Uh, just because there are some changes doesn’t mean that this isn’t the same vision the developers intended.

The DC has some serious bugs, such as disappearing followers. It may be wise to wait until they patch it – that’s my plan, anyway. They have not said when the patch will arrive.

Thanks for the advice. Time to delete and re-download all 15GB again…

I plan to wait until all these game-breaking bugs are fixed. Perhaps when they are Directors Cut 2 will be out…

There may well be bugs, but I haven’t run into anything troubling in the first 12 hours or so.

Yeah, the only really bad one is the one that causes followers to disappear if you dismiss them. That means that you’ll need to stop if you want a follower beyond your active limit.

I heard that it works if you simply add the new one to your crew while at the limit; in that one case, the excess ends up in the citadel. But I guess that doesn’t let you choose which one to let go! So, yeah. Kinda crappy.

It doesn’t, it’s caused by saving and loading a map. Apparently the only way to avoid that bug (or any other bug that involves disappearing npcs) is to not save and load on that particular map.

Shortly after posting, I got burned hard by the NPC bug

Yeah, I’m putting this on the back burner until a fix is in. More time for Rebel Galaxy.

I’ve been playing this for a few nights now, having received it as a Kickstarter reward for backing Bard’s Tale IV. I’m having a lot of fun with the game, especially now that I realized the “z” key highlights everything interactive on the screen (OMG was it tedious finding everything before making that discovery!). Everything seems pretty intuitive thus far, but I do have a couple of stupid newbie questions that I am too lazy to read back 55 pages looking to the answer to…

  1. I’m picking up A LOT of junk, especially now that I know how to see all the hidden containers and little dig-up spots. I understand the majority of it is just loot to exchange for cash, but I also read that certain things marked as junk are actually valuable for quests\crafting later on in the game. Something about certain insect parts and/or materials like shards of glass or wood? What should I be hoarding for later?

  2. When the heck do I get more attribute points to distribute? I’ve leveled all my characters up to Level 5 thus far and while I’ve earned skill points each time, I’ve yet to earn a single attribute point.

  3. I spread the skills around on my characters, giving them all different weapon skills to make ammo distribution easy, and spreading the tactical stuff like lockpicking, computer science, repair, etc. between a couple of high INT characters. I also have a medic/surgeon character who just has those skills plus weapons. I assume a steady build up of each of these skills is necessary for success in the game? Thus far I am simply buying up a level in each person’s weapon skill, then using the remaining points and the points from the next level to boost each support/tactical skill, then I start the cycle over again. Is that wise, or should I pump up weapons to X before even touching other skills?

I’ve just rescued the Ag Center in my game. That was a lot of fun with quite a few nice little surprises and interesting characters. I received 5 doses of the antidote, and I only need one to complete the quest. Is there anywhere else in the world I would need the antidote, or should I just inject the leftover doses into my two characters who became infected?

  1. If they’re white, keep them in sight. If they’re gray, throw them away.
  2. Every 4 levels. Don’t waste them, there are breakpoints where an extra point does very little. Initiative and action points are important.
  3. You want a second surgeon, in case the first one is disabled. I suggest getting weapon skills up to 7 or so first, makes a huge difference. They said they rebalanced weapons, but I still found assault and sniper rifles the clear winners.
  4. Heal your characters. If you rescued the ag center, you have no further use for the antidote after that, unless you decide to return for no particular reason later on and get infected again.

The fix to the disappearing companion bug is out on Steam.

Not true, there are 3 infected farms that will need the antidote.

The update

Highlights
• Fixed companions not spawning correctly at HQ after dismissing them.
• Fixed disappearing Perks on companions after dismissing them.
• Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
• Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
• Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
• Perk and Quirk balance updates and improvements.
Known Issues
• Some users may notice a memory leak while playing for longer periods of time. This is a known Unity engine bug and will be addressed in a hotfix in the near future.
• Steam Controller support may not function correctly on some Windows 8, Mac or Linux systems. We are currently investigating this.
General
• Fixed companions not spawning correctly at HQ after dismissing them.
• Fixed disappearing Perks on companions after dismissing them.
• Fixed inability to open doors in Ranger Citadel and Ag Center Central Complex after using Examine while playing with a controller.
• Fixed a bug which could cause Precision Strikes with melee attacks to not apply correctly in certain conditions.
• Fixed a bug with Rangers sometimes running in place when conversation or cutscene stopped them.
• Fixed a bug where Ranger running animation could stutter when playing with a controller at low framerates.
• Fixed a bug which could cause killed enemies to respawn if the player manually saved over and loaded the AutoSave slot.
• Fixed a bug where saving the game was greyed out after fixing the robot arm in the Ag Center Central Basement.
• Fixed a bug where resetting keybindings to defaults and then customizing them immediately after could result in corrupt keybindings after restarting the game.
User Interface
• Export option has been re-added to Character Creation. Look for it on the final step for that specific character you want to export (Select Quirk).
• Fixed a bug where male portrait snapshots weren’t taking height of the character into account properly. Snapshots should now correctly show the character’s face.
• Fixed a bug where custom portraits would sometimes temporarily disappear from the portrait gallery.
• Fixed a bug/exploit where Attribute points could be gained or lost permanently with certain status effects.
• Fixed a bug which could sometimes prevent selecting certain skills in the Skills screen while playing with a controller.
• Fixed a bug which could sometimes cause the Skills Radial menu to only show Lockpicking as a valid option while playing with a controller.
• Fixed companion members showing conversation cursor while in the squad.
Audio
• Fixed voice-over lines not playing in some conditions after returning to a location.
• Conversation voice-over dialog now plays as 2D audio. Bark voice-overs now play as 50/50 2D and 3D so they can be better heard at a distance.
• Fixed Sniper Rifle reload sound on certain weapons.
Gameplay
• Added Steam Controller support! Select Steam Controller from the Options menu to use it (Steam version only).
• Fixed Meson Cannon not properly firing on the player.
• Fixed Attack of Opportunity melee Perks from interfering with Ambush functionality.
• Added some more Shovels to vendors throughout the game, just in case the player lost theirs.
• Added missing Open tooltips to the Highpool Underground doors. Players were missing that the doors could now be opened simply by left-clicking on them.
• Turned off Investigate Sounds property from the Rodia vendor guards near the gate. This was causing them to run around awkwardly if the player fired weapons nearby.
• Lucky CON bonus on characters is now saved properly.
• Fixed a bug where a cutscene sometimes wouldn’t end in Temple of Titan the second time you visited Dr. Kyle.
• Veteran characters are exported correctly on game end.
• Veteran characters no longer get exported with missing clothes. They were being dealt a certain damage type in the endgame which also just happened to vaporize clothing.
Balance
• Increased the effects of Manic Depressive to +2/-2 to Attributes, to make it a bit more compelling to select.
• Reduced the effects of Disparnumerophobia to +1/-1 to Attributes.
• Increased the Applied Force line of Perks slightly.
• Increased time range for Animal Husbandry effects to take place.
• Increased Tactical Positioning damage bonus slightly.
• Increased the Whack-a-Mole bonus to Chance to Hit slightly.
• Increased the Bomberman bonus to Area of Effect range slightly.
• Increased the Long Arm bonus to Throw Distance range slightly.
• Increased the Loose Change drop chance slightly.
• Increased the bonus granted by Intimidating, Affable and Know-it-All, to make them more compelling to select.
• Reduced the Improvised Explosives salvage chance slightly.
• Removed Friendly Fire chance from Master Hunter entirely.
• Fixed Bandit line of Perks to no longer affect Submachine Guns.
• Increased the Bandit line of Perks bonus attack chance.
• Opportunist now shows the correct bonus damage. The text was previously incorrect.
• Increased the effective range of Opportunist bonus damage slightly.
• Increased Big Game Hunter and Roboticist bonus damage.
• Updated the Alarm Disarming line of Perks, Ghost and Quick Reflexes. Ghost is now placed at a lower skill requirement and Quick Reflexes now grants permanent bonus Evasion. This should make them more compelling to take.
• Removed Conductive flag from Goat Hide Armor, since it’s not made out of metal.
• Improved some old unique weapons so that they are more worthwhile to use.
• Removed an erroneous 1.2x Field Medic skill multiplier on Mysophobic. The flat bonus healing effects still remain as described.
Localization
• Added Turkish localization. Thank you to Cem Filiz and the Crewals localization team for their kind efforts.
• Localization updates to in-game text. Thank you to our player community for these improvements.
• Misc. typo and localization fixes

You only get the infected farms if you choose to save Highpool rather than the Ag Center.

Not true. I saved the Ag Center and had infected farms to cure.

That’s good advice, thanks Stusser!

I went ahead and sold off all the gray stuff, which netted me a good amount of cash and unencumbered a couple of my characters. I have a couple of white “junk” items I’ll hold onto for later. I assume once I have turned in the 10 pod fragments to get the cure quest rolling, I can safely sell all remaining pod fragments I find?

It’s weird about the attribute points. I’ve leveled up 4 or 5 times now and have yet to receive one at all on any character.

I’ve got all characters to the 4th level with their weapons skills, and most of them have hit percentages of between 60% and 70% when standing, 10% more when crouching (which is usually how I fight, crouched behind cover). It would be great to see 80%-90% (when crouched) regularly.

Turns out I didn’t need the serum to heal my people, that happened automatically when I put the single vial of it into the Ag Center water supply. So I guess I will save the other vials and see if I can start the quest for the 3 infected locations mentioned by people above. I’m pretty sure Sue kicks that one off, but I avoided talking to him previously because I didn’t want to kill him if he wasn’t responsible for the Ag Center business. I’m currently going back around the Ag Center mopping up leftover pod people and cleaning out all the safes and crates in places I skipped before in my rush to save the place. Loading up on ammo and I found a much better sniper rifle and assault rifle already.

Which reminds me : What is a “Mangler”? It says it does 100 area damage, but it doesn’t have a weapon type listed. It’s also heavy as hell. Should I hang onto that for later? Is it some kind of heavy weapon that I need to unlock a skill to use effectively?

That’s weird, I saved the Ag Center my first playthrough and no infected farms, then recently on my second I went to Highpool and had them. Maybe it changed in the patch? Anyway, the quests to save them come in automatically over your radio in the overworld.

The Mangler is a RPG. Missiles and grenades don’t require any skill to use.

I believe there’s a “sell junk” button that will automatically get rid of all the grey stuff.

Yes, you can sell additional pod fragments.

Nice! I will save it for later in case I run into a big boss type thing or a closely spaced group of enemies.

I was afraid if I hit “Sell All Junk” it would sell the white stuff too since it’s still labeled as junk.

Thanks for the tips!

Minor spoilers:

I saved Ag, talked to Sue at Ag after using perception around the room and then a smart-ass speech check with him. You then activate the infected locations quest (report back to Sue afterwards).