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Topics - Pruvan

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Bugs / Snooping doesn't always work
« on: October 14, 2022, 12:26:39 pm »
A hidden entrance in Core City does not reveal itself without having 11 Perception, even when you have the Snooping feat supposedly pushing you to 13 Perception for this very purpose. This seems to suggest that Snooping won't always work as intended, which is kind of problematic since that is literally its only purpose.

I assume that hidden entities need to be flagged manually to be "Snoopable", which would explain this issue. Either that or something else is going wrong under the hood. The way the Snooping code works probably needs to be looked at again to prevent this sort of thing from being able to happen in the first place. If one of these hidden entities isn't working properly, then there's bound to be more.

I've included below a link to a save file at the relevant location, with a level up ready to be used on the character. You can see how increasing Perception makes the hidden entrance visible, while increasing Snooping's effectiveness does not:

https://www.dropbox.com/s/0oacvnlgevcqptd/Bugtest.zip?dl=0

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Bugs / Wounded Oculite heals by himself
« on: October 08, 2021, 03:41:10 pm »
The Oculite who broke his arm in Oculus has always healed back to full by himself on my past two playthroughs. Speaking to him will then result in him thanking me for helping him, which I didn't do.

I'm not 100% sure but I think there are other characters like this who are supposed to be wounded but end up being healed already. Not sure if this is an unintended side-effect of a change that was made to NPC's, seems to align with the NPC's now eating food patch maybe?

3
Uploaded a save file to Dropbox. The three shelves shown in the screenshot, the ones closest to the entrance surrounding the locker, instantly restock if you leave and then reenter the zone (not the blue transition, the entire dungeon zone). Looks like they're not saving their status properly. This allows you to repeatedly loot them for the same items over and over.

https://www.dropbox.com/sh/q9oyb8joyn1jr8b/AABdereYRHb5Oju6ck2kKkQCa?dl=0




4
Suggestions / Idea for Critical Power feat
« on: July 23, 2020, 02:46:44 am »
  • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure

Styg disliking the Critical Power feat's unconditional nature prompted me to spend some time musing on what could be done to rework this feat. And I thought of an idea that might be interesting. Feel free to shoot me down if it's a stupid idea though.

So the problem with the feat is that it just triples your crit damage bonus above 100% without any strings attached (when fully specialized). In other words, if your crit damage bonus is 130% it turns it into 190%, for example. My proposed change would be to make it so that for every 1% crit damage bonus above 100%, on your base weapon, you lower the enemy's damage resistance by 0.5% when critting instead (multiplicatively).

This sounds iffy, but I did the math and the numbers look promising. Let's assume we deal 100 damage and have a crit damage bonus on our weapon of 130%. I made a quick graph below for our final damage (y) in relation to the enemy's damage resistance (x). The blue line shows our final damage without any feats, the red line with Critical Power in its current state, and the orange line is my proposed change.



As you can see, this change makes it so that our initial power spike against unarmored targets is much lower than Critical Power in its current state. But when facing increasingly more heavily armored opponents the damage slowly but surely climbs back up to expected values, with 65% damage resistance roughly being the point at which the armor penetration really starts paying off in full.

I feel like this stays in the spirit of what a feat called Critical Power should reward you with. Having the damage increase be proportional to the strength of your opponent also makes the feat at least somewhat conditional. And by using the base weapon's crit damage bonus for the calculation and not your total crit damage bonus you avoid any excessive penetration shenanigans when stacking other crit damage bonus feats. The numbers can be adjusted too of course, so that it's only 0.3% + 0.02% per spec point or something.

I don't know, what do you guys think?

5
Bugs / Unnecessary dialogue box on some characters
« on: July 22, 2020, 05:45:40 am »
Some characters when spoken to will unnecessarily open up a dialogue box with you instead of having the text over their head in a speech bubble. Usually these will incorrectly display the player's avatar as well. Screenshots below of the mushroom scavenger one. There's also a female bandit inside the GMS compound's cafeteria who has this issue (when you pass the persuasion + intimidation checks to pacify the bandits). And I'm pretty sure, if memory serves, that the Praetorian officer who warns you to get back at the Faceless blockade in Core City has a similar issue.



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