Page 16 of 17 |
Guyver
Posts: 2221
Location: Bunga-Bun... err Italy.
|
|
Back to top |
|
 |
D34Dite
Posts: 1726
Location: Norn Iron, UK
|
Posted: Fri, 19th Aug 2011 11:08 Post subject: |
|
 |
is it just me, but when playing this game i feel like im playing a russian dev'd game that has had fan-subs added.... the made up language in it kinda grates after a while-apart from that , decent wee game
when there is no more room in hell, the D34D will walk the earth
|
|
Back to top |
|
 |
|
Posted: Fri, 19th Aug 2011 23:32 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Fri, 19th Aug 2011 23:39 Post subject: |
|
 |
sabin1981 wrote: | http://www.destructoid.com/review-e-y-e-divine-cybermancy-208834.phtml
Reviewed by Derpling... yet, surprisingly, he rates it pretty high. |
A fair review by Derpling? I did not see that coming.
|
|
Back to top |
|
 |
|
Posted: Fri, 19th Aug 2011 23:41 Post subject: |
|
 |
I actually liked the review. It's spot-on.
-=the wandering pillow stuffer=-
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
tonizito
VIP Member
Posts: 51463
Location: Portugal, the shithole of Europe.
|
Posted: Fri, 19th Aug 2011 23:50 Post subject: |
|
 |
Derpling review -> score is irrelevant.
Couldn't care less what that fuckwad thinks of... well, anything. 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
|
|
Back to top |
|
 |
LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
|
Posted: Sat, 20th Aug 2011 00:05 Post subject: |
|
 |
Seems good ill give it a try. l
Epsilon wrote: | Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking. |
EyePatchLives wrote: | Press X to tame beasts. YOU ARE DA BEASTMASTER!!! |
|
|
Back to top |
|
 |
|
Posted: Mon, 22nd Aug 2011 16:57 Post subject: |
|
 |
Last edited by Yondaime on Mon, 2nd Dec 2024 15:45; edited 1 time in total
|
|
Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65104
Location: Italy
|
Posted: Fri, 26th Aug 2011 18:56 Post subject: |
|
 |
Quote: | Do you feel that stealth gameplay is a mechanic that needs innovation or renovation right now?
I’m going to be frank; I hate games that extremely simplify stealth. I sometimes have the feeling to play with a blind and deaf AI. So, yes, I think there should be some innovation on this aspect, especially on stopping ego-flattering the player. It should stop, and games should finally propose some real challenge. The AI really is often a neglected domain in video games. Developers should really try to infiltrate actual guarded places to have an idea of what it takes. |
Quote: | Can we have the scoop on your next project? What’s it going to be like?
Except saying that it may be a FPS, I can’t tell you anything else. |
More: http://gamingirresponsibly.com/?p=9107
|
|
Back to top |
|
 |
|
Posted: Sat, 22nd Oct 2011 21:01 Post subject: |
|
 |
I just found out they said close to a month ago "The release of a little free DLC and the demo is close."
edit: and "We are still on it, I would just say ASAP^^." just a few days ago.
|
|
Back to top |
|
 |
prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
|
Posted: Sat, 22nd Oct 2011 22:05 Post subject: |
|
 |
so patch+dlcis coming 
|
|
Back to top |
|
 |
|
Posted: Sat, 22nd Oct 2011 22:10 Post subject: |
|
 |
Sounds nice. I can't way to play a fixed version of the game. And I sincerely hope they'll fix the translation. I wonder what the DLC will be - I haven't played through the whole game yet - is the game's story complete (no spoilers please)?
-=the wandering pillow stuffer=-
|
|
Back to top |
|
 |
|
Posted: Sun, 22nd Apr 2012 10:16 Post subject: |
|
 |
The devs of this game have woken up again. There have been several posts from them on the Steam forum in the past 2 days and several achievements added to the Steam achievement list.
The devs are saying a patch is currently being tested and hinted at another patch after that. They mentioned the DLC so that's coming too.
|
|
Back to top |
|
 |
|
Posted: Sun, 22nd Apr 2012 21:45 Post subject: |
|
 |
took em almost no time to come back to the living (around 6 months),yay 
paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
|
|
Back to top |
|
 |
Surray
Posts: 5409
Location: Europe
|
Posted: Sun, 22nd Apr 2012 21:51 Post subject: |
|
 |
I had given up on this game..
I bought it it a steam sale last year and never even played it because it was supposedly bug ridden and no developer support was in sight.
If they were actively patching and stuff I would have started playing long ago probably.
Good news.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 35051
Location: Sweden
|
Posted: Sun, 22nd Apr 2012 21:55 Post subject: |
|
 |
Weren't the main bugs taken care of in the previous update?
I don't quite remember, could be wrong.
(Probably there's some issues remaining and the game is a bit obscure and can be difficult to get into at first.)
|
|
Back to top |
|
 |
|
Posted: Sun, 22nd Apr 2012 22:44 Post subject: |
|
 |
Well a lot of the bugs were squashed, but several remained. A bug on Mars that caused too many spawns, IIRC. Some objective markers didn't appear either.
I'm looking forward to this game getting some love again. We're looking at two patches and DLC.
There wasn't any talk about updating the translation of the game which was one of the major gripes with the game. A group of fans started correcting the English translation. The story text was said to be 50% done, but that's all I know. We'll see if they pick it up again after the patch. I've been postponing my playthrough because I wanted a better experience, preferably with an updated translation.
|
|
Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65104
Location: Italy
|
Posted: Sun, 22nd Apr 2012 22:54 Post subject: |
|
 |
I thought the lack of news was because they were working on the rumored sequel (and they probably are ), but a final patch + free DLC would be very welcomed, there's no doubt about it 
|
|
Back to top |
|
 |
|
Posted: Sun, 22nd Apr 2012 23:00 Post subject: |
|
 |
JBeckman wrote: | Weren't the main bugs taken care of in the previous update?
I don't quite remember, could be wrong.
(Probably there's some issues remaining and the game is a bit obscure and can be difficult to get into at first.) |
Well, the game still crashes if you're hacking something that dies. Kinda ruins co-op.
|
|
Back to top |
|
 |
|
Posted: Sun, 22nd Apr 2012 23:04 Post subject: |
|
 |
dezztroy wrote: | JBeckman wrote: | Weren't the main bugs taken care of in the previous update?
I don't quite remember, could be wrong.
(Probably there's some issues remaining and the game is a bit obscure and can be difficult to get into at first.) |
Well, the game still crashes if you're hacking something that dies. Kinda ruins co-op. |
I never had the game crash if something died during a hack, it happens all the time (setting up turrets and even enemy crossfire) and nothing happened except the hack dialogue/progress clearing.
|
|
Back to top |
|
 |
|
Posted: Mon, 23rd Apr 2012 13:02 Post subject: |
|
 |
Will they implement a proper saving system? Or maybe a mod from the community? I really can't play it like this. It feels like some MMO. It's a shame because this would have worked much better as a proper singleplayer game, not as a multiplayer one with a singleplayer mode, as the developers wanted.
NZXT S340 ELITE : EVGA Z370 FTW / [ Intel i7 8086k @4.0Ghz ][ ASUS TUF RTX 3060 Ti 8GB ][ 16GB G.Skill Trident Z @3200mhz CL16 ][ 128GB Intel760p Series + 1TB Crucial MX500 + 3TB WD RED ][ Thermaltake Toughpower PF1 650W ]
|
|
Back to top |
|
 |
|
Posted: Mon, 23rd Apr 2012 14:40 Post subject: |
|
 |
The devs were on the forum again today answering questions. They even answered my PM. So it seems they'll be active regularly there. So if you have gripes with the game go post them, they tend to read AND answer most threads.
|
|
Back to top |
|
 |
|
Posted: Mon, 23rd Apr 2012 15:33 Post subject: |
|
 |
Here's the developers' post answering most of the common questions and explaining the situation.
Quite lengthy but I read most of it. I think this part concerns us most as players of the game:
Quote: | First we’re going to remove the Christmas update stuff. We also added options for the AI and I reprogrammed a lot of the squad tactics management. I also re-balanced their vision and hearing. But you will be the only ones able to tell me that.
A little while after that (because it’s close to completion), we’re going to add new powers and spells depending on the character’s class.
And after that if everything goes right, we’re going to add the PvP mode and some new NPCs. We may also set up a small surprise about that, so stay tuned. |
|
|
Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65104
Location: Italy
|
Posted: Mon, 23rd Apr 2012 15:45 Post subject: |
|
 |
DarkRohirrim wrote: | Will they implement a proper saving system? Or maybe a mod from the community? I really can't play it like this. It feels like some MMO. It's a shame because this would have worked much better as a proper singleplayer game, not as a multiplayer one with a singleplayer mode, as the developers wanted. |
The nature of the game doesn't bother me that much but a quicksave system would be indeed really appreciated (especially for those who want to play at higher level of difficulty).
|
|
Back to top |
|
 |
|
Posted: Mon, 23rd Apr 2012 17:11 Post subject: |
|
 |
Last edited by Yondaime on Mon, 2nd Dec 2024 15:42; edited 1 time in total
|
|
Back to top |
|
 |
|
Posted: Mon, 23rd Apr 2012 17:12 Post subject: |
|
 |
Usually I'd call it cyberpunk <3 And yeah, E.Y.E is oozing in atmosphere, but for some reason it just doesn't drag you in and hold you, like most other Cyberpunk games. Maybe it's the made up language, or the dodgy programming, I'm not sure.
|
|
Back to top |
|
 |
|
Posted: Mon, 23rd Apr 2012 17:13 Post subject: |
|
 |
Last edited by Yondaime on Mon, 2nd Dec 2024 15:42; edited 1 time in total
|
|
Back to top |
|
 |
|
Posted: Sat, 26th May 2012 01:41 Post subject: |
|
 |
HUGE patch uploaded: 1.23 GB
Changelog is enormous as well:
Spoiler: | Changelog v1.3:
Additions/Modifications:
• Updated: Improved AI and squad tactics.
• Added: Several new AI management options: sound detection, sight distance, shooting reaction time and shooting accuracy.
• Updated: All the NPC spawn and repop system has been reworked; NPC don’t spawn in your back anymore, for example.
• Updated: General latency reduced, especially on cm_new_eden, cm_noctis, cc_noctis, cc_purge and cm_purge.
• Updated: NPC spawn frequencies on cm_forgotten.
• Added: 43 new achievements.
• Added: Messages during death caused by PSI shocks, medkit overdoses and hacking.
• Added: Messages when players are hurt by PSI shocks, medkit overdoses and hacking.
• Removed: Christmas gifts and reindeers.
• Updated: Every magazine took in the armory now counts as one magazine, except for the Betty Boom.
• Updated: Change of the font used in game.
• Updated: Cubemap optimization on cc_falling.
• Updated: Animations played during the cyber-brain transaction between the Special Force and the Culter on cc_new_eden.
• Updated: Mapcycle.txt and maplist.txt filled with all cm_ maps.
• Updated: Synicle and Manduco NPC animations compiled outside of the main model.
• Updated: AI settings during the siege on cc_forgotten.
• Added: Music track on cm_dreams.
• Added: In coop campaign, if the master of fate leaves the game, the warp level is immediately launched in order to choose a new master of fate.
• Added: When a player dies or disconnects, their sentries and scrabouillors are now destroyed.
• Updated: Limitation of the velocity due to received damages.
• Added: Maximum number of active grenades at a same time.
• Updated: Improvement of the player respawn routine.
• Updated: Improvement of the spawning routine at the beginning of a level.
• Updated: The resurector does not kill nearby NPC and players anymore.
• Added: Using the Dragon on an enemy where the teleportation isn’t possible will kill the user.
• Added: The Deus Ex pushes away foes attacking it in close-range.
• Updated: Change of the electric box sound on cc_tuto.
Bug fixes:
• Fixed: Characters could be reset, deleted or lost in some cases.
• Fixed: Possible crashes on cm_forgotten and cm_sheep during the display of the objectives.
• Fixed: Crashes due to the use of Dragon or Invocation on a spawning player.
• Fixed: Possible crash with the Substitution Door.
• Fixed: Crash occurring when a player killed an unarmed player.
• Fixed: Hacking and PSI powers being usable through the quick actions interface during dialogues or while a player was dead.
• Fixed: Melee attacks that couldn’t hit in some cases.
• Fixed: Prototype Xium displayed instead of Prositium in researches.
• Fixed: Skills being able to increase to 120 when they reached 0.
• Fixed: Some cases in which grenades couldn’t be thrown.
• Fixed: The random assignment of the number of missions on the cm_ maps didn’t work.
• Fixed: Cases in which players could respawn and get immediately stuck on geometry after the use of resurectors.
• Fixed: Damages due to PSI drains could propel players far away.
• Fixed: Exploit with the snipers that gave the player an XP surplus.
• Fixed: The laser beam and the collision with the monorail didn’t do damage to players and could get them stuck on cc_ancient.
• Fixed: Areas where players could get stuck on forgotten center.
• Fixed: Bug of the invisible double agent on cc_forgotten.
• Fixed: Gerard Von Spectre being invulnerable to sentries on cc_forgotten.
• Fixed: Some current objectives weren’t saved on cc_forgotten.
• Fixed: If Dutch died on cc_monolith before the player reached the entrance gate to hack it, it would remain permanently closed.
• Fixed: Issues with some displacement surfaces on noctis.
• Fixed: Player respawn issues on the stairs on electric sheep.
• Fixed: Possibility to get stuck behind the statue in Rimanah’s office on temple.
• Fixed: Possible spawn kill from the NPC on cm_purge.
• Fixed: Brushes that could prevent the player from falling in some chasms on temple.
• Fixed: The elevator didn’t hurt players on cc_tuto.
• Fixed: Issue on a physical box of a door on cc_tuto.
• Fixed: Vermin NPC could spawn underwater on cc_tuto.
• Fixed: Some chasms that sometimes didn’t kill players on temple and noctis.
• Fixed: NPC spawn frequency too important and radius too small on cm_dreams, cc_purge and cm_forgotten.
• Fixed: Nodraw overlap with the main gate on cm_monolith.
• Fixed: Nodraw overlap with a door on cc_ancient.
• Fixed: TRK weapon appearing during its zoom deployment.
• Fixed: Elevator physics on cc_tuto.
• Fixed: Nocull property missing on the texture of the bottle gibs.
• Fixed: Hands texture incorrect for the player in first person view with the grenade.
• Fixed: Bad LOD setup and holes on the research briefcase.
• Fixed: Incorrect light projector texture.
• Fixed: Wrong design and incorrect physic box on the damaged water tank model on noctis.
• Fixed: Nocull property missing on some clothes textures for the punks.
• Fixed: Physics issues on the federal cops when their heads are cut off.
• Fixed: Chair model not compiled on cc_shadows.
• Fixed: Missing description for the Streumonic Complementarity.
• Fixed: Non-localization of the name of a door on cc_ancient in the french version.
• Fixed: Missing description for the Bioregeneration researches.
• Fixed: Visible tiling of some rock textures displayed on Noctis.
• Fixed: Definebones missing on the Carnophage models.
• Fixed: Missing icon for the Bosco in the armory.
• Fixed: Players being able to use the Medkit and PSI powers at an abnormal rate with an exploit.
• Fixed: The Dr. Hyde achievement could be unlocked under wrong circumstances.
• Fixed: Weapons not usable anymore after a death from a Triangular Gate.
• Fixed: Wrong icon displayed when a player was killed by a physical object.
• Fixed: Player animation missing when jumping and switching weapons.
• Fixed: Culter Heavy’s mission texture not being animated.
• Fixed: The Bosco model stayed on the ground after having been picked up.
• Fixed: FOV and fire continuity when the hack interface is displayed.
• Fixed: PSI powers could be activated during a weapon reload or a maintenance.
• Fixed: Glitches allowing to reach some undesired locations on several maps.
• Fixed: Possible problems with player respawns on monolith, cc_temple6, divine_cybermancy and cc_dark.
• Fixed: Collision problem with Mitch when the script stops on cc_ancient.
• Fixed: Nodraw overlap and model overlaps on temple.
• Fixed: Non-hostile NPC in some cases.
• Fixed: Mistake in the name of a mission on cm_new_eden and cm_monolith.
• Fixed: Blur of the TRK still displayed when Attack1 key was held.
• Fixed: Rate of fire exploit by switching weapons or fire modes.
• Fixed: Moving continuity during dialogue with a NPC.
• Fixed: Ability to use PSI powers and to reload while on a ladder.
• Fixed: Exploit allowing to shoot while running.
• Fixed: No limitation of the cybernetic implants depending on the researches done.
• Fixed: The “I’m feeling better...” text appearing on player’s death.
• Fixed: Holograms showing available levels were solid.
• Fixed: Nodraw face visible in Rimanah’s office on temple.
• Fixed: Missing soundscape on cc_falling.
• Fixed: NPC navigation issue in some areas on monolith.
• Fixed: Players spawn points were not the same as those of the master of fate.
• Fixed: The desks were destructible but the objects on it were static on temple.
• Fixed: Players could be stuck in mid-air while using an interface.
• Fixed: The door to minos stayed closed in coop.
• Fixed: The Kraaknagul couldn’t hit a crouched or small enemy.
• Fixed: The Deus Ex couldn’t always hit its target in close combat.
• Fixed: The Streumonic NPC couldn’t do damage in close combat to an enemy too high or on top of them.
• Fixed: Explosive charges in missions could get players stuck while planting them.
• Fixed: Various typo errors in texts.
• Fixed: The camera could go through players’ arms with the Betty Boom.
• Fixed: Incomplete message on cc_temple4.
• Fixed: Mission exploit on cm_noctis.
• Fixed: Blurred weapon icons in the armory.
• Fixed: In coop campaign, the missions depended on the host instead of the master of fate.
• Fixed: Exploit allowing to ignore the maximum weight limit carried by a player.
• Fixed: Power Conversion worked only when the player had Dermal Sheath.
• Fixed: Players could get stuck on a NPC if they used Invocation too close to it.
• Fixed: Players’ weapons switched between lowered and normal state when they were at a certain distance of an allied NPC.
• Fixed: Coop campaign progression blocked if the master of fate left the game.
• Fixed: Some ammunition had no weight.
• Fixed: Reno could be killed on Divine_Cybermancy.
• Fixed: Bug with the pacifist mission on cc_falling.
• Fixed: Grenades from the grenade launcher didn’t follow prop_physics, prop_ragdoll...
• Fixed: Patrol bug on cm_dreams.
• Fixed: Several corpses appeared for the mission “Find the corpse” on cm_forgotten.
• Fixed: Collision issue with the skybox on the warp level.
• Fixed: Menu_thumb texture missing for cc_point, cc_severed, zxdivine_cybermancy, cc_minos and cc_end.
• Fixed: Localization of some texts in French concerning hacking.
• Fixed: If the player used the PSI Wave when equipped with 444+katana, the 444 handgun that was not dual-wielded lost its ammunition.
• Fixed: Missing entity to limit the dropped weapons on forgotten center.
• Fixed: Error message when launching a dedicated server.
• Fixed: Reset of the options setup of the create server panel. |
|
|
Back to top |
|
 |
|
Posted: Sat, 26th May 2012 01:48 Post subject: |
|
 |
omg,needs urgent cracking! 
paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
|
|
Back to top |
|
 |
Page 16 of 17 |
All times are GMT + 1 Hour |