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Messages - YawaUR

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1
Bugs / Re: Infinite looting of a footlocker
« on: November 08, 2021, 11:38:04 am »
The object called "work station", I'm positive I was getting multiple items from that before. It's just up a level from the coil spiders then east onto the platform levels.

2
Bugs / Re: Port Crag possible bug ?
« on: November 07, 2021, 10:54:29 am »
There's actually quite a lot of agility checks that have different checks depending on the side you're on. It's easier to go down a pipe than up, so 6 for down and 8 for up makes sense. Two I can think of off the top of my head, one in Fetid Marsh, a 16 agility check to jump down an area, 20 to jump back up. The other a steep drop in the vents in Utility Tower 6, 10 to jump up but only 3 to jump down.

3
Bugs / Re: Infinite looting of a footlocker
« on: November 07, 2021, 10:34:56 am »
Speedy, thanks! Also there was three more things I remembered, one has been sorted (https://stygiansoftware.com/forums/index.php?topic=7965.0), the other two pertain to the same location. If you light a fire and unfreeze some death stalkers, they will be forever unfrozen in reloads, I first noticed this in some room with valves, fire pit in the middle, death stalker to the east and west. The final thing was another infinite respawn, there was an object that when looted offers a battery (fusion?) and a mech kit IIRC, I could reload and keep looting it.

4
Bugs / Infinite looting of a footlocker
« on: November 07, 2021, 09:31:01 am »
In the Lost Vault, there's a perception check for a footlocker a couple rooms nearby the industrial bot. I noticed if I find it, loot it, quicksave then reload, I can find it again and loot this infinitely. I believe the item inside was a high (130Q+) wave amplifier.

5
Builds / Re: Returning Player in need of do-all build
« on: November 05, 2021, 12:32:22 am »
I have a 3/7/7/3/18/3/7 (str/dex/agil/con/per/will/int) build that specialises in crossbows, stealth, evasion. Makes heavy use of traps, occasional throwing. Can pick/hack anything (with relevant buffs here and there). High mech/electronics to craft, a little bit of biology/chem for bolts and stuff, some in per+merc because its useful. I feel like I get the best of everything really. Can sneak through shit if I CBA, I usually KO everything quickly due to high damage and crit % (feats and such), I spot everything, I can boost agil+str high anyway with relevant items for those checks. I only play normal and consider myself pretty casual, which is why I like evasion, even if I doubt its usefulness.

6
General / Re: Random questions (spoilers)
« on: November 04, 2021, 12:53:30 am »
Re Q4, I encountered the slav gang and the femme fatale in my most recent playthrough. The slavs had two dogs, Bog and Batina (dobermans), alongside their masters Vidoviti Boban (psionic), Cheda Pacov (shotgun), Lepi Slavko (pistol) and Crni Mile (cbow). I probably encountered them at about level 22, can't say for sure. They were east of Foundry train then north, a cauldron of soup and mushrooms had spawned in with them.

The other group, it was two zones east of the Foundry train, south, then west, they were sitting in the corner with a barrel. This was some time after the slav gang, maybe level 24. There was Eden (probably the sniper, there was definitely a sniper), Pearl, Crimson (cbow), Willow (maybe pistol judging by the ammo I left on her corpse) and Velvet (sledge).

Can't really offer much more. I am aware it's a necro but still.

7
General / Re: Where the hell is the Tatoo Guy
« on: November 04, 2021, 12:17:59 am »
Yeah, he's random.

8
General / Re: Expedition Camp Supplies
« on: November 05, 2019, 09:23:36 pm »
AFAIK this was a bug that has now been patched.

9
Bugs / Re: Potential ferryman dialogue bug
« on: November 04, 2019, 08:16:51 pm »
I had this problem too. But if it makes you feel better I have 10 INT and could not manage to get him to discuss the centre at all and still managed to get Philisophy 3.

10
General / Re: Random encounter frequency?
« on: October 25, 2019, 05:13:27 am »
I've had six in my current playthrough that I remember off the top of my head, or at least recognised as randoms whether via prior knowledge or researching after the fact. Two beggars (though one I reloaded and it didn't appear again), a merchant, some rogue plasma walkers, a guy half dead needing aid and several dead gangsters around a bag.

Funnily enough I thought the guy being half dead was related to the dead gangsters. He had killed someone, survived, I fixed him up and he lived to see another day. Later coming back, there was the bag and three dead gangsters on the same spot as the previous dead guy, wherein I presumed the one I aided had finished the job properly this time round, to later find they were separate random events and they just over-lapped on each other.

11
But most importantly, it's a game; it's not realism, it's not a training simulator.  It doesn't have to be probable.

Without trying to seem rude, I don't think you quite understand suspension of disbelief.
The game acknowledges relatively minor things after you beat the final boss of the base game, such as the events at Rail Crossing. I know that's quest related and creating ending cutscenes for each possible event of X player decided to wipe out X,Y,Z factions isn't really the most viable, but ignoring that it doesn't make much sense in-game to not have people react. The game has a couple nods to me wiping out some mutants in the DLC.

12
Bugs / Great Siphoner Pools Trap
« on: October 25, 2019, 03:15:43 am »
I'm pretty sure it's a trap, anyway, perhaps me and my girlfriend just didn't see an escape.

So we were exploring the Great Siphoner Pools and noticed an agility jump of 7. We came back later with a supersoldier drug we got off one of the fellas at the Aegis camp, which boosted our agility from 5 -> 7. We jumped over, looted the rare ingredient plus a green wort and checked out the crevice at the back which gave us a chuckle. By this point, the drug had worn off. So we were back to 5 agility and could not jump back. As I said, we couldn't see an escape, nothing along the waterline besides the agility obstacle (and there's little point of the obstacle in this place if they were going to just let you walk past anyway), there didn't seem to be anything along the rockface. Just as well we loaded an auto-save.

Version 1.1.0.12

13
General / Re: [minor spoilers] The Faceless at Rail Crossing
« on: July 15, 2016, 12:54:58 pm »
I killed all the Faceless in and around Buzzer's shop (also I didn't let the Mindreader get a chance to speak to me), saved Buzzer and I had them ally with me. I didn't disable the plasma walkers. I have to admit it was a surprise to have the commander call me a friend after that but I won't argue with him.

E:
For the other checks, I saved the injured Faceless with an advanced health typo, I did their little recon quest.
I also fought and killed a group of Faceless I found wandering seemingly independently in Core City (or near enough, the area has a few tents, I believe an old man psi user and you follow a metal path into a cave to find the Faceless).

14
Discussions / Re: How did you find out about this game?
« on: July 12, 2016, 10:35:32 pm »
I've been looking for new RPGs to play and had recently snagged Wasteland 2 when I came across this too. It was clearly reminiscent of FO1/2 and I didn't need much more convincing after a few screenies.

15
...Perhaps I can help. To start things off, I'm mainly writing this because initially I had a lot of trouble with it and upon looking up some stuff, so did others. In the end I suppose it wasn't hard to solve but it's not my place to decide that for others and if they need the information, I believe it should be readily available.

So, a few things to note.
1) The sequence is different for everyone, so the solution I give is for me only. This is just to show my thinking in working it out and hopefully you can follow suit.
2) Scan every mutagen (and I will be assuming you have them all - Echo 1-4 / Solis 1-2 / Helicon 1-3 / Io 1-3 / Ovid 1-3 / Exitus 1 for a grand total of 16). To do this, allocate power to the Hollow Earth Research Complex and enter the building with the security camera on the outside. You can find the sequences at the combinator past the gate however this will not tell you positive or negative atoms and they're a massive help to know. Plus you need to go there to scan Exitus as you cannot dump that into the combinator.
3) Write all the sequences onto a piece of paper. You won't regret it.
4) The aim of the game is to replicate the sequence of your Exitus 1 mutagen. It is not enough to simply walk into mordor have the correct atoms, but to get them in the right order too.
5) Compounds (the final product, essentially) can only consist of unique positive atoms.
6) Adding a positive or negative atom will nullify previous entries in sequences.
So for example, If you add mutagen A with the atoms A1, A2, A3 and then add mutagen B with B1, B2, -A3 then you'll end up with A1, A2, B1, B2.
7) You can use your mutagen reagents multiple times to add back in an atom that was previous nullified (or to nullify an unneeded atom).
8 ) When adding mutagens to a sequence, if there are negative atoms and it doesn't nullify a previous atom, you can consider it as non-existent.

Next I'm going to list all my mutagen sequences and follow that up with my process of elimination.

Exitus 1   - S1 VZ L1 PT Q2 CT GY Q5 IL VH Y8 FX

Helicon 1 - L1 PT Q2 CT GY -D4 -AN -YI
Helicon 2 - Y8 FX Q2 L1
Helicon 3 - WR Q5 D4 VH -A9 -VZ -YI
Io 1         - FX Y8 CT IL RT -Q2 -AN
Io 2         - S1 VZ D4 -Q5 -HV -Y8 -PT
Io 3         - L1 HV VH -VZ
Solis 1     - Q5 Q2 L1 AN -WR -GY -IL
Solis 2     - VZ CT D4 -A9 -HV
Echo 1    - Q2 AN S1 HV
Echo 2    - RT VZ IL Q5 -WR -FX -VH -PT
Echo 3    - Q5 Q2 WR VZ
Echo 4    - PT VH Y8 FX -A9
Ovid 1     - RT VH PT WR A9 CT Y8 -D4 -FX -S1 -GY
Ovid 2     - A9 IL L1 -QT -WR
Ovid 3     - Y8 RT VZ QT -L1 -IL

Okay. The first thing I noticed was an abundance of RT atoms but no -RT. This immediately eliminates any mutagen containing RT as my Exitus sequence does not contain RT and I will therefore have no way to remove it once added (unless I clear the sequence and remove all of my work)! This means we need to ignore: Ovid 1 / Ovid 3 / Echo 2 / Io 1. Now I can work out the sequence using this list:

Helicon 1 - L1 PT Q2 CT GY -D4 -AN -YI
Helicon 2 - Y8 FX Q2 L1
Helicon 3 - WR Q5 D4 VH -A9 -VZ -YI
Io 1         - FX Y8 CT IL RT -Q2 -AN
Io 2         - S1 VZ D4 -Q5 -HV -Y8 -PT
Io 3         - L1 HV VH -VZ
Solis 1     - Q5 Q2 L1 AN -WR -GY -IL
Solis 2     - VZ CT D4 -A9 -HV
Echo 1    - Q2 AN S1 HV
Echo 2    - RT VZ IL Q5 -WR -FX -VH -PT
Echo 3    - Q5 Q2 WR VZ
Echo 4    - PT VH Y8 FX -A9
Ovid 1     - RT VH PT WR A9 CT Y8 -D4 -FX -S1 -GY
Ovid 2     - A9 IL L1 -QT -WR
Ovid 3     - Y8 RT VZ QT -L1 -IL

Now, my Exitus sequence starts off with S1. Looking at my list, the only mutagen that has this is Io 2. Luckily, the next atom in the sequence (VZ) is also correct. So far it looks like [green for correct, red for incorrect]:

S1 VZ D4

Because Q5/HV/Y8/PT are negatives, they do not matter and hence why they weren't listed (read point 8 above). We only need to worry about D4. So we have to find a mutagen that  not only has -D4, but also contains the next atom in the sequence, which is L1. Out of my list there is only one mutagen that contains a -D4 and since we've established Io 2 has to be correct as a starting point, this must be the next mutagen. This mutagen is Helicon 1. My sequence will now look like:

S1 VZ L1 PT Q2 CT GY

What luck - all 5 of those atoms were exactly what I needed and it removed that pesky D4. Next in my sequence I need Q5. Looking at the list, Echo 3, Solis 1 and Helicon 3 all contain Q5. I don't really want to add Helicon 3 because of the -VZ, so we will rule that out. With a 50/50 chance I picked Echo 3, and my sequence ended up as:

S1 VZ L1 PT Q2 CT GY Q5 WR

Now I have to try and get rid of WR and add in IL. Looking at my list, Ovid 2 is the only mutagen that I haven't blacklisted that contains IL and also handily has a -WR. The sequence will now look like:

S1 VZ L1 PT Q2 CT GY Q5 A9 IL

We got IL but it added an atom we didn't want, A9. So now we need a mutagen that removes A9 and hopefully can add the final atoms (VH, Y8, FX). Looking at the list, Helicon 3, Echo 4 and Solis 2 all contain -A9. I therefore knew immediately that the final mutagen must be Echo 4 because it has: -A9, adds in VH, Y8 and FX and the PT was a previous positive entry so can be disregarded. This gives me the final sequence of:

S1 VZ L1 PT Q2 CT GY Q5 IL VH Y8 FX
Io 2, Helicon 1, Echo 3, Ovid 2, Echo 4. AKA Exitus 1.

I won't pretend to know tonnes about this but I hope this can help point people into the right direction like it did me and I'll try to answer questions. Thanks for reading.

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