This patch fixes a good deal of pressing issues, which allows the developers to start working on the free Sorcerer DLC. Oh well.Tactical Adventures, the team behind Solasta: Crown of the Magister, has put together a new patch for their tactical RPG. If I hadn't gotten past the paladin at the rift section the day before, I'd be wandering between towns looking to get a few levels before they finally fix the damned thing. Its bad enough the hot fix broke the game for me. They just make a guy want to go find a game that is less frustrating. Over complicated puzzles that block progress are not fun. make it a hard trap so I get blown to hell, but at least let me bash my way through shit if I want to. If you don't want me to use a door put a trap on it. Why in the hells do these people always use this crap to make puzzles. There is no such thing as an unbreakable door chest or lock. God I hate cheesy kludges in these things. There is another teleporter in a locked room, so I can only assume that I need to get that door open. well I was outside so I must have gotten out of the maze okay. So I got through that maze eventually but I must have used the wrong teleporting gate because after was outside the message said for me to find a way out of the maze. At least add an option to try using Knock and then failing it, followed by a reaction saying it's protected by a more powerfull spell. Once you get that you have to activate wall cogs (and have read the journal), the puzzle is super simple. They do highlight as interactive objects, but you can't interact with them before you start the teleporter activation process, so at first you have no idea how to interact with them, or even worse - think that they are bugged. Or change hint's wording in the journal.Īnd/or can add text interactions with unactivated wall cogs, something in the sense of "seems like it can be activated but is not". Maybe switch ground buttons and wall cogs, so ground things activate the teleporter and wall things open doors. The journal which hints to teleporter unlock order describes "path", so you would think it's related to actual path on the map or to arrows on the ground. First ones open doors, second ones activate the teleporter. There are two types of arrows: buttons on the ground and cogs on the walls. I won't repeat how to solve the puzzle, others already did that, but I have some feedback regarding it. Maybe because I was already playing for a few hours straight (the game is a blast, hard to stop!) and got a bit tired. I must admit I had to look for a playthrough on YouTube. The holes in the wall are just like the ones in the tutorial mission, and once opened, you can freely move the party around. On the other side there will typically be something you can interact with (press Alt key to see it) which then opens a hole in a wall that the button-presser can move through to join the main party.Ģ. You have to leave the party member on the button to keep the door open while you move the rest of your party through. Look around the map to see which door opened. When a character steps on them, there will be a voice line and you'll hear a door open. Throughout the area there are raised panels on the ground. Lastly, there are two mechanics for moving between rooms:ġ. Additionally, if you mess up the order you can reset the puzzle by returning to the main room and placing 1 party member on each of the 4 buttons. Mechanics: To activate a gear, you have to have your entire party in the green square in-front of the particular gear piece. After the final step, you will be teleported to the next part of the map. If you press the correct gear, you will get a small cutscene and the symbol will light up on the central floor piece. This means activating the gear on the wall with symbol of the 'up' arrow, then activating the gear with the symbol of the 'down' arrow, etc. Then it gives you directions like "go down, then up". This is the large gear like object on the wall (with a green square in-front of it) that has a squiggle line on it (which looks like a set of stairs on its side). One of the journals gives you the instructions to solve the puzzle, you just have to figure out the word play and the mechanics. Next, you have to actually read the books that you find in the area or the preceding area, namely the Adventurer's Journal. Also, look for mechanics that the game is introducing.like crawling through holes in the wall. To start with, you have to recognize that when there are green squares those are points of interest. The puzzle is 'easy'.if you've played previous cRPGs on the Infinity engine.
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