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Its not just that, but why test quest failure for if the companion is dead, if in principle companions can't die? This is a typical case of game design where lo
by Arwill 7y ago
Its not just that, but why test quest failure for if the companion is dead, if in principle companions can't die? This is a typical case of game design where lower level engine systems like physics dictate behavior/cause bugs in higher level functionality like the quest system.
Game engines do everything every frame by default, and the game has to disable/enable stuff from happening, which leads to bugs like this. With a more functional approach instead of tweaking the engine state these bugs can be avoided.
- michaelt 7y ago> why test quest failure for if the companion is dead, if in principle companions can't die? The game's hardest difficulty setting - "Supernova" - allows companions to die [1] (as well as a bunch of other changes that make the game tougher, not just stronger enemies) [1] https://www.pcgamer.com/uk/which-the-outer-worlds-difficulty-supernova-hard/ https://www.pcgamer.com/uk/which-the-outer-worlds-difficulty...