I've a question regarding some end-game lore; for anyone that hasn't gotten to the end, do NOT open the spoiler bit!
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Spoiler:And personally thank you for your help with the script bug I got in the Junkyard, Vostyok. I actually managed to get the good ending for most things I think! I've got a question though:
Spoiler:I've got some feedback I'd like to share:
Spoiler:Whatever you guys make next, whether it's an Ashes Episode 3 or something else, I'll be on the look out for it.
Spoiler:I really want to see where the story goes from here. Are there any plans to make an episode 3 sometime? Or maybe an expansion to Afterglow centered on Porcelain? No pressure though, of course, I'm just curious.
Vostyok wrote:Just stay in there. Have faith?Serathis wrote:So uhh....Spoiler:
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D1SoveR wrote:Having just finished Afterglow, I have to say: this is an astonishing amount of work, and of such high quality that I genuinely pick it over about 95% of all the other games I've played!
I've a question regarding some end-game lore; for anyone that hasn't gotten to the end, do NOT open the spoiler bit!Spoiler:
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Thank you! I'm really glad you enjoyed it, despite the softlock issues. Hopefully these will all be resolved for the next update.Wally Hackenslacker wrote:Just finished my first play-through a few minutes ago and wow! I'll say once again, honestly, no exaggeration, Afterglow is one of the best games I've ever played. Thank you Vostyok and all the Ashes team.
Spoiler:And personally thank you for your help with the script bug I got in the Junkyard, Vostyok. I actually managed to get the good ending for most things I think! I've got a question though:
Spoiler:I've got some feedback I'd like to share:
Spoiler:Whatever you guys make next, whether it's an Ashes Episode 3 or something else, I'll be on the look out for it.
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Go back to uptown, find a suitable spot that is clear of obstructions, open the console and type "summon waterbaron" (without quotes). You should now have a chance to speak to the Baron's identical twin who should be more than happy to help you.Miguelvillamizar94 wrote:Hi guys. I just got stuck after getting the seeds and going to talk with the water baron. Its just that by mistake I accessed before getting the seeds there and now I just get a dialogue from the baron but the only option I got is leave . What I can do?
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Fixed for newest update. Also, please spoil your posts where relevant, even if most people have already found it.Ihavequestions wrote:In the secret Afterglow map that can be reached from ---------, only 4 of the 5 reported monsters appeared. (Apocalypse skill level)
Ah yes, good old painted backgrounds + cell animation. https://tvtropes.org/pmwiki/pmwiki.php/ ... LightPatchVostyok wrote:I absolutely want to avoid what I call Scooby Doo Syndrome, where much like the old cartoons where you could tell which part of the screen the ghost was going to jump out of due to the differences in art style, I don't want people to be able to guess ambush points by seeing which doors are locked and which aren't. Still... maybe that is a survival instinct we should encourage. I don't know. I just make mods.
Spoiler:What I'm almost 100% sure is that this square section is actually visible in the automap as a perfect square cutout in an otherwise unremarkable stretch of a horizontal (not sloped) vent. Don't remember if the vent was north-south or east-west though. If I find it again I'll let you know.
Ooops! I'm sorry.Vostyok wrote:Fixed for newest update. Also, please spoil your posts where relevant, even if most people have already found it.
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Yeah, that's a pretty good idea. Hmm... perhaps having a previously boarded up area suddenly un-boarded as you return. Lots of opportunities to play with this.Gez wrote:Ah yes, good old painted backgrounds + cell animation. https://tvtropes.org/pmwiki/pmwiki.php/ ... LightPatchVostyok wrote:I absolutely want to avoid what I call Scooby Doo Syndrome, where much like the old cartoons where you could tell which part of the screen the ghost was going to jump out of due to the differences in art style, I don't want people to be able to guess ambush points by seeing which doors are locked and which aren't. Still... maybe that is a survival instinct we should encourage. I don't know. I just make mods.
Note that a trick you could use is to change the door texture. Say a door cannot be opened at first: barricade it. Then when the player revisits the area, the door opens for an ambush: the barricade is gone. Maybe spawn some broken planks debris around, too, to make it look like the barricade was actually removed through crowbars and stuff.
I'm doing another problems pass as I go through this again for 1.05. Hopefully I'll find the issue.Wally Hackenslacker wrote:Here are some of the missing textures I found on the Junkyard https://imgur.com/a/hecWE2f, I've got an idea that there may be a fourth one in this map but I'm not sure.
Other than these I also remember finding just one instance of a missing texture in a previous map but I don't remember which one. And I also found a square section in a vent where if you stand up you can no-clip through the ceiling and a graphical glitch happens, but for the life of me I don't remember what map that was, though I have some ideas (spoilered 'cause of the map names, just in case):
Spoiler:What I'm almost 100% sure is that this square section is actually visible in the automap as a perfect square cutout in an otherwise unremarkable stretch of a horizontal (not sloped) vent. Don't remember if the vent was north-south or east-west though. If I find it again I'll let you know.
Yeah I don't know why I changed this being marked. Fixed.Ihavequestions wrote:Ooops! I'm sorry.Vostyok wrote:Fixed for newest update. Also, please spoil your posts where relevant, even if most people have already found it.![]()
I changed it.
But anyway,Spoiler: