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Builds / Re: Legionare Build (Throwing Spear Sword Shield Nimble)
« Last post by TheCONMan on Today at 02:12:39 am »
Sorry very late reply, just leaving my thoughts for future players to think upon...I have tried to theorycraft such a build for more than one year already, and I kept coming to the same conclusion, that it needs too much ability/feat/spec point investment to work.



Shield Feats:
  • Shield Arm
  • Boarding Up
  • Shield Bash

Spear feat:
  • Spear Throw
  • Iron Grip

Sword feats:
  • Flurry
  • Onslaught
  • Parry
  • Riposte

And since swords are meant for crits, crit feats:
  • Recklessness
  • Weaponsmith
  • Cheap Shots
  • Critical Power
  • Survival Instincts

And since this build is a melee build, mobility is essential for melee, these feats will be very useful:
  • Sprint
  • Hit and Run
  • Escape Artist
  • Nimble - to reduce armor penalty for more movement points
  • Body weight training - to reduce armor penalty for more movement points
  • Armor sloping - to reduce the armor penalty of the steel plate that goes into the making of the riot gear shield

Other general survivability/QoL feats:
  • Thick Skull - this build is stuck with riot gear, which is not the most invincible of armors. Getting stunned is most likely a death sentence.
  • Sure feet - the acid from mutants and acid dogs will pool up around the character while fighting them as melee
  • Ballistics - 3 DT is not much, but this build is stuck with an armor that can make full use of this feat

The number of feats listed above already number 23, while each character only gets a maximum of 17 feats (16 if you leave 1 feat for increased +2 stat)



Ability requirements:
  • 11 strength for Iron Grip
  • As much Dex as possible
    • For Throwing skill for Spear Throw
    • For crit chance for sword
    • For Melee skill
  • 6 Agi for Sprint, 7 Agi for Hit and Run, as much Agi as possible for movement points
  • Con - melee build, stuck with an armor that does not offer impenetrable defences, any extra Con is welcome
  • 6 Int for Weaponsmith

This build needs ability points all over the place, very hard to build.



These different abilities are all fighting for specialization points:
  • Spear Throw - full 15 points to turn it into a low AP nuke
  • Shield Bash - full 15 points to turn it into a 0-AP, free nuke every turn
  • Critical Power + Cheap Shots: full 15 points into these 2 specializations turn critical hits into instant kills
  • Not to mention other feats which could use spec points for further improvement


So all in all, no
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Bugs / Sørmirbæren wallhack
« Last post by yako on May 12, 2024, 10:32:17 pm »
Not sure whether this has been fixed, but there used to be a bug with the lighthouse where the Bäsekar is (D10). If you run inside, enemies will be able to target you through walls if they stand in the area which is behind/covered by the ligthouse when viewed from outside, and you can also attack them. Does not happen when standing outside to the south, but if the door is opened, they will also be visible through doorway from the eastern side. Possible reason: the wall is not considered an obstacle when the full sprite is not displayed on screen. There could be other similar areas too.
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Mediant Samuel only takes Mateo's head if he specifically asks of you to bring it to him. (the quest note has a different text as well)
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Bugs / Re: Foundry Prison key double
« Last post by PhrygianDominant on May 11, 2024, 05:11:46 pm »
Honestly, I don't remember if the lockers themselves were intended to be locked in some early version of the zone, but whatever the case may be, I've fixed them to be the same key now.
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Title.
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Bugs / Dialogue: Knowledge of an important artifact's lock
« Last post by WeiJayTan on May 10, 2024, 11:43:59 am »
If the player has only heard Dude's explanation of the artifact, when passing the artifact to Azif, the player automatically knows about the special lock, despite the subject matter not being mentioned by Dude.
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Bugs / Re: Ferryman radio frequency dialogue option
« Last post by PhrygianDominant on May 10, 2024, 11:10:28 am »
Fixed.
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Bugs / Re: Robot dogs not immune to caltrops
« Last post by PhrygianDominant on May 10, 2024, 10:14:18 am »
It's intentional. Plasma sentries and burrowers aren't immune, even though they look like they should be. Whether that makes sense overall is a different matter, but for balancing reasons, it'll remain so for now.
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Bugs / Re: Aegis camp Plasma Turret
« Last post by PhrygianDominant on May 10, 2024, 10:10:21 am »
Fixed.
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Bugs / Re: Foundry Prison Security Malfunction
« Last post by PhrygianDominant on May 10, 2024, 10:07:45 am »
Fixed.
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