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Post by alphex on Sept 12, 2015 21:14:58 GMT -5
It's been a few years, but was the design feature of restricted saving (it cost a gem I believe?) removed by patches?
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Post by Weasel on Sept 12, 2015 21:22:02 GMT -5
It's been a few years, but was the design feature of restricted saving (it cost a gem I believe?) removed by patches? Yes, the very first patch added an Options Menu setting for unlimited saves.
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Post by Snarboo on Sept 12, 2015 21:25:01 GMT -5
The save gems were soft patched (you can still play with them on, but they're off by default) with subsequent patches. I believe you always had infinite saves in coop, which might be where the whole "play singleplayer as a private coop game" thing came from. I remember that was the recommended way of playing the game all the way back in 2001 or so. Also, according to the Steam forums, it's still possible to host multiplayer games! You just need to forward the right ports it seems? Not sure of the specifics, but it's worth testing at some point. Edit:If this can be proven to work, I can create a guide for setting up a coop game!
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Post by TheGunheart on Sept 12, 2015 23:03:14 GMT -5
Processing now. Huh, this level seems much...shorter than the last.
I'm surprised the AI is that big a problem, but then I haven't made it to any levels with copious hazards yet. "Back Off" and "Stay" work really well to the point I can just clear everything out and come back for Superfly later. Honestly, even if he couldn't die I'm not sure I'd want him in a firefight since the levels are so claustrophobic; it's a recipe for friendly fire.
If we want to try co-op for the podcast using the 1.3 patch, I might be game.
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Post by Tarsier on Sept 14, 2015 17:16:58 GMT -5
I'd be up for Big Sword PC co-op, too.
Co-op is a bit weird in Daikatana though, as far as playermodels go. Host or first joiner gets to be Hiro, second is Mikiko, and Superfly is third. John Romero was apparently a big fan of the whole "Second place is first loser" thing.
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Post by Deleted on Sept 14, 2015 17:21:55 GMT -5
You can't teamkill without your buddy Superfly!
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Post by TheGunheart on Sept 14, 2015 17:42:28 GMT -5
So, per a request on IRC, I'mma give a quick rundown on all of episode 1's infamous arsenal.
Disruptor Glove: Your typical FPS emergency melee weapon. Slow, light damage, and hard to actually hit anything with it due to the animation and range. There's a powerup you'll find on occasion that ramps up its damage to a ridiculous amount; even the Dopefish will die in roughly three punches. Problem is that it adds a lengthy animation of putting the device on the glove and taking it off every time you equip the weapon, making changing weapons risky. It runs out after a certain amount of time, which only counts down when its actively equipped.
Ion Blaster: Frankly, this is the most polarizing Episode 1 weapon to me. On the one hand, it's accurate enough to snipe with and has a good fire rate, even without any upgrades to Attack. And, if you can get the hang of it, the ricochet makes dispensing with enemies hiding around corners a cinch. But that ricochet is also its greatest downside; it's all to easy to end up with it bouncing right back in your face, and it does much more damage to you than you'd expect. This also makes it incredibly dangerous for run and gun confrontations, as any missed shots are even more likely to bounce right into you. Finally, for reasons I can't begin to fathom, the gun malfunctions underwater, causing any shots fired to explode in your face instead, causing damage. And to make matters worse, the first two levels are a Marsh and a Sewer.
C4 Vizatergo: Oh boy, this weapon. It's a proximity mine layer that's hard to get a handle on. It doesn't arc in the way you'd expect, it's prone to catching on parts of the background you don't want, and damage upgrades also expand the blast radius. The last part wouldn't be a problem if it weren't for the fact that with both upgrades you can get in Episode 1, it's blast radius expands to only slightly less than its maximum range, plus charges will explode on impact with actual enemies. Not that it's completely useless, since it's great for clearing rooms of squishy guards. But it still requires more skill and, in some cases, luck, then any weapon should need. Also, pressing the "3" button on the keyboard will detonate any already set charges.
Shotcycler-6: This is a six-round automatic shotgun...that fires every round with one pull of the trigger, followed by a lengthy reloading animation. To be honest, the game's datedness is what really dooms this one; with a reload button and the rapid shot delegated to an altfire mode, this could have been episode 1's most useful weapon. Sadly, it's an odd curiosity that requires you to get too close to be effective and doesn't do nearly enough damage per shot, making it easy to get stuck in the reload while still having two or three guards shooting at you. Worse, enemy corpses will stop its projectiles, making room clearing more difficult as you waste ammo gibbing already dead targets in the middle of their death animation. On the bright side, by firing straight down while jumping, it provides a very useful jump height extension.
Sidewinder: Surprisingly, episode 1's rocket launcher is the most practical weapon in your arsenal during this period. Firing two twirling rockets straight forward, it does good damage, has long range, and a blast radius that won't kill you. Only issue is that the explosion does far less damage than the rocket impact, and it fires two rockets per pull of the trigger, and you can only carry 50 at a time. This will probably be your favorite episode 1 weapon as soon as you get it (just try not to waste it on the robots in the Crematorium; they're melee only and relatively slow, so you're better off saving them for the hoards of guards).
Shockwave: Leave it to Daikatana to screw up the BFG-9000. This bizarre gun has a brief spinup time before it launches a massive bouncing ball that unleashes damaging shockwaves with each impact. So good luck not getting killed in the same room you fired it in. The spinup time makes simply opening a door and launching it into a crowded room tricky, as there's the chance the door might close before you can fire it. Finally, even when I do pull that off, at least in the 1.2 patch, there's a glitch that causes Hiro to start wobbling until he clips with the level's geometry and suddenly gibs. I really do not recommend using this gun without saving first, don't even think about saving after until you're sure you haven't triggered that glitch.
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Post by Tarsier on Sept 14, 2015 18:05:34 GMT -5
A lot of the weapons seem like they're supposed to be firing into a room before you hide behind a door, I think. The ULTIMATE GAS HANDS' long equipping animation needs something for you to hide behind, the Ion Blaster won't hit you as much if you're right by the doorway, the C4 can't go through walls I think, the Shotcycler can go through the belt replacement by the door, the Sidewinder is probably as good at going through walls as the C4 is, and the Shockwave will probably actually still kill you one way or another.
Blah blah blah doors are the real superweapon of PC Episode 1.
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Post by Snarboo on Sept 14, 2015 21:49:19 GMT -5
Something to note about the Shockwave: its explosions travel through walls! This actually proves useful during the boss fight for episode 1, as it's possible to fire it into the boss chamber without actually entering it, thus clearing it out without putting yourself or your allies in danger.
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Post by TheGunheart on Sept 15, 2015 2:41:03 GMT -5
And episode 1 done.
Mind I have barely any HP left at all after that. XD Thankfully, Discus is better than any episode 1 weapon thus far and the skeletons don't have guns.
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Post by enargy on Sept 15, 2015 4:51:34 GMT -5
Something to note about the Shockwave: its explosions travel through walls! This actually proves useful during the boss fight for episode 1, as it's possible to fire it into the boss chamber without actually entering it, thus clearing it out without putting yourself or your allies in danger. Wow, nice The GBC game's emphasis on cheap, attrition-style combat captures this (in a less annoying way). By the way,has anyone figured out what the ranking system in the GBC game is for? Are there multiple endings or anything? Also, I had a spot in my inventory that wasn't filled by the end of the game. I'm wondering if it's possible I missed a weapon. I believe the blank slot was the middle of the second to last row.
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Post by Snarboo on Sept 15, 2015 14:52:42 GMT -5
Also, I had a spot in my inventory that wasn't filled by the end of the game. I'm wondering if it's possible I missed a weapon. I believe the blank slot was the middle of the second to last row. That's the supercharged sword you use during the dragon boss fight in Episode 3! It's removed from your inventory because you give it back to the king.
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Post by atchinson on Sept 18, 2015 17:24:48 GMT -5
I finished the N64 version, and I think it's better than the pc in some ways. The weapons are tweaked to make them much less likely to injure you when you use them, and you keep them between time periods. The platforming sections and a lot of the switch hunting are removed. Also, the fight with Mishima is completely changed for the better.
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Post by qishmish on Sept 18, 2015 18:38:59 GMT -5
I love PC version, though i must note i first played it in 2006 or something. Love it mostly for level design (especially Greece and Norway), fun weapons, overall variety and great music. Also, multiplayer is fun and different weapons make it really memorable.
Never played N64 version, only know that it's based on beta and levels are simplified. Saw GBC version, not impressed.
What do you mean? If you're talking about Hammer or those cryogen ice shards - well, you can be more careful.
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Post by atchinson on Sept 18, 2015 21:33:35 GMT -5
The hammer can't hurt you. I'm not sure what they changed with the explosive weapons, if they changed anything, but I didn't seem to hit myself with them nearly as often. Nharre's staff staff is completely different but isn't nearly as cool. The level design overall is definitely a lot less interesting.
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