Recent Posts

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Builds / Re: Optimal non-psi hammer build
« Last post by Eidein on Today at 02:37:16 pm »
Good build beat 95% of quests with it in 21 hours, midgame is ofc rough since its psiless hammer but once you have your gear it rly picks up and becomes a bit of a monster.
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General / Re: How to handle beach invasions
« Last post by harperfan7 on May 17, 2024, 05:21:54 pm »
Does destroying their boats at f6, e7 and c7 have a similar effect, or affect camp resources or jet ski strength in any way?

I'm under the impression that it lessens the number of natives you fight at the beach, but I don't actually know.  It's testable, but that'd take a while and I'm not up to it at the moment.
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General / Re: How to handle beach invasions
« Last post by yako on May 17, 2024, 04:40:07 pm »
Apparently naval mines do lessen the numbers of natives during beach invasions.
Does destroying their boats around the island have a similar effect, or affect camp resources or jet ski strength in any way?
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Bugs / Re: Hostile force fields
« Last post by yako on May 17, 2024, 11:53:51 am »
It's in combination of enemies that are unaware of you, but did see you at some point. To continue, you must go to their line of sight (sometimes impossible if you have blocked the path with force field); they won't move otherwise, and ending turn doesn't count against force field expiration, so it will stay there forever, unless you destroy it yourself or trigger proper combat with enemies again.
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Bugs / Re: PC walking through non traversable tiles etc: Thread
« Last post by PhrygianDominant on May 17, 2024, 10:36:52 am »
Fixed for the next patch.
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Bugs / Re: Minor Arch keep bug
« Last post by PhrygianDominant on May 17, 2024, 10:31:14 am »
Fixed.
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Bugs / Re: Hostile force fields
« Last post by Styg on May 17, 2024, 09:45:10 am »
Forcefield is a sort of a special type of opponent and I cannot just change it to a passive one (like rocks) without breaking the AI. In order to change this minor annoyance, I would have to make some finnicky changes to the AI and risk breaking it. I think I'll leave it like this for now and then maybe come back to it at a later point.

As I understand, the forcefield itself does not keep you in combat if you damage it, it's in combination with nearby enemies. Correct?
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Bugs / Re: [1.0.0.5] Ironhead warehouse
« Last post by Styg on May 17, 2024, 09:27:02 am »
Could not reproduce. Do you have a save where this happens consistently?
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Bugs / Re: Molotov Explosion not removing chill effect on enemy upon impact
« Last post by Styg on May 17, 2024, 09:11:40 am »
Fixed for the next update.
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Bugs / Re: Mordre doesn't react to gas
« Last post by Eidein on May 16, 2024, 08:58:00 pm »
Quote
in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction

This isn't true, if you hurt Mordre SGS will become hostile.

Its hard to justify coding new npc behaviour for 1 semi-exploit but the idea for running out of gas ofc isn't a bad one just probably unlikely to be implemented this late into the games life.
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