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Messages - Rodrigo

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1
Bugs / Re: 1.0.1.11 Cuffed Man random encounter
« on: August 01, 2019, 06:39:20 pm »
Loaded a save before talking to him - can confirm it's fixed in 1.0.1.12. Thanks ^_^

2
General / Re: Mysterious Pillars access requirements
« on: August 01, 2019, 07:22:16 am »
Expedition is out and it has one new psi monolith with a vision. (At least just one that I found so far - not that deep into the story just yet, just exploring.)
Naturally, tested the requirements to complete the info collected here.

Black Sea, Jaws, Canine (or Lemurian Monolith as it seem to be called internally). One check, two results:
 - broken vision = default result
 - full vision = 12 will

3
Bugs / Re: Old barrel
« on: July 31, 2019, 04:46:03 am »
lurkers just outside GMS, I think
Yes, the river map near the GMS exit to Upper Caves.

And 3 more barrels:
 - Upper Caves, north half, bandit camp map 2 tiles east from Baker's death cave (and SW from the Dude's cave home entrance)
 - Upper Caves, Hanging Rat bar
 - Rail Crossing, in front of Buzzer's shop entrance

4
Bugs / 1.0.1.11 Cuffed Man random encounter
« on: July 31, 2019, 03:56:47 am »
Met a Cuffed Man in Upper Caves in a random encounter.
He asked for help to get free and, after hacking his shackles, dialog says that he presents us a cigar.
But nothing is actually received - no cigar in inventory and no mention of getting one in the log.

5
Bugs / Re: Old barrel
« on: July 31, 2019, 01:37:45 am »
Found two more old fire barrels:

 - Upper Caves, east side, Lost Vault trader map
 - Upper Caves, south half, T-shaped river just south of Milton's camp, west end map, near bandit camp tents

6
General / Re: Mysterious Pillars access requirements
« on: January 26, 2019, 03:26:07 pm »
It's also good to know that having high Thought Control doesn't aggro the Faceless in DC. I was worried about that for my next run.

I was curious about that too, having previously played only with gun-focused builds without psi.
Went there for another run to verify if any learned psi abilities affect anything - they do not, having all 8 tc ones (including Bilocation) didn't had any effect compared to previous check without them.
So yeah, it's safe.  ^_^

7
General / Re: Mysterious Pillars access requirements
« on: January 25, 2019, 07:17:29 pm »
I was able to access Core City pillars and Labyrinth pillars without Psi Empathy, but Im not playing the experimental version

sounds like Styg is making it even harder lol

Nah, my bad - went to check again and indeed, you are right - Core City pillars and Institute monolith work fine without it, but Silent Isle ones and Mainframe still require this feat.
DC pillars are too far for quick test - but it's similarly just a straight will check as both sewers and monolith, so you're likely correct.
Ill update my post.

8
General / Mysterious Pillars access requirements
« on: January 25, 2019, 04:57:17 pm »
Wiki doesn't have complete information atm about the requirements to access all of the Mysterious Pillars / Monoliths and I was curious to finally see all the visions myself before the Expedition, so I dug out my last pre-DC save and went to test them.

Silent Isle Pillars
- two sequential checks - first one just gates access to the second, main one
- access = psi empathy
- vision + psi ability (Bilocation) = 7 will + 35 base thought control
  - wiki was unclear if these are separate checks for different rewards or not - it's one combined check to get both
  - strange feeling debuff won't appear anymore after successful second check
  - you get attacked by several doppelgangers on second check fail

Core City Sewers Pillars
- vision = 8 will

Oculus Crystal Mainframe
- two checks - one for mainframe menu access and second one for each vision
- access = psi empathy + 50 effective thought control / metathermics / psychokinesis (only one skill required, either one works)
- vision 1 = 70 effective psychokinesis
- vision 2 = 70 effective metathermics
- vision 3 = 70 effective thought control

Institute West Wing Monolith
- vision = 10 will

Deep Caverns Labyrinth Pillars
- vision = 8 will

Additionally, there's one more small vision:

Deep Caverns Faceless HQ Mindreader scan (when you enter Commander's building for the first time)
- vision = 80 effective thought control
- contrary to old Destroyor's steam guide, this does not provoke Faceless hostility and seem to have no impact on your standing with them
- (tested with psi empathy + up to 12 will / 215 eff tc, with and without all tc abilities learned, on char with all 3 cooperation encounters safely resolved)

All tests performed on current steam experimental build (v1.0.4.17).

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