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Messages - Literally Who

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Development Log / Re: Dev Log #68: The Psi Question
« on: September 29, 2020, 02:37:29 pm »
You're a little late to the party and that info is somewhat outdated, now.
Yeah, my bad, I should've checked the patch notes too. My previous post is pretty much irrelevant. Still, all those changes at once look scary, I'm not sure I want to risk starting a new playthrough on a latest patch. Psi reserves seem like a chore and a potential hard cap on your performance in the hardest encounters, and the spell slots are quite restrictive no matter how you look at it. With only 8 slots I'll die from analysis paralysis.

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Development Log / Re: Dev Log #68: The Psi Question
« on: September 27, 2020, 11:18:21 pm »
I'm going to offer my input on this as someone who only played pure psi and only on DOMINATING difficulty:

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Maximum amount of psi reserves is equal to 5 times the maximum psi points.
I can't see myself beating the hardest encounters on DOMINATING difficulty with just 6 bars of psi points. This only encourages zone transition cheese and AI abuse to drop combat and use inhalers.
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multiple psi schools will now incur global 15% psi cost penalty per additional school
This makes the above even worse.
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you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6)
That's 15 Int for just 6 spells? You can't use any weapon with all the points in Int, and 6 slots aren't enough to even use only the best stuff from just two schools. Not to mention that there won't be enough cooldowns to rotate, so you'll be stuck casting something like Neural Overload or Cryokinesis, which are worse than any weapon. And you'll fail to progress in the game.

What's going to happen is pure psionics will disappear. No other build will have access to more than 2-4 spells, so every psionic build will be one of the weapon builds, but with moderate investment in one school, or low investment in two.
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Force Field is now destructable
Thermodynamic Destabilization base damage percentage changed to 30%
Enrage maximum duration changed to 2
Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
Actually, I'm not sure if any veteran will even take the psi pill now. Just delete the magic from the game if you're gonna do all this, so that newbies don't screw up their builds by using it.
If you absolutely want to go through with these nerfs, change the spell slots to 1 per 2 Int, and add perks with high Will requirement that would at least double spell slot gains, double psi reserves, and maybe reduce multischool cost penalty. Though I'll just stick to an older version if I want to play a psionic, don't mind me.

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Bugs / Re: Boneyard ghost attacks do not avoid electric resistance
« on: January 27, 2020, 12:32:20 am »
Nevermind, I had to wait longer for it to show up. I thought triggering the ghost was based on location. Sorry to bother you.

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Bugs / Re: Boneyard ghost attacks do not avoid electric resistance
« on: January 19, 2020, 05:10:05 am »
It only occurs if you have 100% resistance, if you have anything less it's ignored. Fixed for the next update.
What about the complete lack of ghosts on the saves I shared? They were there on earlier patches, that's certain.

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Bugs / Re: Coretech suit (+Dirty kick?) bug
« on: January 02, 2020, 11:08:06 pm »
IIRC, the dirty kick will stun all organic/living beings, including female humans.
the difference is that it will only stun females for 1 turn while it's 2 turns for males.
Oh, you're right. I should've looked it up first, my memory failed me. I'll go ahead and remove the dirty kick part.

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Bugs / Boneyard ghost attacks do not avoid electric resistance
« on: December 28, 2019, 01:57:15 am »
This is a relatively old bug, but I couldn't find any mention of it in patch notes or recent bug reports, although I didn't dig all the way back to expansion release date. So, here it is:
Boneyard ghost attacks do not avoid electric resistance. I used the tesla armor and boots with galvanic padding for 100% resistance to safely loot the whole place, while repairing the armor once in a while. You could say it's a feature and call it a day though.
When I tried to reproduce it on the exact same save games that allowed me to reproduce it before, I couldn't, because the ghosts refused to show up.



Here are 3 saves, all made on patch 1.1.0.12, two of them are at the boneyard, one of which is a permanent autosave and another was made after clearing the game to reproduce the bug:
https://drive.google.com/file/d/1BkdaJpEx4OHv-U4bmhCqqRmD1nYjODCS/view?usp=sharing
On the autosave tesla suit is not equipped, but is inside the inventory. And you probably won't see the ghosts on these saves unless you load them in an older expedition version.

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Bugs / Coretech suit visual bug
« on: December 28, 2019, 01:33:39 am »
1.1.1.5 GoG version
Loaded up my old character that cleared the game to check the suit out. The character is female, but I'm pretty sure I got a male model when wearing the suit, seeing how it was bulkier and had a different pattern on the legs when compared to the suits the female employees wear.

I want to use this opportunity to say hello to my mom and to tell Styg to take another look at shotguns, because they seem to deal less damage per AP than an assault rifle (burst) of similar quality at any range on a target dummy in SGS. I had most of the burst shotgun feats and only some of the assault rifle feats, the ones that overlapped with burst shotguns. So, I took a bunch of shotgun feats and I could just switch to an assault rifle for a direct upgrade anyway, that doesn't look right to me. Shotguns have a completely unrealistic spread, reducing it might be a good solution, if I may be so bold as to propose one. Even if target dummy is not a good representation of real performance, the long barrel seems to perform worse than the short one at any range too, take a good look at it, please.



Here are three saves, one made on an older patch, two on the new patch, one of which is in front of Harlan before asking for a suit, another is wearing the suit between two employees of opposite sexes (you can also just see the save screenshot there):
https://drive.google.com/file/d/1FF9lYgRuc5M5iO75jI1uK6f7Itk4qGDV/view?usp=sharing

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