July Roadmap (2022)

They look like this because in the 2016 game, they did a refresh with the CICADA guards. They didn’t plan on making content replayable, so they never went to edit the mission to fix this. It’s a simple fix, I imagine.

3 Likes

yeah, it’s actually my main wanted unlock as it’s basically the only item with a unique gameplay purpose that we don’t have in our inventory yet.

Something tells me that’s by design not bug.

It makes sense.

He won’t actually eat food, and I think may go into a brief rant about it. Presumably it’s only fit to vomit on!

1 Like

He does taste a cake in kitchen at some point however. It takes a while for him to do that.

I think it’s just the closest spot for him to go to - the bathrooms are further away. Then again, aren’t NPCs meant to prioritise toilets now over bins? :thinking:

1 Like

That basket is no bin technically. There are other puke spots in the game that are neither a toilet or a bin but for example a ledge or other objects like the bird baths in Whittleton Creek. I don’t know how these were affected by the fix to the bins.

1 Like

I think IO unfixed that because too many NPCs were traveling halfway across the map to find a bathroom.

I’m no computer coder but you’d think this wouldn’t be so hard. Surely the game understands distance.

If a toilet is within x distance and not occupied then go to that toilet.

If there is no toilet that is both within x distance and unoccupied then search for closest unoccupied bin.

I assume when bins came out the game understood them to be the same, but I’m sure now they are in two separate groups.

1 Like

It takes four loops of questions. That’s about 15 minutes.

1 Like

Not sure how Glacier handles it, but Unreal could do it very easily with Blueprints:

Either get a list of barf-spots then list them in order of distance and check whether or not the first one is occupied, and if it is, loop until a certain distance is reached. If all of them are occupied, make the NPC wait for any of them to free up then send it there.

There’s another method that could work, if say NPC is in a certain ‘zone’ of the map, get all the barf-spots listed in that ‘zone’, then check whether they’re occupied or not and also check the distance (in any order you want).

Or, if you have a specific need for a NPC to go to a toilet (for example) instead of a different place to barf:

IsToilet? > True > IsCurrentlyOccupied? > False > function for NPC to barf there (sorry I just love booleans)

2 Likes

I think there are a couple of these in the game to force specific NPCs to go to a specific spot. Sylvia Caruso for example will throw up behind the house. I am not sure if anyone else will go to that spot but I have never seen him go elsewhere when you do the spaghetti sauce story.

1 Like

Yeah, it could be a scripted barf-spot for that specific thing, then. It would seem more efficient and would make more sense to send NPCs in a certain area near them to barf instead of going across the whole map to a random toilet.

It would be pretty funny though, poisoning some guy at the cafe and making him go all the way to the sea or into someone’s apartment to barf.

1 Like

Another thing that needed relating to barfing is if there is a weapon hidden in a trash bin an NPC throwing up in, they should notice it once they’re done and report it the guards. The guard should exclaim “uh that’s just disgusting!” as he retrieves the vomit-covered weapon from the trash.

5 Likes

I just had a thought… If the iridescent katana doesn’t glow like the icicle melee item… well, it should.

3 Likes

But iridescence does not cause things to glow. :stuck_out_tongue:

5 Likes

I agree. But I suppose my post could be misconstrued to where people would think that’s what I was implying.

Uh… So what if an icicle were iridescent?

Then I guess that means that the katana would need to be transparent like the icicle in order to “glow”. Regardless of Iridescent texture mapping/masking, or however the effect works. I know. It’s 2 separate things.

“Glow” I’m going to assume the icicle item refracts nearby light to give the glowing effect. The icicle itself is not the source of the “glowing” - just the nearby light sources.

Eh, so anyway… You’d have the cool glowing effect, but with the rainbow’y iridescent color. :man_teacher:

But if I’m still wrong about whatever then never mind. My fault for not being more specific.

5 Likes

I’d actually like to try that et like that. Haha.

3 Likes

I really, really hope there’s something special about the Iridescent Katana other than it being shiny and purple. I get this is probably an item added so Base H3 players can get a katana (if they don’t own S1 or Deluxe DLC) but to me it’s just another Katana.

Don’t be fooled by the colourful design. This is a deadly katana, that will make the blood you spill blend in beautifully with the motif of the blade.

The description reminds me of the Prism Blade from Katana ZERO. Hopefully it makes rainbow blood or something, if that’s even possible to program in the engine.

7 Likes

Well what makes it special is it’s shiny and purple.

13 Likes