BUGS Swarming our position! Request suppressing fire
Posted: Thu Dec 28, 2017 4:05 pm
I've just played through the mod and really enjoyed it. The quest design is amazing and even better than in the original, and as said many times by others, it is fair to say that the Fallout series has a new entry after Fallout Fixt and Restoration Project. Which expands the franchise to three games (or four if counting Nevada, as it probably should, but I have not played that one yet). (And one could add tactics as a potential fifth.)
Still, I found a few bugs (but nothing too game breaking.)
I'm using version 1.5.116 (installer for dummies). Windows 10, CD install (German version) with RP Mod installed.
Disclaimer:
Note that I could be wrong. I've tried to check most points from different angles, before shouting bug, but I still may have missed something.
Problematic bugs (these actually started to bother me at one point or seem concerning)
- The game somehow assumed I killed the Raiders without doing it. (I have a save http://www.filedropper.com/slot205raiderbug that can reproduce it consistently). If going to Frederyk from that save (leave basement, go to world map then short lane) I can get 2000 XP for killing the Raiders, but I haven't even spoken to them yet (i.e. opened the door that leads to the guards)). And talking to Damian does not give me the “proposition” option (i.e. me telling Frederyk that they are all dead for 500 caps). I have another save http://www.filedropper.com/slot206raiderfine shortly before this and that one behaves properly. (the time difference between those saves is three doctor uses in the basement after setting off the traps). However, it may need to restart FO1.5 as loading slot205 first seems to save the Raiders as dead and carries it over to slot 206 (at least the proposition for a deal didn't trigger when I loaded 206 after 205. But it worked fine after a restart.) (Note: I do assume one should get the 2000 XP only when actually killing the Raiders.) (In addition it seems as if the status of Raiders killed can be triggered when initiating combat with them (which is then saved and carried over to other saves). I did that (triggered traps, initiated combat, killed one), and then returned to a previous save of Lost Town and the message “raiders wiped” popped up immediately.) (This worked very consistently for me and is so far one of the few saves that actually keeps those “temporary settings” rather than resetting with every restart of the game (see below)).
I also got the ending “it is rumoured that Raiders hide below the ruined Lost Town”. Is that standard or part of the problem I've encountered (i.e. it didn't register properly that I've killed the raiders)? As I should have killed them all (I did get the message: All raiders in lost town have been wiped out).
- In this encounter with the Raiders I've also bugged out my companions' level up. (It wouldn't register). I've tried again, got it to register, saved, then loaded and the level up were reverted again (not sure if this can be recreated). This happened again, when the level up triggered by an encounter (and I think I ended combat by leaving the map). This was a bit frustrating as I started to become afraid of level ups not registering which made the game more tense than it should be. (I do assume that companions level up consistently every other level up). (But this has not been a consistent problem but rather an odd occurrence that started to worry me).
- Then I choose to stand aside during the Anonym stand-off. Then Aran (& Lystra) left to fight the battle on their own. Whenever I returned to Dead Quarters after that the game would pause for an oddly long time, until my character says “Quiet, I think I've heard something.”. Then the game continued. If I then entered the NE basement Aran would be back in it, if I talk to any soldier it triggers combat, if I talk to Aran it is the original “are you anonym” dialogue. If leaving and re-entering, the groups of soldiers would multiply. (saves http://www.filedropper.com/slot201quest (shortly before teleport by Elisa), http://www.filedropper.com/slot202basement (Aran back in basement) and http://www.filedropper.com/slot203multiplied (the soldiers have multiplied)).
Bugs
- Oswald's son won't spawn for me. I saw in a 1.4 playthrough that the body was there from the beginning of the game (no trigger needed?). So it seems my game is not working somehow. I also never got the body to spawn yet. I tried a few things with PE, LK and time, but nothing. (http://www.filedropper.com/slot01oswaldson (this is after leaving the cave, but any start of the game would do as none triggered the body yet).
- Map loading: I had this problem several times now, but it seems as if it's temporarily. Sometimes maps won't load and crash (the “can't read memory” message). So far this was always fixable by restarting the program, or using a different save from which to enter the map once. And then repeating from the crashed save (which then works fine), or entering another map first, then the map that crashed. (As if the game needs to clear corrupted temporary files) (consequently this is something I can't create a save for, as the saves itself are not the problem).
Examples of that problem:
The southern location (SW of Rat Hole) didn't load (I have not found a fix yet) (Actually I don't even know what that place is, yet) (Typical message: “instruction at 0048d9c4, ref. memory at 00000014 can't be read)? (http://www.filedropper.com/slot208swlocation, this is the only one that crashes consistently when trying to enter the green circle/unknown place).
A save on Albuquerque wouldn't load. (I fixed this by entering the city once from a much more previous save, which then fixed all saves after that (saving me 8 hours of game play)).
After the battle of Imperial City, I couldn't enter Hunters' Territory (crash). Fixed by entering East Imperial City first, then return to the West part and then Hunters' Territory.
Then I helped Aran win the battle, survived the ambush by Benicio, and returned to Dead Quarters (from Hunters' Territory) and the game froze. Again cleared up by entering other maps first.
I left the battle for Imperial City to Hunters' Territory and rather than leaving me Lystra attacked me for attacking the people of the Empire. She doesn't do that when going to West Imperial City (but the dwellers there would attack me after she left). (Seems to be a temporary thing too, as I may have done that first, reloaded, and then left to Hunters' Territory and the game may have remembered the hostile status erroneously and Lystra attacked? (I have a save but I can't recreate it. Tried a few things but the game behaved as it should each time.)
- The 11th ghoul on lvl 6 did glitch out. The game still assumed the body to be in place, but the body to click on was outside of the cell, which meant I had to click on the body outside the cell (my character would run up to “it” (an empty space) and then I was in range for melee (and I could attack by clicking on the body outside the cell again). http://www.filedropper.com/slot207ghoul
- Lystra did participate in the killing of the William's women. (I think she should become hostile or leave, as in fact she claims to when accepting the quest). http://www.filedropper.com/slot213vexlystra (this is before accepting the quest, to trigger the Lystra comment, then go to William and cut the throat (no reaction) or start shooting (and she'll participate).
Small points
- The quest to deal with Anonym would not get crossed out after deciding to stand aside. I can't go back into the Empire. Benicio doesn't spawn, and I don't think there is another way, so the quest entry should be removed (as it says in the text window “the battle happens without me”). But I may be missing something (like getting contacted later by Elisa?), as I didn't continue on that path.
- The barter screen of the Waitresses at the Wild paradise is covered by the “yes/no” dialogue screen. Which just stays in place when opening the barter screen.
- In the Corath Brothel a visit with two companions (Lystra & Keri, as well as the the “two sisters” option being available) has no “No, thank you option” but only purchase ones. (I don't think there is an option to scroll etc. or leave the screen.) Anyway in case there is no option, this scenario gets one stuck in a purchase only dialogue. Not tried what happens if one has no money (probably replaces a purchase selection with you can't). (perhaps split the “a girl” and “for a companion” option (i.e. move companion to the previous dialogue screen that offers “a girl”) rather than have them both under “a girl”).
- Corath map is Old Town (left), Uncle's Yard (top) and Iron District (right). Isn't that wrong? As the town is actually: Old Town (left/west), Uncle's Yard (right/east) and Iron District (top/north), the order on the overlay map is misleading. Consider switching Uncle's Yard and Iron District on the town map.
- When killing Vex in bed (black widow option), the companions would spawn in the wall. I assume this is intended (and only a graphical bug) as they are waiting above. But it can confuse, and suggest a program error. http://www.filedropper.com/slot212vexbwidow
- Combat ends when a companion dies, then quickly restarts. This is mildly annoying as it seems as if the enemy (at least the one who acted last) gets a bonus turn by this. However, once (battle of Imperial City) I was out of sight (around a corner), which cancelled the restart (I used Doctor on myself three times, read Waiting for Love) then walked around the corner and resumed the battle of Imperial City (only time this was a bit exploitable). (It also happened once in the Dead Quarter basement fight).
- During the battle for Imperial City, Margaret Dandridge still triggers a floater if attempting to lockpick the wooden door, but isn't actually inside the building. As her store inventory is not accessible during the battle of Imperial city, it could be as simple to make both outside doors similarly difficult to pick and just remove her (warning) for the duration of the battle. http://www.filedropper.com/slot209margaret
- In the Raider Hideout the character would keep spotting triggered floor tiles and stop. (Not sure if this is a FO1.5 or FO2 problem).
- The cut scene of Lystra at her brothers grave once froze as (I think) Mutt was blocking her from reaching her spot. (They just stood there, her line didn't trigger and my character wouldn't move). (may be difficult to reproduce).
- The Lystra comment in the kidnapping quest (triggers by paying the guy at the caravan spot 3000 caps) assumes Vex is still alive even if already killed. I assume there is no Lystra line for that scenario (i.e. when Vex is already dead) or it didn't trigger.
- The third page of the “Donor Collecting Records” Holodisk is empty (and could be removed).
- Thomas: If saying “that (curing mutations) is impossible” he replies “that is possible you are the prove, (name)error” i.e. it added an error to my name.
- Showing Tramell (Rebirth level 1) my face does trigger the force fields to go up, but no combat. I can continue playing, including talking to Tramell again, but when moving too much or leaving the room (approaching a guard) everyone turns hostile. This does not seem to apply to all dialogue paths but it does apply to 1/1/2/1/1/1/1/1/1/1 (enquiring about Albuquerque). See save: http://www.filedropper.com/slot214tramell (in this save it also works to go 1/1/1/2/2/1/1 (mentioning the ware-house), (same effect, no combat, dialogue possible, until I move, which can eventually also trigger Tramell.)
- The same happened with David. The 6th attempt to get a persons items was botched (156% speech) and he called the guards (only possible reply was “damn”) but combat wouldn't trigger until leaving the room or moving too much. In other scenarios David would attack immediately. http://www.filedropper.com/slot215dave
- The guards at the elevator always make a power armour comment when giving Chris' name, even if wearing robes. Either the line is missing or doesn't trigger.
- I can sell Ben (and probably Aleea) to Dr. Falber after the hospital has been wiped. The only effect is that Ben runs off and disappears. I think this option should be disabled when Falber is dead. http://www.filedropper.com/slot216benfalber
Features
- The guard at the gate (Sheriff at Sedit). It is possible to talk to the cop right behind the gate, even when the force fields are up. I don't think this should be possible, as it may fail the speech test and cause the cop to become hostile in a later attempt to enter the place (via rope). This may confuse some players if they fail to make the connection why the cop is hostile, and perhaps it would be better to move the cop a little further back from the energy barrier so that talking to him without entering the place isn't possible and avoid confusion among unassuming players.
- Sleeping with Cindy reduces 5 points of karma, but if talking her into killing Vex it doesn't (as that adds 5 points of karma, and balances it out). I think that's an oversight, as sleeping with Cindy should always result in the loss of karma. Even more so as talking her into killing Vex shouldn't really give karma (it's a selfish act talking her into her death, and I would reward no karma points for it). Actually what it could do is assigning 5 points of karma if telling her that Vex is dead and she won't have to see him any more.) (Or even more elaborate add an option to buy her out from Madame Chow when Vex has been killed without her help (the hero realizes she isn't up to it, backs out off the dialogue and kills Vex the hard way, returns, tells her (5 karma) and can then talk to Chow to buy her out of her contract “She's not been very popular lately. And she let herself go. Still, I invested in her, pay me 2000-3000 caps (barter check?) (for my training (of her)) and you can take her (off my hands). (and do (to her) whatever you like.)” (may even give 500 XP). EDIT: This remark is partly wrong, it was a result of my limited understanding at the time. The karma distribution (+5 good, -5 sex & -10 evil) for Cindy makes sense, all considered.
- It is possible to rest at Wild Paradise & Falcon's Flight first floor without renting a room. But after all I've heard I suspect this to be a FO2 engine problem. Anyway, one can also rest in the wasteland at any time, so it doesn't matter that much.
- Not really a bug but killing Erick in his quarters always triggers hostility despite his soundproof room. This only changes when trying to steal the card, and failing. The following combat (initiated by Erick) does not trigger hostility. But if opening combat with Erick oneself, the soundproof room (as it did in FO2) doesn't work. I would suggest to change this as it may confuse players (and suggests that the soundproof room doesn't work).
- Suggestion: I joined the Rebirth and got the end-scene. And I was a bit disappointed as I expected a status update for the locations. Upon reflecting I realized that the Rebirth took the whole of New Mexico (which naturally cancels the location status). However, I felt it could be nice to supply a bit more closure by adding something like “After Albuquerque; the settlements of Corath, Sedit and New Hope fall in quick succession, and eventually the Rebirth takes/conquers the whole of New Mexico. All (pure-strain?) human die.” I think mentioning those places one has visited, and referencing all those people one meet (at least roughly) would be a nice touch.
- Chuck's basement is missing the chainsaw (aka Ripper).
If interested/needed.
I still have all the saves of my first play-through and I probably can recreate most situations mentioned above (if at all possible). If there is a specific point you'll need a save for and I haven't provided one please let me know and I'll see what I can do.
Cheers
Still, I found a few bugs (but nothing too game breaking.)
I'm using version 1.5.116 (installer for dummies). Windows 10, CD install (German version) with RP Mod installed.
Disclaimer:
Note that I could be wrong. I've tried to check most points from different angles, before shouting bug, but I still may have missed something.
Problematic bugs (these actually started to bother me at one point or seem concerning)
- The game somehow assumed I killed the Raiders without doing it. (I have a save http://www.filedropper.com/slot205raiderbug that can reproduce it consistently). If going to Frederyk from that save (leave basement, go to world map then short lane) I can get 2000 XP for killing the Raiders, but I haven't even spoken to them yet (i.e. opened the door that leads to the guards)). And talking to Damian does not give me the “proposition” option (i.e. me telling Frederyk that they are all dead for 500 caps). I have another save http://www.filedropper.com/slot206raiderfine shortly before this and that one behaves properly. (the time difference between those saves is three doctor uses in the basement after setting off the traps). However, it may need to restart FO1.5 as loading slot205 first seems to save the Raiders as dead and carries it over to slot 206 (at least the proposition for a deal didn't trigger when I loaded 206 after 205. But it worked fine after a restart.) (Note: I do assume one should get the 2000 XP only when actually killing the Raiders.) (In addition it seems as if the status of Raiders killed can be triggered when initiating combat with them (which is then saved and carried over to other saves). I did that (triggered traps, initiated combat, killed one), and then returned to a previous save of Lost Town and the message “raiders wiped” popped up immediately.) (This worked very consistently for me and is so far one of the few saves that actually keeps those “temporary settings” rather than resetting with every restart of the game (see below)).
I also got the ending “it is rumoured that Raiders hide below the ruined Lost Town”. Is that standard or part of the problem I've encountered (i.e. it didn't register properly that I've killed the raiders)? As I should have killed them all (I did get the message: All raiders in lost town have been wiped out).
- In this encounter with the Raiders I've also bugged out my companions' level up. (It wouldn't register). I've tried again, got it to register, saved, then loaded and the level up were reverted again (not sure if this can be recreated). This happened again, when the level up triggered by an encounter (and I think I ended combat by leaving the map). This was a bit frustrating as I started to become afraid of level ups not registering which made the game more tense than it should be. (I do assume that companions level up consistently every other level up). (But this has not been a consistent problem but rather an odd occurrence that started to worry me).
- Then I choose to stand aside during the Anonym stand-off. Then Aran (& Lystra) left to fight the battle on their own. Whenever I returned to Dead Quarters after that the game would pause for an oddly long time, until my character says “Quiet, I think I've heard something.”. Then the game continued. If I then entered the NE basement Aran would be back in it, if I talk to any soldier it triggers combat, if I talk to Aran it is the original “are you anonym” dialogue. If leaving and re-entering, the groups of soldiers would multiply. (saves http://www.filedropper.com/slot201quest (shortly before teleport by Elisa), http://www.filedropper.com/slot202basement (Aran back in basement) and http://www.filedropper.com/slot203multiplied (the soldiers have multiplied)).
Bugs
- Oswald's son won't spawn for me. I saw in a 1.4 playthrough that the body was there from the beginning of the game (no trigger needed?). So it seems my game is not working somehow. I also never got the body to spawn yet. I tried a few things with PE, LK and time, but nothing. (http://www.filedropper.com/slot01oswaldson (this is after leaving the cave, but any start of the game would do as none triggered the body yet).
- Map loading: I had this problem several times now, but it seems as if it's temporarily. Sometimes maps won't load and crash (the “can't read memory” message). So far this was always fixable by restarting the program, or using a different save from which to enter the map once. And then repeating from the crashed save (which then works fine), or entering another map first, then the map that crashed. (As if the game needs to clear corrupted temporary files) (consequently this is something I can't create a save for, as the saves itself are not the problem).
Examples of that problem:
The southern location (SW of Rat Hole) didn't load (I have not found a fix yet) (Actually I don't even know what that place is, yet) (Typical message: “instruction at 0048d9c4, ref. memory at 00000014 can't be read)? (http://www.filedropper.com/slot208swlocation, this is the only one that crashes consistently when trying to enter the green circle/unknown place).
A save on Albuquerque wouldn't load. (I fixed this by entering the city once from a much more previous save, which then fixed all saves after that (saving me 8 hours of game play)).
After the battle of Imperial City, I couldn't enter Hunters' Territory (crash). Fixed by entering East Imperial City first, then return to the West part and then Hunters' Territory.
Then I helped Aran win the battle, survived the ambush by Benicio, and returned to Dead Quarters (from Hunters' Territory) and the game froze. Again cleared up by entering other maps first.
I left the battle for Imperial City to Hunters' Territory and rather than leaving me Lystra attacked me for attacking the people of the Empire. She doesn't do that when going to West Imperial City (but the dwellers there would attack me after she left). (Seems to be a temporary thing too, as I may have done that first, reloaded, and then left to Hunters' Territory and the game may have remembered the hostile status erroneously and Lystra attacked? (I have a save but I can't recreate it. Tried a few things but the game behaved as it should each time.)
- The 11th ghoul on lvl 6 did glitch out. The game still assumed the body to be in place, but the body to click on was outside of the cell, which meant I had to click on the body outside the cell (my character would run up to “it” (an empty space) and then I was in range for melee (and I could attack by clicking on the body outside the cell again). http://www.filedropper.com/slot207ghoul
- Lystra did participate in the killing of the William's women. (I think she should become hostile or leave, as in fact she claims to when accepting the quest). http://www.filedropper.com/slot213vexlystra (this is before accepting the quest, to trigger the Lystra comment, then go to William and cut the throat (no reaction) or start shooting (and she'll participate).
Small points
- The quest to deal with Anonym would not get crossed out after deciding to stand aside. I can't go back into the Empire. Benicio doesn't spawn, and I don't think there is another way, so the quest entry should be removed (as it says in the text window “the battle happens without me”). But I may be missing something (like getting contacted later by Elisa?), as I didn't continue on that path.
- The barter screen of the Waitresses at the Wild paradise is covered by the “yes/no” dialogue screen. Which just stays in place when opening the barter screen.
- In the Corath Brothel a visit with two companions (Lystra & Keri, as well as the the “two sisters” option being available) has no “No, thank you option” but only purchase ones. (I don't think there is an option to scroll etc. or leave the screen.) Anyway in case there is no option, this scenario gets one stuck in a purchase only dialogue. Not tried what happens if one has no money (probably replaces a purchase selection with you can't). (perhaps split the “a girl” and “for a companion” option (i.e. move companion to the previous dialogue screen that offers “a girl”) rather than have them both under “a girl”).
- Corath map is Old Town (left), Uncle's Yard (top) and Iron District (right). Isn't that wrong? As the town is actually: Old Town (left/west), Uncle's Yard (right/east) and Iron District (top/north), the order on the overlay map is misleading. Consider switching Uncle's Yard and Iron District on the town map.
- When killing Vex in bed (black widow option), the companions would spawn in the wall. I assume this is intended (and only a graphical bug) as they are waiting above. But it can confuse, and suggest a program error. http://www.filedropper.com/slot212vexbwidow
- Combat ends when a companion dies, then quickly restarts. This is mildly annoying as it seems as if the enemy (at least the one who acted last) gets a bonus turn by this. However, once (battle of Imperial City) I was out of sight (around a corner), which cancelled the restart (I used Doctor on myself three times, read Waiting for Love) then walked around the corner and resumed the battle of Imperial City (only time this was a bit exploitable). (It also happened once in the Dead Quarter basement fight).
- During the battle for Imperial City, Margaret Dandridge still triggers a floater if attempting to lockpick the wooden door, but isn't actually inside the building. As her store inventory is not accessible during the battle of Imperial city, it could be as simple to make both outside doors similarly difficult to pick and just remove her (warning) for the duration of the battle. http://www.filedropper.com/slot209margaret
- In the Raider Hideout the character would keep spotting triggered floor tiles and stop. (Not sure if this is a FO1.5 or FO2 problem).
- The cut scene of Lystra at her brothers grave once froze as (I think) Mutt was blocking her from reaching her spot. (They just stood there, her line didn't trigger and my character wouldn't move). (may be difficult to reproduce).
- The Lystra comment in the kidnapping quest (triggers by paying the guy at the caravan spot 3000 caps) assumes Vex is still alive even if already killed. I assume there is no Lystra line for that scenario (i.e. when Vex is already dead) or it didn't trigger.
- The third page of the “Donor Collecting Records” Holodisk is empty (and could be removed).
- Thomas: If saying “that (curing mutations) is impossible” he replies “that is possible you are the prove, (name)error” i.e. it added an error to my name.
- Showing Tramell (Rebirth level 1) my face does trigger the force fields to go up, but no combat. I can continue playing, including talking to Tramell again, but when moving too much or leaving the room (approaching a guard) everyone turns hostile. This does not seem to apply to all dialogue paths but it does apply to 1/1/2/1/1/1/1/1/1/1 (enquiring about Albuquerque). See save: http://www.filedropper.com/slot214tramell (in this save it also works to go 1/1/1/2/2/1/1 (mentioning the ware-house), (same effect, no combat, dialogue possible, until I move, which can eventually also trigger Tramell.)
- The same happened with David. The 6th attempt to get a persons items was botched (156% speech) and he called the guards (only possible reply was “damn”) but combat wouldn't trigger until leaving the room or moving too much. In other scenarios David would attack immediately. http://www.filedropper.com/slot215dave
- The guards at the elevator always make a power armour comment when giving Chris' name, even if wearing robes. Either the line is missing or doesn't trigger.
- I can sell Ben (and probably Aleea) to Dr. Falber after the hospital has been wiped. The only effect is that Ben runs off and disappears. I think this option should be disabled when Falber is dead. http://www.filedropper.com/slot216benfalber
Features
- The guard at the gate (Sheriff at Sedit). It is possible to talk to the cop right behind the gate, even when the force fields are up. I don't think this should be possible, as it may fail the speech test and cause the cop to become hostile in a later attempt to enter the place (via rope). This may confuse some players if they fail to make the connection why the cop is hostile, and perhaps it would be better to move the cop a little further back from the energy barrier so that talking to him without entering the place isn't possible and avoid confusion among unassuming players.
- Sleeping with Cindy reduces 5 points of karma, but if talking her into killing Vex it doesn't (as that adds 5 points of karma, and balances it out). I think that's an oversight, as sleeping with Cindy should always result in the loss of karma. Even more so as talking her into killing Vex shouldn't really give karma (it's a selfish act talking her into her death, and I would reward no karma points for it). Actually what it could do is assigning 5 points of karma if telling her that Vex is dead and she won't have to see him any more.) (Or even more elaborate add an option to buy her out from Madame Chow when Vex has been killed without her help (the hero realizes she isn't up to it, backs out off the dialogue and kills Vex the hard way, returns, tells her (5 karma) and can then talk to Chow to buy her out of her contract “She's not been very popular lately. And she let herself go. Still, I invested in her, pay me 2000-3000 caps (barter check?) (for my training (of her)) and you can take her (off my hands). (and do (to her) whatever you like.)” (may even give 500 XP). EDIT: This remark is partly wrong, it was a result of my limited understanding at the time. The karma distribution (+5 good, -5 sex & -10 evil) for Cindy makes sense, all considered.
- It is possible to rest at Wild Paradise & Falcon's Flight first floor without renting a room. But after all I've heard I suspect this to be a FO2 engine problem. Anyway, one can also rest in the wasteland at any time, so it doesn't matter that much.
- Not really a bug but killing Erick in his quarters always triggers hostility despite his soundproof room. This only changes when trying to steal the card, and failing. The following combat (initiated by Erick) does not trigger hostility. But if opening combat with Erick oneself, the soundproof room (as it did in FO2) doesn't work. I would suggest to change this as it may confuse players (and suggests that the soundproof room doesn't work).
- Suggestion: I joined the Rebirth and got the end-scene. And I was a bit disappointed as I expected a status update for the locations. Upon reflecting I realized that the Rebirth took the whole of New Mexico (which naturally cancels the location status). However, I felt it could be nice to supply a bit more closure by adding something like “After Albuquerque; the settlements of Corath, Sedit and New Hope fall in quick succession, and eventually the Rebirth takes/conquers the whole of New Mexico. All (pure-strain?) human die.” I think mentioning those places one has visited, and referencing all those people one meet (at least roughly) would be a nice touch.
- Chuck's basement is missing the chainsaw (aka Ripper).
If interested/needed.
I still have all the saves of my first play-through and I probably can recreate most situations mentioned above (if at all possible). If there is a specific point you'll need a save for and I haven't provided one please let me know and I'll see what I can do.
Cheers