Thorin_Saeba escribió:Estoy jugando al "The last oricru". Siempre me ha llamado mucho la atención, aún pintando a cosa cutrecilla. Y sí, tiene una primera hora muy chunga, casi lo dejo. Llevo tres horas y la cosa se anima un poco.
Es un juego que tiene una ambientación un poco "Outcast", y que jugablemente quiere ser una mezcla chunga de "Elex" y "Dark souls". Lo cual no funciona demasiado bien. Ya no porque el combate sea de lo más ortopédico que has visto (hasta tu cadera se mueve más fluida que esto), si no porque ese rollo de ir con una facción u otra no funciona bien con ponerte un nivel lleno de malos que representa que son aliados, pero son malos. Se generan situaciones muy raras y forzadas. No sé si jugando más la cosa estará más afinada, pero al principio es un desastre.
Aún así, quiero seguir. Tiene cosas chulas, visualmente hay cosas majas, aunque sigue siendo algo como muy dispar: los humanos, por ejemplo, son más feos que pegarle a un padre con un calcetín mojado, y luego hay otros bichos muy bien diseñados.

Magic Missile escribió:Yo al final por aquí sigo Xdd
El juego tiene un algo que no puedo dejar de jugar
Nivel 7 y 30 horas ya...
tyranus_22 escribió:Magic Missile escribió:Yo al final por aquí sigo Xdd
El juego tiene un algo que no puedo dejar de jugar
Nivel 7 y 30 horas ya...
Yo lo jugaré dentro de 6 meses-1 año cuando hayan arreglado los bugs gordos. Creo que ha sido un error del estudio sacarlo en ese estado viendo que el 99% de los analisis negativos es por bugs/problemas sobretodo los que te fastidian la partida.
Le tengo muchas ganas pero con tantos juegazos que salen 0 prisas.
Veremos si esto le pasa factura cuando lo arreglen en tema de perder ventas.




Here's an update on Patch 1.05, which we’re actively preparing for release.
The main thing slowing us down right now is the game's intricate save system. It has been producing inconsistent results - items disappearing, objects duplicating, and even NPCs appearing twice with broken logic.
To solve this, we brought in experienced external developers to help us get everything into a stable, working state. The biggest challenge is making sure the new system also works correctly with existing saves - especially for those of you who’ve already played a lot. That means we need to carefully test and verify that everything now loads correctly, no matter where you are in the game. Once we’ve locked down saving and loading, future patches will arrive much faster.
We're also working in parallel on two other areas:
• Performance Optimization •
This means better use of memory (both RAM and VRAM), which should help reduce "Out of Memory" crashes and random critical errors. It’ll also improve load times and reduce FPS drops over time. We're focusing mainly on performance-intensive areas, such as the main city. Ideally, this work will also help the game run more smoothly on Steam Deck down the line.
• Bug Fixes •
We’re actively gathering bug reports and prioritising the most critical issues. Some of these will be fixed in Patch 1.05, including story-blocking bugs and workarounds for broken quests.
To give you a better idea of what’s coming, here’s a preview list of confirmed fixes for Patch 1.05. These are not yet live in the game - just a sneak peek.
Quests:
Updated logic for Khutsut’s quest “A Five-Minute Venture” - he can no longer die to monster attacks.
If Khutsut dies but the compass has already been delivered, his quest will now properly close.
Mazhar's dialogue about Rukh has been expanded.
Adjusted Hald's hunter reward.
Fixed logic in the “Dregs of Society” quest with Pascal and Shay.
Fixed Corodelius’ dialogue about the Petalophore.
Fixed Corodelius’ dynamic task for creating a super potion.
If you get a better outcome with the hungry lumberjacks, Akim now gives the proper reward.
Fixed the pig Stipay's name.
Updated Irji’s quest logic in the Banker’s quest.
Fixed Fox’s pouches.
Fixed rewards in the quests "Best Snack Ever,” “Hides for Gustav,” and “The Hunters' Contest.”
Fixed Brok’s quest logic when his stomach growls.
Fixed one of the dialogue options with Mustard.
Fixed “Buns for Tibor” quest logic.
Fixed being unable to attack cultists in the cave.
Gameplay:
Fixed item duplication/swapping issues in equipment slots.
Fixed combat stance toggling while unsheathing without the required skill.
Crossbows are now working properly.
Fines have been reduced by 75% (temporary adjustment).
NPCs now react properly to theft - calling guards or fighting back.
Added a detailed town map stand.
Guards now tag bandits as enemies correctly.
Fixed Steam Cloud save file pathing.
Fixed a collider issue near Nerest’s house.
Fixed auto-use of torches after purchasing from merchants.
Fixed headshot damage for bows and crossbows.
Lockpicks are now twice as durable.
Added a post-fishing animation.
Equipped torch remains active after loading a save.
Storage chests and weapon racks now save items correctly.
Fixed monster bleed damage calculations.
Fixed transition loading layers when exiting Boorma.
NPC followers now step back if you stand too close - helping prevent them from getting stuck in narrow areas.
Sound & Music:
End-of-combat sound is now categorized as combat music and affected by the corresponding volume slider.
World:
Fixed several NPC interaction issues.
Fixed post-processing effects in the swamp.
Improvements:
Guards now show the fine amount when arresting you.
The fine amount is now displayed when committing a crime.
UI/UX:
You can now pause cutscenes with the spacebar.
Bleed damage is now shown on enemy health bars.
Empty inventory slots now auto-shift toward available space during trade.
Health bar HUD has been updated - fatigue markers removed (hydration now governs stamina).
Fixed arrow display in combat mode.
Notes can now be picked up from bulletin boards with a click.
Items that belong to someone else are now marked in red.
Localization:
Fixed shovel localization in several languages.
Mc Mardigan escribió:@Magic Missile al final te lo vas a ventilar antes de que salga el parche!