Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Zeem

Pages: [1] 2
1
He wants to return north and deal with his past, not join another dangerous expedition into uncharted territory.

2
Bugs / Re: Todd's dialogue in ASZ
« on: November 19, 2023, 07:02:23 pm »
Nevermind, I had to actually interact with the gate panel before I could talk to Todd about opening the gate

3
Bugs / Re: Todd's dialogue in ASZ
« on: November 19, 2023, 06:45:02 pm »
For posterity here's a save from before convincing the family members
https://files.catbox.moe/3xg4vh.zip
And the save just after doing that
https://files.catbox.moe/h2etm6.zip

4
Bugs / Todd's dialogue in ASZ
« on: November 19, 2023, 06:40:26 pm »
After convincing the family members to let Todd open the gate to the R&D dome there is no option to tell him to open the door. The strength check to drag him to the gate control and force him to open it is also missing.

5
Suggestions / Re: More gas grenades, and perks
« on: November 13, 2023, 12:22:10 pm »
Smoke grenades would break the AI and make ranged enemies completely harmless with even half-competent usage.
Sleeping gas grenades seem like worse version of toxic. If you can keep the enemies in knockout gas cloud long enough to get them stunned you can keep them in a toxic gas cloud long enough to get killed.
Suggested feats would make gas grenades even more Fair And BalancedTM than they are already are. They would remove any need for foresight when using them in the first case and allow the player to easily kill every neutral NPC in uncontrolled zones without any repercussions in the second.

6
Suggestions / Key binding improvements
« on: November 12, 2023, 06:48:55 pm »
1. Assigning multiple keys to single action.
It's nice to have options, especially for some commonly used things.
2. Allow binding side mouse buttons.
Currently the game doesn't recognize side mouse buttons for some reason, and I'd like to take advantage of them.
3. An option to let "End turn" act as "Start combat" while in real time mode.
Currently "End turn" button doesn't do anything outside of combat mode, and this added functionality seems quite intuitive to me.

7
AOE weapons are ones that deal damage to everything in a certain area. Machine guns don't do that. That said, there is an AoE weapon that uses Heavy Guns skill that benefits from Tricky Trajectory, but you'll have to find it yourself.

8
General / Re: Arena Masters
« on: November 11, 2023, 02:45:38 pm »
Nope, if you missed them you're out of luck.

9
Switched to Proton-GE 8.4, still having the same issue.

10
I'm experiencing the same issue. Game will frequently freeze, fail to save/load or outright crash, and the error logs always mention the game running out of memory.
Playing on Void Linux with Proton-GE 7.49

11
Suggestions / Re: DLC new lore dialogues for Six and Azif
« on: November 09, 2023, 02:37:08 am »
Realistically Azif would be salivating if you could tell him about your experiences as a subcognator, considering he's really into this whole void thing.

12
Suggestions / Re: NAGA Protector in your house
« on: November 05, 2023, 08:41:39 pm »
Not to mention that the thing won't even fit inside, it's like 4 meters high.

13
Suggestions / Protectorate omnilube tweaks
« on: November 05, 2023, 08:01:34 pm »
As it stands right now the omnilube is applied to all firearms for the same 50 shots, which makes its comparatively more worthwhile on weapons with high AP per shot, as you get more mileage out of these 50 shots, likely lasting several fights. Conversely, on the weapons with high rate of fire those 50 shots can go very quickly, especially when you consider the new LMGs and miniguns introduced in Heavy Duty. I suggest that different weapon classes and calibers should get different amounts of buffed shots from a single bottls of lube. A 12.7 sniper rifle could get, say, 10 shots with improved damage, while a 5mm SMG would get 100.
Alternatively its function could be changed/augmented to reduce how much weapon durability degrades with every shot.

14
Builds / Re: 3 PER Shotgun build - can't aim, dominate anyway
« on: November 05, 2023, 07:33:08 pm »
This is stupid and I love it. My most recent finished run was a 3 PER 18 STR versatility shotgun build on Dom and it dominated the game up until the Tchort fight. I must've killed over a hundred tchortlings there in an uphill battle to and from the mutagen tanks since I couldn't outtput enough DPS to burst the eye down without it, but at least it was really memorable. With shotties being as strong as they are I feel like you could probably take this build through Dominating too.

15
Suggestions / Re: Cytosine Outpost interrogation suggestion
« on: November 05, 2023, 06:55:25 pm »
Pretty evil, I like it. The intelligence suggestion is also great.

Pages: [1] 2