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Immortal Moa + Ghost Syndicate Companions


Sannidor
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Starting syndicate mission I could not order companions to stay.

 

I had to move and only after they followed the command sign appeared.

 

Before that, they were standing still and I could move through them.

 

 

This could easily be avoided by giving players options to disable syndicate companions BEFORE mission starts.

 

We asked multiple times - they cause alarms even in starting rooms.

 

 

Back to my glitched mission: Stan and Oliver alert enemies, but one is not like any other.

 

This Moa most likely spawned from a pod. Immune to damage but material itself and causing damage.

 

 

Px91C4g.jpg 

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