With the "The Broken Gate" archaeological site, after completing the dig site you can hold off on the final event, the choice between releasing or trapping an eldritch horror, until you move the science ship that completed the dig site to your desired victim. Hay tanto que decir acerca de Eldritch Horror y sus expansiones que hemos tenido que dividir este episodio en dos partes. Please explain your issue is in as much detail as possible. It is just, in my opinion, a super weird thing to care about.Lem 3.1.1 (22a5) Can use Archaeological site to nuke a system I will never understand people who have opinions about other people, save scumming in their own single player playthroughs. This doesn't change my dissatifaction with Paradox adding an anti save scum feature, in a game that is barely balanced for single player. Elder Things View source Elder Things Game Set Contents 1 The Once-Dominant Species 1.1 Gameplay 1.1.1 Setup 1.1.2 Cultists 1.1.3 Mythos Deck 1.2 Mysteries 1.3 Research Encounters 1. With the planet active, seem to have done it for me. The "too late" event fires off anyway, and my capitol is doomed to become a black hole.Įffect remove_planet_flag = black_hole_horrorĮffect set_planet_flag = stabilized_horror I did try the above mentioned console command, but it does nothing to remove the 100% chance of failing state my capitol is currently in. Once there you choose to release the horror and it will nuke the entire system turning the star into a black hole and destroying all planets/structures Steps to reproduce the issue. Considering Paradox can't make anything without bugging it completely, this was actually a pretty arrogant and poor mannered decision.Įvents like these completely bugging out, often break my playthrougs several hours in, and it is more than just a little annoying when they intenionally add a "feature" which makes it completely impossible to find a workaround.
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