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I've just done a playthrough of Fornax, and I've got a few things in my mission log.
Firstly, I've done The End Zone and collected the reward, but the Primordial Universe still has a note to talk to Milton about probe data (but I've talked to him about that, which led me to The End Zone.)
Secondly, I have an open line where I'm not sure where to go... Imperial Flora is the mission, and I should apparently be on the lookout for lifeforms to provide a solution to the colonies problem. I found some nice berries and that sorted out the coffee shortage, I thought this may be the solution, but have no additional dialogue options with the Oceanic Colony to resolve their flora issue. I'm pretty sure I've uncovered the whole map, am I missing something?
Thanks,
Kanto.
You're probably blocked on these: the first is generally blocked (there's no more content but I didn't disable the mission).
The second is supposed to introduce an anomaly to the next free "ocean" world you encounter, but the logic isn't quite right and may fail to do so. If you want to hack your save to allow that mission to progress, here's how (make a backup first):
Open your save and search for the line:
"anomalyId": "ARRIVAL.CELAENO_OUTPOST"
Change the anomalyId value to "FALLEN.FLORA_BLIGHT" and change the anomalyState from "6" to "0". This will cause the planet that you originally rescued your crew from to have the anomaly you need (you could do this with any planet, but that's an easy one to find) and set the planet back to unsurveyed.
Let me know if that doesn't work.
1. Disabling the Red Raider factory. This is critically important and prevents certain events from firing.
2. Visiting the Allythia, and then telling Commander. Yu about it. If you don't do this specific step, the Allythia never arrives.
3. Visiting that pyramid to get the shapes object for Milton. If you do the interactions with the Emryr in a specific order, they'll tell you to not land on the planet after you've paid them off. So one player I talked to refused to land there in the fear they'd anger their new friends.
4. Asking the Allythia, when you first meet them, if they found anything in their excavations. This is how you get the triangular object, to restart the Polyhedral object. Without it activated, you cannot progress the main story at a certain point, namely visiting the Celpheid star.
5. Discovering the Emissary. If you don't wait near the planet it is mentioned, you may never reach the ringworld. And it takes 30ish seconds for it to appear.
6. If you don't install that scanner module, you might not find the debris field planet and thus the heretic planet. Also, if you miss the debris planet, Commander Yu when he promotes you, never mentions the "bomb" ever.
Probably worth just triggering the next stage upon discovering it rather than destroying it?
This probably just needs a highlight on Yu like the others do when they've got a new quest conversation.
Maybe just needs a comment at the end of the conversation along the lines of "thanks, job's done here, feel free to visit $planet or not, I don't care". They're mercenaries after all, so it would be logical I guess?
As I recall the Ermyr says something along the lines of "thanks for the copper, we're leaving, you definitely shouldn't look around on the planet while we're off looking in the other direction". It's a wink-wink-nudge-nudge way of saying "Bribe accepted, do what you want".
Since in Nexus, the growing realisation that the star systems were spread out in a galactic pattern (a 4-arm spiral, if I recall) hinted at both where to explore next and how much was probably yet to be discovered.
I think once the content in Unknown Space approaches v1.0, the star systems will probably distributed (or re-distributed) in a similarly intuitive way.
An odd thought - could the sister ship (Allythia?) be used as a sort of narrative safety valve for stuck players?
For instance if the game spots you've been wandering around for a while without tripping any expected content flags, maybe Allythia shows up in your current system if it's safe; or the base says something like "Allythia went out and did X and figured out Y" - to add a new map marker or advisory to jump start the player.
To some extent the game already does this through a mixture of (timed?) crew insights and base quest updates; but since both of those rely on either what the player (and by extension, their crew) has seen; or what the base trio could plausibly figure out - having Allythia as a fallback Deus Ex Machina that can "travel" places, might be handy.
That's a good suggestion. I've added coordinates to anomaly log entries for the next update, and I've thought about adding a "drop pin" option.
I also bugged on that area for a bit, not sure whether to explore the planets or listen to the warnings (I didn't feel like a war at that time with the starter ship).
I was expecting the faction to declare war when landing and nothing happened.
There is a similar scenario later when entering the trading guild area. The Ermyr warns you to not land on any planet and they enter war immediately if you do.
Same action, opposite result.
For that one, you need to ignore fights and fly deeper into the system, to meet the trading guild and buy the right to trade.
how can i recover ;-;
Or just reload from an earlier save before the incident.