I’ve failed two final showdowns in a row ( ) and I still have all of the guns on my weapon wall (with the exception of the ones I was carrying at the time).
Oh really? Dang… So maybe I’m misremembering it? I’m pretty sure I lost all the guns when I failed the showdown though, and it’s also what Clemens says in the video. Guess I’ll find out when I fail again
Edit: Based on what Mini just wrote, perhaps the whole weapon-losing thing is a bit bugged?
I think it is bugged. Because I failed a showdown rather epically, and only lost what I had equipped. The few guns I have on the wall in the safehouse stayed.
I agree with that. I feel like losing the banked tools for example whenever you lose is too harsh, however I think campaign failure being punished so harsh is a good thing tho to encourage stealthy plays and taking things seriously but I also think there should be safeguards to soften the blow. For example Spelunky is probably my favorite roguelike/lites and it has an option to pay resources into giving you an optional checkpoint you can start from. You start with no tools but you can instead be on level two, three or four rather than starting all over
I mean youve never played roguelikes so you cant suddenly gatekeep the definition of the term. Roguelike to me is an incredibly punishing game that focuses more on patience and improvisation with less permanent progression than most other games. Theyre essentially forever games. Theres enter the gungeon, which is a top down shooter, theres spelunky, a platformer, theres hades which i guess is a hack and slash?
That safehouse invasion is an awesome idea
Another thing is that for me i feel like if theyre going to have the bread and butter missions be randomly generated contracts i feel they should give the target some kind of new ai behaviours or tweak their generation a bit. For example lets just say that every target has to have a minimum of three behaviours in the picker, or better yet even if it picks a mostly stationary target have the game tell the AI that every three minutes you need to make sure youve drunk something, every eight minutes make sure to eat and every fifteen minutes wash your hands or sit down. Then randomize those behaviors a bit, so now youre forcing NPCs to do stuff they normally wouldnt
Just spent half an hour running all over Paris trying to scrounge up like 3 merces I needed to buy a fancy new sniper rifle from the supplier. Came home after the showdown & Diana had bought it for me thank u Diana
A “bug” I discovered: I end the game, and when I loaded it again, the stuff I changed in the safehouse went back to it’s first status. For example, the wardrobe was full of boxes again and I had to change it back to 47s clothes hanging in the wardrobe. Same with the motivational pictures which always disappear when I start the game anew.
Just died after being seen while inside a bush, leading to a domino effect that hit a lookout. In addition to being mad about it which comes with the territory (I’ll never bring a kruger ever again, assassin gun only) I’ve also found all the tools (items in the big briefcases) are gone. Why would you lose that? The guards didn’t get all the way from Dartmoor to my house, did they? That’s a strange feature that I don’t agree with at all.
My poor motivation to play, shot down by the 2nd campaign’s third showdown
Maybe the “base payout” is the money 47 needs to pay the land taxes on the mega mansion and buy the things we don’t worry about it game like food and soap and whiskey and dental floss etc.
I had a ‘Silent Assassin’ prestigious objective invoked, +25M. But one optional objective was to kill 3 guards, +15M.
I thought killing the 3 guards would void the Prestigious requirement… sure enough - it did. Next time I’ll be aware of conflicting tasks. The guards weren’t free to kill.
One target needed to be poisoned with an emetic. But none of them drink or eat anything. I did get a (rat) poison from the level, but never had a chance to use it. Turns out I should’ve brought an emetic device. It seems a bit (cheeky?) to require a target be poisoned but the only possible way is with a syringe or device. The player has no way of knowing this. Then again, I don’t have any remote emetic devices or grenades unlocked. Nothing from the merchant either.
One other task was to use an emetic syringe on a guard. I didn’t have a way to bring 2 emetic syringes.
So I’m not sure if that’s an oversight or just the luck of the draw.
Last remark for this post. I unlocked a ‘Minimal Decoration’ for the safehouse. It shown an image (of some corner somewhere). I tried to look for it using instinct… I don’t know if I just never found it, or it was something that was unlocked previously (one of the motivational posters in the basement). Because that seemed to be bugged by being available before, then disappearing, and being back this last time.
Edit: What about having a blue highlight like the optional tasks in a mission to highlight the places to decorate when they’re first unlocked? Some people might be annoyed by that…
As soon as you unlock the stairs and can go up to the little kitchen, you can pick the banana off the counter and bring it into missions. Everything is right with the world.