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 - Albert Altmann

Pages: [1] 2 3 ... 5
1
Bugs / Re: Psychokinetic Chain does not transfer Force Emission's damage
« on: December 27, 2025, 03:33:39 am »
Possible follow-up: Psychokinetic Chain does not transfer damage from electroshock generator and pneumatic hammer either, although this might be working as intended? The Chain's effect states that it transfers all direct mechanical and electrical damage, so if electric shocks and pneumatic procs are supposed to be treated as indirect damage then it's all good. At the same time, damage instances from spikes on armour or boots do get transferred properly, so it is a bit peculiar.

All in all, please make Psychokinetic Chain recognise Force Emission's damage, so that 5 separate instances of damage done to the first link - punch + armour spikes + boot spikes + Force Emission + Proxy's copy of Force Emission - could turn into 40 received by the fourth (or between 56 and 62 with Power Fist's assistance, which would be exceedingly funny).

2
Bugs / Psychokinetic Chain does not transfer Force Emission's damage
« on: December 25, 2025, 11:23:47 am »
Title. Here's an example: https://www.youtube.com/watch?v=aF4DunBmbtI

Just the damage of the punch itself travels down the chain. Damage of all other psychokinetic abilities appears to be transferring just fine (Electrokinesis, Telekinetic Punch and Implosion, from what I've tested, including the instance copied by the Proxy), so I'd imagine Force Emission isn't supposed to be an exception.

3
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 10:05:26 am »
Not to mention the fact that there is finally a good reason to invest into Int besides delving deeper into the lore, which is an upside for casuals and new players alike, who are both already far more likely to be curious about the world and the story, are already likely leaning toward a more generalist playstyle and are utterly oblivious to the fine art of min-maxing as well.

4
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 09:54:53 am »
Even playing a low intelligence character for RPG reasons is out of the question now.

Is crafting somehow exempt from roleplaying? A complete moron being locked out of top-tier crafting components is what enhances the RPG experience, if anything, as it actually reflects the choice to go all in on one or two stats at the expense of the rest much more strongly now.

The Int-flation arguably improves build variety somewhat, by promoting an all-rounder build archetype that compensates for lower main damage stat with more spec/skill points and better crafting (rip non-psionic tanks though). The only issue that may arise from this is if such all-rounder builds begin to vastly outcompete any other build direction, but then again min-maxxing stat dump builds have been doing just that for the past, well, let's say ten years (same builds that could trivially have top damage and top crafting all at once; sounds legit, give them infinite mobility and two turn invulnerability to boot- wait hold up...) Even if we are not saved but rather under new management (c), that is still an interesting change of pace.

5
Bugs / No way to remove Fancy Footwork from scrolling combat text
« on: December 14, 2025, 01:32:08 am »
Even with every single box unticked, movement point gain from Fancy Footwork keeps appearing, player character and NPCs alike.
I haven't tested it, but Hit and Run might have the same issue.

6
Suggestions / Re: Myles reacting to Shoddy Shotgun
« on: November 30, 2025, 04:22:55 am »
I suggested this myself years ago.

If Styg had a charon for each time...

7
Suggestions / Parry block amount scaling with Melee skill
« on: November 29, 2025, 06:19:41 am »
Give poor under-utilised Parry some love, such as 1.5% more damage blocked for each 5 points in base skill value, or something similar.

Melee skill specifically instead of DEX because, in a sort of semi-realistic fashion, someone quite dextrous would be more likely to pull off a parry in the first place, whereas someone skilled would be able to mitigate more of the parried attack's damage.

8
Suggestions / Myles reacting to Shoddy Shotgun
« on: November 27, 2025, 08:07:23 am »
Although Shoddy Shotty is not an old world weapon, it is still a unique firearm of sorts, and considering that the first thing Myles does upon greeting the player is complain about morons bringing him trash weapons for repair, it would be pretty neat if Myles had some funny flavour response to being offered that crappy tetanus dispenser for refurbishing.

9
Suggestions / Re: Metal gloves as anti-armor option
« on: November 23, 2025, 07:29:15 am »
*awkwardly scoots by Would also be nice for spikes on all glove varieties to reduce the penalty to mechanical penetration by a percentage, either static or quality scaling (with a larger reduction on metal gloves, of course). *awkwardly scoots away

10
Bugs / Maurice doesn't despawn
« on: October 23, 2025, 11:49:36 am »
Every other NPC hanging in front of the Institute has disappeared following the Faceless invasion yet Maurice remains, seemingly unfazed by the eradication of Tchortism and Protectorate camping the entrance alike.

11
Suggestions / Formedicator selling Hyperallergenic glands
« on: October 13, 2025, 10:22:56 am »
Since he both sells and restocks on crawler stingers, it would make sense for him to sell the other uniquely crawler - well, death stalker - part as well.

12
General / Re: Make a Psionic Ability for Infusion
« on: August 08, 2025, 04:48:14 am »
Psionic Allergy - afflicts the target with a debuff that doubles psi cost of its abilities and makes it take damage equal to 1.5-[X] of psi spent to cast a psionic ability (X scales with effective TC up to 4). Additionally, whenever a target affected by psionic allergy casts a psionic ability the debuff has a chance to spread to a nearby psionic enemy.

Mass Distortion - temporarily increases the target's total carry weight by X% (scales with effective PK) and causes it to take damage based on the difference between current weight and maximum carry capacity (target's armour penalty further modifies the damage, reducing it below 20% and increasing above 30%). After the initial instance of damage, the target will suffer 1/5 of it for each tile traversed walking or 1/3 running, as well as between 1/7 and 1/3 depending on action taken (swinging a heavy sledgehammer - 1/3, firing a small pistol - 1/7, using medication - none, etc.)

Telekinetic Shackles - binds up to three enemies to the chosen target, restricting their movement to a three-tile radius around the main target, which can similarly only move within three tiles of the characters shackled to it. Cannot be resisted, but may be shrugged off the same way Telekinetic Grounding can be freed from. Remaining telekinetic shackles get stronger the more targets break out of the initial bind, but if the main target frees itself all shackles will come undone at once.

13
Suggestions / Stronger Faceless Infusions on DOM
« on: August 01, 2025, 07:35:20 am »
The Infusions are sort of inconsequential, especially the mighty +20 TC one. Would be cool if they had a kind of DOM version, like if Infusion: Speed also gave AP in addition to MP like Expert Sprint, or if Infusion: Strength increased max hp, etc.

14
Bugs / Re: shooting spree/Black Arrow Bug.
« on: July 31, 2025, 09:45:40 am »
It's all working as intendedtm

15
Suggestions / More Dirty Kick dialogue checks
« on: July 17, 2025, 06:43:10 am »
The only one such check I can remember is in Todd's dialogue, I think more would be fun and thematic for filthy, dirty-fighting kinda characters. Like having an option to break out and start a fight by busting Chief Briggs when he's strangling you in the evacuation tunnels (in addition to the other two ways of breaking out), or an option to nut kick Prof. Oldfield during the interrogation and then pass a joint Intimidation/Dirty Kick to make him talk once he starts hesitating again.

Pages: [1] 2 3 ... 5