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I plan on consolidating the act 2 haven sections.
I know what does and does not come into play later in the game now, so I will change parts of the guide to reflect that.
I'm looking forward to writing about the endgame. Lots of cut content, errors, and interesting things, including an opportunity for an extra karma point that it looks like no other walkthroughs have found (very easy to miss due to what must be a programming mistake).
The problem is actually caused by a mistake in the programming of Glory's achievement. They clearly copied Eiger's achievement trigger and just changed it to work for Glory, but they forgot to change everything. If you talk to Glory anytime in the haven after completing her trust mission, it is supposed to disable the check for her achievement after giving it to you, but instead it disables the check for Eiger's achievement.
So to get Eiger's achievement (only possible after APEX), you either have to talk to Eiger before Glory, or you just have to skip doing Glory's trust mission. If you do talk to Glory first and disable Eiger's achievement check, but don't want to rewind to the beginning of the haven, you can just wait until the next time you go to the haven and it will enable again, just make sure you don't talk to Glory before Eiger again.
Thanks for your help!
It doesn't look like there's anything in the editor that would explain what you're experiencing, which makes me think that this is due to a flaw in the game engine. Maybe you're telling the game to do things in rapid succession and it can't work that quickly? I've found that saving or loading right after saving or loading can cause the saved file to become corrupted, so I wait few seconds after saving or loading before I save or load again. Maybe this is the same sort of thing, don't click on the exit right after doing something else?
That prop by itself doesn't actually do anything. Instead there is a trigger called Club_Exit. The trigger is active at map start and is triggered when Prop_HotelExit is interacted with. If Blitz is on team Shadowrunners then numMissionsCompleted is incremented, conversation a1_Hotel_s1-Blitz_2 is started, and at the conclusion of that conversation is the scene transition. If Blitz is not on team Shadowrunners, then numMissionsCompleted is incremented and the interactable, invisible, nonsolid prop called ActualSceneTransition is force-used. This prop is enabled at map start and the interaction type is a scene transition.
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To leave the hotel you're interacting with an interactable, invisible, nonsolid prop called Prop_HotelExit. It is enabled at map start. The only prerequisite for interaction is that you have the item a1_KeyItem_FeuerschwingeDVD.
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If you want to keep looking, I played the Humanis mission solo(brought no one) and had Blitz with me when I left the Hotel every time. It sound plausible that at some point, the numMissionsCompleted is updated an extra time. Would be good to know how to avoid it, since the bug has forced me to reset multiple speedrun attempts.
If Blitz is with you, then a conversation with him starts, and the scene transition triggers no matter how that conversation ends.
But if Blitz is not with you, instead, an invisible scene transition prop is force-used. I see that the prop has the confirmation text: "Return to the Kreuzbasar?" Maybe it will let you cancel the scene transition. If so, then you'll need to click on the exit again, which will increment the numMissionsCompleted variable again.
So if you can cancel that scene transition when Blitz is not with you, then yes, getting the Ambush early could happen. You could also theoretically cancel the transition multiple times to make it so the Ambush never happens at all. This would also make it so some act 2 missions could be unlocked early. I haven't really looked at act 3 yet, so I don't know if it would affect anything there