Unsupervised - You were a sidekick. Now, you kick ass. (WIP)

It’s there as a placeholder. There’ll be around 10k new words between the Red Harry video and a decision on what should happen. Killing Red Harry, killing Jackdaw, killing Mr. Ellis, or killing the PARENTS agents on the Hoverhawk are the things that will piss them off the most, but they can’t really kick you from the team, because they don’t own it.

Thanks! It’s going to take a bit until I can send an update because I’m patching different txts with contents and checks right now, but I will fix this.

If anyone sees anything like this elsewhere, please report it.

Did you mention yours yet? I’m really digging some of the supervillain endings, hope you guys get a chance to see them soon.

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Oh yes there are a few I view as underrated. Fighting a brainwashed Lil’ Biggie mano-a-mano at Bowie, then there was seeing how much the team means to a high caring villain MC in prison, and finally having a group talk about the protagonist’s clandestine dealings (I gotta give points to Lilith for sticking up for us and shutting down Flit’s belief in the infalliability of the MC’s mentor…It actually made Flit apologize)

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With enhanced senses what is the best route to killing Propaganda? Been trying everything but Flit tends to land a punch first. Apologies if this has already been answered but yeah…

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Not sure if these have been reported yet, but here’s a handful of bugs I’ve collected so far:

Small typos





coding related

(Might be mistaken since I’m not an expert, this is just based on my layman’s understanding)


MC having only an old laptop at the Museum of Morrow is an inconsistent detail, as it’s been mentioned before that this specific mentor base has cutting-edge computers. The code here is @{(not(mentorType = 3)) your old laptop that can barely run it. Maybe you should consider buying a new one|one of the supercomputers}. I think it’s probably meant to be something like @{(not(mentorType = 3)) one of the supercomputers|your old laptop that can barely run it. Maybe you should consider buying a new one}. instead, to reflect the difference between Quintessence’s base and the other mentors.



For the “visions of a future past” scene, I assume the intention is for the player to be able to keep choosing “I don’t know” and die repeatedly up to four times to unlock the full scenes. However, after dying only once and getting the first scene, I found that the option had already disappeared like in pic related. To get the game to display the next scenes as follows

I had to reload to before the shot was fired, go into the console tab, and manually edit the “timesdied” stat. So the code here might need fixing, if the scenes after the first one are intended to be organically discoverable. (Although if the intent is to have them as an easter egg for code divers and stats modders, that would be peak gameplay and I’d completely understand keeping the code as is).

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Previous ask about it:

Zaper’s answer:

Idk if he has changed it since then.

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If I remember right you used to be able to have an option to kill him after sneaking up on him through the shadows with high enough early awareness and agility not sure when that was changed though and replaced with one of the many variations of Flit punching the guy.

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If you want to just test out the kill route as Enhanced Senses, you can paste following code into browser console (typically F12) while in this scene:

"Flit, save the hostages. I'll take Propaganda down. LB, handle the crowd."
"LB, save the hostages. Flit, you take Propaganda down. I'll handle the crowd."
"Flit, save the hostages. LB, you take Propaganda down. I'll handle the crowd."
"I'll save the hostages. LB, you take Propaganda down. Flit, handle the crowd."
"I'll save the hostages. Flit, you take Propaganda down. LB, handle the crowd."

Code:

var withoutHesitation = 0;
for (const [i, l] of Object.entries(stats.scene.lines)) {
    if (withoutHesitation) {
        const d = i - withoutHesitation;
        if (d < 0 || d > 10) throw Error('Failed to find line');
        if (l.endsWith(`if (enhancedSpeed)`)) {
            stats.scene.lines[i] = l.replace(`enhancedSpeed)`, 'enhancedSpeed or enhancedSenses)');
            console.log('Patched!');
            break;
        }
    }
    if (l.endsWith('*label withoutHesitation')) withoutHesitation = i;
}

Then, when you reach Propaganda, you will get enhancedSpeed scene where you disarm him instead.

It fits OK, doesn’t really touch any variables that could be enhancedSpeed exclusive so it should be safe.

And if there’s something wrong, you can just refresh the window.

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Not the type of person to mess around with game code to get the outcome I want but thanks anyway, Just gonna wait for the update and see if it is fixed then.

So there’s one question I’ve been having trouble finding the answer to. What chapter does the current WIP go up to?

The one where red harry exposes you to the world if you did bad stuff

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Finally played time manipulation, damn it’s fun. Didn’t do anything crazy like die but I got to turn some criminal into a geezer and traumatized Chris

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@MahatmaDagon quick question. So when we dump Multidude, we apparently don’t get to deal with the hoverhawk trouble. Does this mean the agents still die?

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I was reading you guys discussing about it…and I got curious about it, what’s your favorite power?

  • Super Senses
  • Super Strength/Super Endurance
  • Super Speed
  • Time Manipulation
  • Elemental Powers
0 voters
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Im very basic and like to be big and strong but I think the time manipulation might be the most unique super power I’ve seen in a while

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There’s no relationship changes if you pick the option to burn him to death, Flit stays the same and Ghostling’s doesn’t increase, meaning they won’t react to us killing him; at that, I’ve found that there’re instances where she says we stole her kill like Cutlass did even if she’s the one who kills Rattlebag, I’m not sure if that’s a bug or intended.

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Question, how much relationship stat do I need for the MC to dance with Derek?

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75% I believe

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I have found this too. I killed Rattle bag but sometimes my game would think that Ghostling did it.

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I like that one a lot, too. Most people probably never see it, but I think those that do appreciate it.

Thank you so much! I’ve fixed all of those and will update the demo with the fixes soon.

There was indeed a missing *allow_reuse on the “I don’t know.” option that was preventing it from being picked multiple times. Now I’m wondering if it was always like this or if I put a *hide_reuse at the start of the scene more recently (to solve another problem). Either way, it should be fixed now.

Eight. Are the headers not showing up?

The original idea was that, without working with parents or having Derek on the team, you all have no idea that the Hoverhawks have been hijacked, and just leave the scene thinking they are coming to arrest you. I vaguely recall an instance where, instead, they do come to arrest you, but I think it was scrapped.

Thanks, I found the bug with that specific fire passage.

That’s pretty weird. You mean this, one, right?

“And you made sure of that,” she says. “You know, now that I think about it, you kinda did what Zweihänder did to Cutlass. But I’m not going to complain about it. In fact, I appreciate it. The only thing that matters is that Rattlebag won’t be hurting anyone ever again.”

(Let me know if it wasn’t, or if you remember any other passage like this popping up)

I’ve done a workaround that should fix it appearing when it shouldn’t.

Do you remember when this happened to you(as in, last month?) and what were the circumstances ingame?

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In my villain playthrough last week. I had found this the other way around too in my anti-hero playthrough yesterday. LB after the whole Rattlebag incident thought that I had killed both Propaganda and Rattlebag when I only killed Propaganda and encouraged Lily to kill Rattlebag.

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