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Shadow Warrior (2013) Thread  "New Shadow Warrior Game Announced"

User is offline   movento 

#1081

Are some of you guys seriously believing that it made 800 million ?
Posted Image
It was obviously a joke.

This post has been edited by movento: 11 October 2013 - 07:56 AM

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User is offline   NightFright 

  • The Truth is in here

#1082

Regardless how much money they earned, I want more, and I hope they get enough bucks to justify at least a SP DLC. After I have just beaten the game, it definitely cries for some sequel. ^^

Anyway, is there also a serious statement about how much they got for the game so far?

This post has been edited by NightFright: 11 October 2013 - 01:34 PM

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User is offline   Mr. Tibbs 

#1083

Quote

Shadow Warrior 1.0.6
- Saving is now disabled when player is dying.
- Fixed a rare crash when a level ends.
- Fixed more crashes while saving.
- Fixed a crash when using 'Wing of Crane' skill.
- Changing language in the main menu does not require restarting the game anymore.
- SSAO Ultra mode optimization.
- Fixed checkpoint freezes in 'Heroic mode'.
- Fixed audio in some movies.
- PDW damage slightly increased.

1

User is offline   Sangman 

#1084

View PostThe Commander, on 06 October 2013 - 12:18 PM, said:

Have you played Serious Sam by any chance? :P


2343 enemies. 527 Beheaded Rocketeers, 215 Beheaded Kamikazes, 510 Kleer Skeletons, 88 Sirian Werebulls, 23 Scrapjacks, 5 Witch-Bride of Ahrimans, 402 Technopolips, 222 Juvenile Antaresian Spiders, 100 Minor Biomechanoids, 132 Major Biomechanoids, 116 Khnums and 1 Ugh-Zan IV


And still no real challenge :P
-1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1085

View PostSangman, on 11 October 2013 - 04:45 PM, said:

And still no real challenge :P

When I last looked at the leader boards you hadn't played the game in "Serious" difficulty like I did, or has that changed now?
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User is offline   Jblade 

#1086

View Postfuegerstef, on 11 October 2013 - 06:59 AM, said:

Wasn't it so that 2k tweeted that GTAV made 800 million ... and then Devolver or FHW tweeted they made 801 million (also adding "eat that 2k")

Yeah, I think it was Fork parker or whatever his name is. Pretty funny, but it wasn't to be taken literally.
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#1087

Fork Parker is a fictional character.
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User is offline   Jblade 

#1088

View PostKristian Joensen, on 12 October 2013 - 10:10 AM, said:

Fork Parker is a fictional character.

Yeah, I know :P That's why it's a big hint that it was just a joke.
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User is offline   Sangman 

#1089

View PostThe Commander, on 11 October 2013 - 07:02 PM, said:

When I last looked at the leader boards you hadn't played the game in "Serious" difficulty like I did, or has that changed now?


Sorry to burst your bubble brah but I played through all of SS3 on Serious, it's really not that hard. Couple rough bits but the last level is quite doable and the final bossfight is a complete pushover as well :P

Maybe on Mental it might be more of a challenge.

This post has been edited by Sangman: 12 October 2013 - 05:26 PM

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User is offline   NightFright 

  • The Truth is in here

#1090

And another fix! This one actually has an interesting and useful change, which is the one with pickups during boss fights. You lost precious time by having to click to pick up all the ammo you need, this change will make those encounters a lot more managable.

Quote

Shadow Warrior 1.0.7
- Fixed an animation bug at low fps.
- Fixed a problem with fonts when setting active profile with another language.
- Fixed more places throughout the game where players could get stuck or fall below level geometry.
- Fixed a bug causing dead bodies after a fight to remain on the level forever after loading a save.
- Ammo/Medkits on all boss arenas now can be picked up by walking through them.


This post has been edited by NightFright: 14 October 2013 - 10:48 AM

4

User is offline   ---- 

#1091

View PostNightFright, on 14 October 2013 - 10:48 AM, said:

You lost precious time by having to click to pick up all the ammo you need, this change will make those encounters a lot more managable.



That's a good one, although I only had spread the angle at which you can look at the pickups and increase the distance, so it is a little less time consuming than to stand really close to the pickup and aim quite precisely. Would have been more coherent throughout the whole game.

This post has been edited by fuegerstef: 14 October 2013 - 11:46 AM

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User is offline   NightFright 

  • The Truth is in here

#1092

Well, it's not that much time, but at least you don't have to look slightly down any more to pick up something from the floor, you can keep aiming at the boss all the time while just running from one ammo spawn point to the next. I never understood why you have to press the use key on items lying on the floor in general, auto-pickup works just fine for everything. OK, maybe you can make an exception for the karma bowls, KI crystals and money statues, but anything about money or ammo can really be picked up directly IMHO.

This post has been edited by NightFright: 14 October 2013 - 01:23 PM

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User is offline   Jblade 

#1093

Cool - also I hope that animation bug fixes the dysncing I was experiencing in cutscenes due to the low FPS I had (although I don't really blame them for that, but it would be cool if it was avoidable)
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User is offline   NightFright 

  • The Truth is in here

#1094

Also interesting is the current Steam discussion about weapon balancing (going on since Oct 1).

They want to know about 4 questions:

Quote

1. Do you think that there's not enough money on the levels (means - do you think that the amount of money you get from the pickups is too low)?

2. What's wrong with the PDW (submachine gun)? Is the damage too low? Are the mags too short? Any opinions?

3. Is katana really this overpowered? If yes, why? Should we nerf it?

4. Are the katana combos overpowered? If yes, why do you think so. Should we nerf it?


My opinion is on top of page 19, btw. It's great that the devs care about balancing after game release so much, and while SW is already quite enjoyable, polishing its edges certainly wouldn't hurt.

This post has been edited by NightFright: 15 October 2013 - 01:57 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1095

From my playing so far it feels balanced, but I wish akimbo with the machine gun didn't require me to hold the button down...
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User is offline   NightFright 

  • The Truth is in here

#1096

View PostThe Commander, on 15 October 2013 - 03:52 AM, said:

From my playing so far it feels balanced, but I wish akimbo with the machine gun didn't require me to hold the button down...

Yeah indeed, RMB as a toggle would be better. Having to press both mouse buttons at the same time feels weird, and I think it's the only weapon that requires that. I'm sure they will change that soon as well.
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User is offline   Player Lin 

#1097

View PostNightFright, on 15 October 2013 - 04:05 AM, said:

Yeah indeed, RMB as a toggle would be better. Having to press both mouse buttons at the same time feels weird, and I think it's the only weapon that requires that. I'm sure they will change that soon as well.


I found it's not weird when press both mouse buttons but it sometimes cause my fingers feel hurts when I do this a while, make it toggle-able would be better...

This post has been edited by Player Lin: 15 October 2013 - 06:38 AM

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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1098

View PostNightFright, on 15 October 2013 - 04:05 AM, said:

Yeah indeed, RMB as a toggle would be better. Having to press both mouse buttons at the same time feels weird, and I think it's the only weapon that requires that. I'm sure they will change that soon as well.


I say allow the choice for both. I can see the benefit to having LMB/RMB alternating fire.
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User is offline   Micky C 

  • Honored Donor

#1099

I also find it annoying that the accuracy and damage upgrades apparently are only for the main Uzi and not both?
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User is offline   NightFright 

  • The Truth is in here

#1100

Smaller stuff this time...

Quote

Shadow Warrior 1.0.8
- Fixed crash when loading a boss fight save.
- Fixed more places throughout the game where players could get stuck or fall below level geometry.
- Fixed a bug that caused one of the seals in chapter 7 to be not visible.
- DRM type (Steam/NoSteam) shown in _version.

2

User is offline   Lunick 

#1101

" Devolver Digital @devolverdigital

Owners of The Walking Dead on Steam now have a coupon for Shadow Warrior in their inventory in anticipation of tomorrow's new weapon skin..."

I have a 25% off and a 10% off coupon now... :P
1

#1102

Devolver Digital like coupons.
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User is offline   Hank 

#1103

I'll call this cross marketing Posted Image
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User is offline   Lunick 

#1104

Shadow Warrior Patch 1.0.9 is live!
To check your game version: enable console (by pressing ctrl+~), (now write) _version and press Enter.

Shadow Warrior Patch Notes:

Shadow Warrior 1.0.9
- Fixed a bug that caused player to crouch sometimes for a moment after loading a save.
- Fixed some old saves causing the game to crash.
- Particles - physics optimized.
- FPS limiter (r_max_fps, 120 by default).
- Fixed video bugs in the menus.
- 'The Walking Dead' Ice Axe melee weapon added.

In case of any problems contact us under:

shadowwarrior-support@flyingwildhog.com
4

User is offline   Mr. Tibbs 

#1105

https://twitter.com/...748585365262337

'And thank you to all the fans for spreading the word - Shadow Warrior has been a Wangtastic success and more content is on the way!'

This is really encouraging to hear. Flying Wild Hog did a fantastic job, and I'm glad their efforts have been rewarded in sales. Here's hoping they're working on some substantial side content. The story leaves lots of loose threads that the team can follow up on. I would love a proper expansion pack with a new enemy, a few new locations and another gun or ability of sorts.
3

User is offline   Malgon 

#1106

Finally started playing this a couple of days ago, and I can't help but feel a little let down with it so far. I'm only up to chapter 5 (or 6), and I understand there's actually quite a few chapters in the game. Does it start picking up a bit after that point?
0

#1107

Chapters 1 through 6 were the best for me. Further you will encounter new enemies and new weapons +upgrades for them, I guess this will help with the variety of things, however it's a 1-track-mind game, it doesn't do anything radical after level 1. There's locale variety, however levels are linear, corridory.

Once you finish the game you can start one in EX mode (New Game+) which lets you keep your weapons, upgrades and money from the previous playthrough.
So yeah. That's it.
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User is offline   Micky C 

  • Honored Donor

#1108

In case no one noticed this game is 75% off. Just $10. If you're unsure about getting this game now's the time to do it, it's definitely worth $10, being a long game with above average combat.
1

User is offline   OpenMaw 

  • Judge Mental

#1109

Got it today, along with FC3:BD, the FC3: Deluxe DLC thing, Duke Nukem Megaton/Shadow Warrior Classic Redux pack. All for 25 bucks. Posted Image
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User is offline   Jimmy 

  • Let's go Brandon!

#1110

Yeah, I got it too. Bought Shadow Warrior Deluxe, Rise of the Triad, Far Cry 2: Fortune's Edition, Far Cry 3: Deluxe, and Blood Dragon for $36 (had like $1.80 in my Steam wallet). That's $7 a game, not bad I thought. Gotta crank all these games up now. Playing DNF DLC currently though. Better get the shit out the way.
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