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Messages - UnLimiTeD

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1
Development Log / Re: Dev Log #71: New Year's Resolution
« on: January 31, 2022, 08:10:27 pm »
Gotta love the pun in the update name.
Also, that is looking positively scrumptious.
Gotta love the slow expanding of viable playstyles.

2
Development Log / Re: Dev Log #70: Method and Madness
« on: June 30, 2021, 01:15:09 pm »
Some very nice changes. Granted, I don't know all of them yet. ^^
But still, nice to see some of the balance changes - I certainly didn't expect any of them.

3
Development Log / Re: Dev Log #69: Crossing the Styx
« on: February 26, 2021, 01:33:05 pm »
It also synergizes exceedingly well with Versatility, it seems.
Also, someone on discord reported that shurikens don't actually work atm.

4
Development Log / Re: Dev Log #69: Crossing the Styx
« on: February 26, 2021, 12:08:00 pm »

Very, very nice changes!
Didn't expect that kind if niche content, but I guess I'll have to eventually actually look into it. I always appreciate those little efforts despite or maybe because they aren't the most obvious.
I see you made SS weapons useful! And buffed pistols, which I suppose they needed. Though I guess that also makes unique pistols even less interesting?
Throwing Knives
B.E.A.U.T.I.F.U.L! They needed something. Probably still worse than spamming frags, but there's a potential niche with the extra damage versus unarmoured.
Now all that's left on my wishlist is an extra feat or two for chem- and e-pistols -- not because they need them, but so there's something to spend those feats on.

Quote
In character sheet window, modified skill values that are currently affected by syngergies will be highlighted in yellow
Not sure what that means, but I'll look at my earliest convenience.
An unexpected patch, but a welcome one.  :)

5
That "security" defence is intriguing, now that I look at it again. ;D
But yeh, Styg has come a long way.

6
Builds / Re: Crafting Calculator spreadsheet
« on: October 23, 2020, 06:35:19 pm »
Glad someone finds it useful.  :)
I have added an example picture to clarify it working.
The next version will have mouse-over commentary and more clearly mark which cells allow valid input.

I have uploaded a new version that fixes several bugs and contains an explanation (for the 3 people who downloaded it so far).

7
Builds / Crafting Calculator spreadsheet
« on: October 22, 2020, 03:47:08 pm »
I've created an excel spreadsheet to help with planning character equipment.
Currently, it can calculate stats for body armour, footwear, metal helmets and balaclavas, and list most of their stats (excluding statics like the tabi melee discount, and leather attribute bonuses).
I might, at some point, add other headwear and unique items for comparison.

To my knowledge, it requires at least Excel 2013 or compatible.
Some stat progressions, notably bison leather and steel armour, are still inaccurate. Do tell if you find other mistakes.  :)

How to use:
Unfold the equipment section you want to calculate. See the attached example.png for an example view at the headgear section.
Select a type of equipment in the box marked by the pink 1 in the example.
Now, the boxes at 2 will have drop-down menus from which you can pick the materials you want to use.
Lastly, at number 3, you can select the quality of the selected components.
Now, the resulting stats of the equipment should be displayed near 4, within the teal box.
Do not edit the white background cells, I just forgot to change their colour.  :D

New version added: 23/10/2020

Mega link for not-logged-in viewers:
https://mega.nz/file/FZhA3CZL#-zG7yuTGRi0uE_TkcMCI4vb1D0PJgHYyhZXklCG1z8k

8
Builds / Re: Does 6th Shell work with shotgun burst?
« on: September 30, 2020, 07:18:53 pm »
6th shell should have no effect on your chance to daze or stun the target. But it's 50% chances; Sometimes, you just don't get lucky.
Each shot fired in the burst should increment the 6th shell counter, and with 3-round bursts, the last shot of the second burst *should* get the full bonus.

9
General / Re: Custom Portraits
« on: September 27, 2020, 07:28:32 pm »
After tinkering with @recombinantOctagon 's portraits for two days in my quest to create a tin can profile that was sufficiently spiky, I've produced several variants that seem to be well received in discord, so I figured I'd upload this monument to me wasting time (I'm not that skilled, so yes, I spent 2 days to create a handful of portraits).
Edit: There's pixel artefacts on most of them. I'll take care of it soon.
Did spiky versions of all metal armours but tungsten.

10
Suggestions / Re: A better psi fix
« on: September 23, 2020, 10:12:52 am »
I'd rather the four psi schools scale half or fully off of different base stats, and perhaps reduce the synergy. 
I'd like to applaud this post. More than just by clicking the button. At least somewhat benefitting from different attributes would also allow psi characters an easier sidegrade into other options;
right now, you either use it as a little bit of support, or you go all out, excepting low health crit builds.
Promoting some variety from within the system would certainly help. Maybe innervation could be a more costly affair, but you can still cast everything else at a higher cost out of combat?

I'm personally not against adding more equipment slots for psi users;
Gun users can have a belt to accelerate reload or boost chemical warfare, 2 weapons with viable crafting options to specialise, they get goggles with a variety of effects, and their armour can also provide bonuses - on melee characters, you still get all those equipment slots to allow bonuses for your playstyle, only you can also use your armour to directly boost offence, and add the boots into the mix, too.
Psi only gets headbands and crafted armours. There's certainly room.
I mean, what weapons does a psyker currently use? There's a knife that reduces chance to be critted, a knife that boosts lockpicking, gloves to increase strength to be able to wear crab armour, and if you like TC, sormibaren spears. Which all happen to be unique, or close to it.

I do, however, also not believe that adding invoker gloves would fix the underlying problem, if any.

However, it needs to be something that purely provides utility boosts unless Styg actually wanted to nerf hybrid characters.  (I do think there needs to be another feat or two for non-psi, though. I mean, who does that?)
Psi abilities are also more similar to special abilities than weapons, only you get more abilities and no "standard" attack.
Why not give a sort of weapon that allows a low psi cost, no cooldown base attack, with accuracy based on one of the disciplines, and (potentially craftable) bonuses along the line of "+1 Innervation slot", "-10% [school] skill, -5%-15% [school] cost", "killing an enemy with a single target psi ability refunds X psi points, to a limit of X% skill cost", or "+1 range on [school] abilities"?
Just brainstorming.

11
General / Re: Rust Maker
« on: September 18, 2020, 08:34:29 pm »
Ahh, I overlooked that on the acid. I saw it on the weapon and thought "meh", but on the pistols, that is very relevant. Good point.

12
Suggestions / Re: Remove perception prerequisite for Scrutinous perk
« on: September 17, 2020, 07:33:48 pm »
I'd rather see a small accuracy bonus for melee from perception, and some novel feat to boost melee that benefits from perception.
It's clearly a high level high perception ranged feat that someone just added melee to, and you can do it with Versatility, but ... why would you?

13
Suggestions / Re: Thoughts on throwable chemical viles?
« on: September 17, 2020, 07:31:16 pm »
Given the range and damage of chem pistols, the vials would have to be pitiful indeed to not be better.
But I support the idea nonetheless. I mean, why wouldn't you be able to do it?

14
Suggestions / Re: Psi-related suggestions
« on: September 17, 2020, 07:28:13 pm »
The feats aren't particularly enticing, but as someone not going for crit, I'd probably still go for flexibility at this moment. Maybe just eat the 10% cost penalty if I can bear it, I don't know yet.
It would be nice if psi abilities had tags like "offensive", "defensive", "utility". Then we could have feats that boosted, say, just skills adding a certain thing.

15
Suggestions / Re: Unique Firearm Pistols
« on: September 17, 2020, 07:15:35 pm »
A lot of uniques really seem to be balanced around the early/mid game, and fall off completely by the late game.
Some one them have some actually unique stat spike, like a very high crit rate or higher range, or in the case of guns, using a calibre that no craftable gun of that type can use (KH416 & MP6, N16, etc.).
But yes, only with expedition do we see the "out there" stuff, like the lemurian spear and sonocaster.

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