return to correct speed after unfreezing
- Fixed "Belly" enemy animation when reacting to Grip of Darkness
- Fixed entering T-pose for enemies with uzi.
- Some cutscene fixes
- Some walkmesh fixes
- Some missions fixes
UI changes and fixes:
- Fixed crash when replacing gems in weapons
- Fixed bug when player couldn't replace gem when all slots were occupied
- Hint area on loading screen now resizes correctly
- Added option to sell all junks with mouse, added confirmation dialog
- Corrected various translation and textual errors, added missing strings
- Fixed enemy "Tumor" mesh in Wanglopedia.
Multiplayer fixes:
- Performance issue for co-op partners fixed
- Fixed bug when "Bunny Lord" didn't drop loot for clients
- Co-op network bandwidth usage optimizations
- Fixed bug when using "Emperor's Touch" weapon produced excessive lags
- Fixed issue when client was not able to open Inventory or change weapons when using teleport during (or directly before) cutscene
Engine fixes:
- Fixed bug when game freezes on loading on 2-core CPUs
- AlienFX is now by default disabled due to crashes on some configs (add -alienfx to properties->general->set launch options in order to enable it)
- Added -nochroma switch (add -nochroma to properties->general->set launch options in order to disable Razer Chroma)
- Fixed shadow and geometry flickering
- Fixed recovering from GPU driver crash
- Non persistent console commands (e.g. r_weapon_fov) can now be loaded from autoexec.cfg
- Fixed crash when mfplat.dll is not present in system
- Optimized weapon switching CPU performance
- Fixed "DX11 Device not found" error on some notebooks
- HDR Display options are now only available when Full-Screen mode is selected (as only in this mode HDR Display works)
- Reduced audio stuttering (VO and music)
- Optimized shadow rendering performance
- On first game start dedicated GPU will be enabled instead of an integrated one
Photomode fixes:
- Increased exposure slider range
- Fixed slowmo after exiting photomode bug
- Fixed screenshot rendering (tile mode and anti-aliasing)
- Fixed FOV when entering photomode with weapon zoom enabled
- Fixed tiled screenshot mode artifacts (screenshot resolution multiplier > 1 screenshots)[/quote]
R.I.P Serene mind your endless healing, invisibility and all abilities will not be forgotten
[QUOTE]Added 3 new ultra-difficult tiers for Insane difficulty with much better loot to find[/QUOTE]
What does this mean exactly?
[QUOTE=Combine 177;51240597]What does this mean exactly?[/QUOTE]
Torment I, Torment II, Torment III.
Also tnx to new patch almost all my weapons deal piss poor damage on Hard.
Joining Insane on lvl31 is literally a suicide now.
I'm not really liking these balance changes.
They double dipped on nerfing Arm of Orochi on a knee-jerk reaction to the casual crowd by both decreasing the base DPS significantly (It does only 33% damage per Force Slash instead of the 100%) as well as significantly increasing health on monsters in the new difficulty tiers AS WELL AS giving a majority of those same monsters physical resist/immune, meaning you do shit all with the sword now.
There's also the case where I'm level 69, yet I can only have a handful of skills to put points into, and by the time I reach the "max" level (96, because exp caps out at 999999 or whatever) I still won't have enough to max out all the skills.
Enemies are now more resistant than ever in difficulties above Hard, fulfilling the wrongful complaints that enemies were bullet-sponges by making them actually bullet-sponges now.
[editline]21st October 2016[/editline]
They also haven't fixed the bug where if you dash into a ledge you can get sucked into the rock and get stuck there, nor have they fixed the bug with the cutscene where you obtain the Blade of Exile, where if you're holding a button when the cutscene triggers, you won't be able to skip it.
you can't stop me
[img]http://i.imgur.com/678u5xa.png[/img]
[img]http://i.imgur.com/NF0Daz5.png[/img]
[img]http://i.imgur.com/0SNDbhS.png[/img]
mmm diablo 3 meta boyss
After reading bunch of negative things about the new changes I can say it isn't world end, I mean at least now you can't just fully charge in forward agro everyone in map and kill everything like it was nothing.
[editline]22nd October 2016[/editline]
On hardest difficulty modifiers that it is.
[b]Upcoming Patch 1.1.4.0 - gameplay changes.[/b]
[url]http://steamcommunity.com/app/324800/discussions/0/333656722983201079/[/url]
[quote]- 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[/quote]
Looks like we're getting endgame stuff
I switched to insanity because "who wants some wang" was too manageable and the first thing I fight is an elite berserker that took a ton of fire and didn't lose any health because of its resistances. I just quit and went back to who wants some wang
Considering buying this game for my girlfriend and myself. She plays a lot of WoW and I'm a fan of Borderlands, and the first SW reboot. I think it'd be a good fit for us.
[QUOTE=Demolitions2;51259527]Considering buying this game for my girlfriend and myself. She plays a lot of WoW and I'm a fan of Borderlands, and the first SW reboot. I think it'd be a good fit for us.[/QUOTE]
It's basically like a medium between Borderlands and Shadow Warrior, so probably.
Update is here, time to replay story and get balls.
The game is now ultra easy.
It is not seeming super easy to me.
It's actually much harder than it was yesterday.
finding some more bugs is always fun.
so the skill point limit right now is 137 (95 levels, 42 quest rewards) but you can go over that limit.
the quest ninja'd scrolls 3 is the quest that gives you the force slash skill including a point already in it. now if you reset your skills, even though free points like force slash are supposed to keep their point and not reset fully, force slash goes back to 0. so if you do this before turning in the quest, master smith gives you another free point on force slash, effectively allowing you to max all your skills again if you have the time.
I just beat it and it was a ton of fun. I was worried it was going to be short since I saw some people saying they finished it in 11 hours but it took me 20 hours and I didn't even touch the multiplayer
11 hours is [I]not[/I] short.
It's definitely not a super long game, but from the way they've been updating the game it seems like they want to make it more replayable with NG+.
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