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Messages - Waladil

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1
Development Log / Re: Dev Log #52: Jet Skis
« on: July 11, 2017, 05:07:16 am »
There's a bar tha shows it. And if you run out of energy, your jet ski will still be able to move, just very slowly (think: some auxiliary low power ultra-long life battery that they all have installed), so you won't ever get stuck for that reason.

I wonder if there's some implement that could be used to propel a floating watercraft. Some form of, I dunno, wooden stick that can kinda pull you along by pushing at the water. You'd have to ask a sailor, I don't speak boat.
(Seriously though I would laugh my butt off if there was a message or tooltip when you're out of fuel that read something to the tune of "Well shit, all out of gas. Better start paddling...")

2
General / Re: DC Mutagens
« on: January 08, 2016, 09:57:47 pm »
Ahh, thanks. I didn't figure out how to use that scanner at first. It's never obvious when you have to put items into other containers to make them interact with the world.

3
General / Re: DC Mutagens
« on: January 08, 2016, 09:36:24 pm »
I'm at the same point. The Tchort battle is looking really tough, I've done a few exploratory attempts on him, it seems like I might be able to do it but it's gonna be a slog. (I did manage to bumrush the big guy and use Thermionic Destabilization followed by Proxy'd Implosion and Punch on a tentacle to put even mighty Tchort down to like 1/2 health, but I couldn't sustainably deal 200 damage/turn to keep that run going.) I'd like to try to figure out how to run the mutagens, but I'm at a loss.

My mutagens:
Echo 1-4, Helicon 1-3, Io 1-3, Ovid 1-3, Solis 1-2, and Exitus-1. I've quite thoroughly searched the DC, so I don't think I missed any mutagens, unless they're behind very difficult hacking or lockpicking challenges (>120 lock, >130 hack).

I haven't read a good description of the various mutagens, all I recall is a conversation in the housing area where mutagen compounds only include positive atoms, and one positive at most, and reagents have negative atoms that cancel out positive atoms. I guess I could start recording each mutagen's actions and interactions, but that seems like it's gonna be a really long project.

4
General / Re: I've had enough of the Deep Caverns (spoilery help-request)
« on: January 02, 2016, 01:04:05 am »
Out of curiosity, how does one become friendly with the Faceless? I've generally tried to be friendly to them, choosing to talk instead of fight whenever possible, but I have killed a fair number of them in what I consider to be valid combat situations. When I stopped by the Faceless camp, they were friendly enough to let me talk to the commander but after the conversation they just said "Okay you can go we won't kill you."

5
General / Re: Suggestions on pure (or nearly pure) psi build
« on: January 02, 2016, 12:57:46 am »
Yeah, but goggles adds +1 Per, also there is a food that gives +2 at random (might be annoing to get) for 5 min.
So at least 6 Per, not 7.

That seems to have poor logic -- any psi character will usually be wearing a headband, not goggles, and unless you already know where all the secrets are you won't know when to swap to your goggles.

Unless of course you find the game so difficult that you desperately need each point of stats, but like I say I've been playing on Hard and surviving. Made it to the Deep Caverns now.

Interesting note about my new build (similar to Waladil's, except trading Per for higher Will & Int): It results in a > 90% chance of instant death against M'Lan Ratula if you initiate conversation before attacking.

For my earlier builds, including my agile psi build, that fight is a cakewalk.  The CON vs AGI tradeoff means you're a walking damage magnet.  Once I get decent armor it won't be so bad, but it's painful at the start.

Oh, that fight... ugh, yeah I remember it being really tough. There was some form of scumming involved, not sure I recall exactly which. I think I lured Ratula out with an explosion then closed the gate before the rathounds could catch up or something.

6
General / Re: Suggestions on pure (or nearly pure) psi build
« on: January 01, 2016, 07:58:38 pm »
Per the 7 Per (hehe) it's for finding secret areas. I hear that the highest DC for finding secrets is 10, so 7 + snooping's 3 = 10.

Also, I'm enjoying having a nice high Per just because it helps spot traps despite me having basically 0 skill in trapping.

7
General / Re: Breaking the Faceless Barricade?
« on: January 01, 2016, 06:41:58 pm »
I too would like to know. I also broke off the combat when it seemed like they were just respawning.

8
General / Re: Suggestions on pure (or nearly pure) psi build
« on: January 01, 2016, 06:40:50 pm »
So I decided to play pure psi on my very first playthrough, on hard, with no reading of stuff beforehand.

Str: 4
Dex: 4
Agi: 4
Con: 4
Per: 8
Will: 8
Int: 8

Skills:
All 3 psi
Hacking/lockpicking
Crafting (mostly electronics, tailoring, and mechanics)
Persuasion


Initially I was gonna go dodge/evasion route, but there's one major problem with that route in general: You can craft tactical vests with a psi beetle carapace that improve your psi skills and reduce psi costs but has a pretty hefty armor penalty. Enough that Nimble no longer takes you down to 0 penalty so you're still taking hits to dodge/evasion. I have Nimble too, and the reduced armor penalty is still good, but it's not enough to make Dodge/Evasion my primary defenses.

What I would do if I was gonna start over:
Str: 4
Dex: 3
Agi: 3
Con: 7
Per: 7
Will: 8
Int: 8

I've had reasonable success with my current build (I was powerful enough to kill Eidein at level 20 if I wanted to), and I think it'd be better with those stat changes. Your first two stat pumps go to Will, then probably Con, or maybe a point or two of Int if it gives you an extra psi per round. My Con is still too low (I've pumped it to 6 but still low) and many times if my opponents get a chance to attack me without my defenses up I just die. But I don't think 10 con is entirely necessary, it seems needlessly min-maxed (Remember that I'm playing on Hard. I know how tough the game can be in parts).

In combat, you have a huge array of debilitating and defensive abilities at your disposal. Use them. Telekinetic Barrier to pause a battle is your friend. Especially if you can fit an Enrage in there first once you get that. The Force User feat and a Telekinetic Proxy/Punch can throw out a lot of single-target damage.

Ehh, just a few thoughts.

9
Suggestions / Re: Junkyard Embassy Elevator
« on: January 01, 2016, 06:15:18 pm »
This has not been fixed. The only warning you get is when you enter the Embassy through the front gate or after you complete the Missing Train mission and the Major (or whomever it is that runs the Southern Rail Outpost) sends you to meet with the ambassador. I made the same mistake on v1.0+.

Personally, I think the whole "unequip your weapons" thing is kinda stupid anyway. It's annoying, results in combat with no warning (and sometimes no understanding of why), and any psi-heavy build doesn't even need weapons equipped, so it even fails in the lore attempt to disarm a potentially dangerous person.

10
Suggestions / Re: Trading system improvements
« on: January 01, 2016, 06:07:30 pm »
What if some of these were only implemented later in the game, specifically after the PC gets their house? After doing some of the initial renovations, allow the PC to hire a valet who can, among other things, act as a personal shopper. Put stuff into a designated box in the house, and "Jeeves" (Because all butlers must be named "Jeeves") both runs the things to the various merchants around Core City to sell them and maintains a catalog of everything the merchants have to sell.

Or, in programming non-lore terms:
Put a merchant in the PC's house that will aggregate all the other merchants' inventories, and a box that attempts to sell its contents every time the merchants restock.

11
As epeli mentioned, you don't actually have to really fight much at all with the crossbow. You just need to tag one rathound once.

Also, as a tip, stunned enemies have their dodge and evasion reduced to zero. You can get the telekinetic punch psi skill with no combat (aside from the tutorial combat),and that stuns. TK punch a rathound, shoot it once, then finish it off with other psi skills.

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