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Topics - Bruno

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1
As in title. Rathounds and alphas are very afraid of fire, even flares.

It would make sense that they would become scared when seeing a walking fireplace right beside them, but this is not the case when shooting them with a chemical fire pistol.

I guess they are not afraid of burning foes of any kind, this seems like a bug.

2
When you activate Fend, you get the better spear guard status effect. As usual, this lasts for two turns.

If you attack someone with your spear on the same round that you use Fend, then the boosted spear guard effect stays.

However, if you attack with your spear on the next turn (and you probably need to do this), then the spear guard effect is reset from 1 to 2 turns, and in the process is downgraded to "normal" spear guard block amount.

This means that for practical purposes, the good block amount from Fend only lasts for one enemy turn. A bug, an oversight, a technical limitation or WAD?
In any case it devalues an already niche feat, so it might use a tweak.

3
Suggestions / Event suggestion: Time Bandits
« on: March 13, 2021, 08:57:18 am »
I suggest a random encounter or quest where you can meet a group of scavengers who knows about Time Manipulation and/or the rifts. They would call themselves Time Bandits, who might have stolen a map showing rifts in time/space, and are looking to make money from this.
The Time Bandits would be persued by some entity either looking for the map or the original owner who wants it back.



4
Bugs / No way to activate headlamp on mining helmet
« on: August 24, 2020, 06:57:19 pm »
Hi

I have bought a yellow mining helmet from Harold in the SGS engineering department.

It looks very stylish but has a serious design flaw: there is no way to turn on the headlight.

I can not activate it directly in any way, nor drag it down to the hotbar to turn it on or off. It is only possible to wear it as a regular helmet.

It seems like it should be at least possible to have it on the action bar like a night vision goggle or an ability, but that is not possible, it will not stick there. I even tried all 3 barn (regular, shift, and ctrl). And yes, I have put batteries in it.

I want my credits back, Harold.

5
Bugs / Zone transition failed (solved, kind of)
« on: June 23, 2020, 07:44:33 pm »
Hi, so I started up a new game just now.
A couple of quests into the #1 rathound/outpost quest, I get this error "Zone transition failed".
Unfortunately, the error is very reproduceable, thus killing the game.

The problem happens when trying to pass from "Zone: ForlornStations2" (the zone with the flux controller) to the north (the zone with M'lan Ratula etc)

I have not experienced this kind of problem before.

Attached is the document "TransitionError-2020-06-23T21-20-31.txt".
I'd like to provide compressed savgame folder too if needed, but it is too large for this post.

Any tips on how to rescue this game is welcome, as I'd like to continue it. Reloading the only previous savegame, old autosave, unfortunately does not help, the problem persists.

If you need additional information, just let me know here or on discord.

(Edit: I forgot, clearing this zone is not mandatory to continue the game I think... that is good. Wonder what caused the error though.)

6
General / Combo feat, is it useful?
« on: May 11, 2020, 12:14:34 pm »
Have tried it before, more damage is always nice.
But according to wiki, you need to hit the enemy 3 times in a row for it to work, so I guess if you miss, it will just reset.

This means it will not work very well against the most difficult enemies like blocking foes with riot shield/sword parry/spear block (or does it work even if all damage is blocked??), or against high dodge (high level) enemies.

And against average melee enemies, you can get by fine without it I think.

Anyone have experience with Combo in Expedition/against dangerous enemies?

7
Suggestions / Trap Expert feat improvement: halve carry weight of traps
« on: January 20, 2020, 01:39:05 pm »
The Trap Expert feat is for quicker arming/disarming of traps, and increased detection difficulty.
This is nice for those who like to prepare the battlefield with traps, but in no way essential. There are so many competing feats that are good.

However, a trapper character with decent dexterity and agility (good stealth) who could potentially have a use for Trap Expert, is unlikely to have high strength, and traps are heavy!

Suggestion is to make Trap Expert halve the weight of trap utilities in addition to what it already does, as you are an expert of handling them.
Ex, bear traps: 1 -> 0,5 kg, mines 2 -> 1 kg.

This does not alter the playing mechanics in any way, but enables you to carry twice the amount of traps, so you can actually be a trap expert in practice.

8
Bugs / Minidungeon minor bug II
« on: December 28, 2019, 05:19:53 pm »
New minidungeon lower level (Zone: dun_wasteWater)

in the middle of the water pools, there are 2x explosive barrels, these are transparent so you can walk right through them.

Edit: On closer inspection, this goes for 3x explosive barrels and 1x oil barrel in the same area.

9
Bugs / You can trap yourself in place with a fishing pole.
« on: November 29, 2019, 08:41:39 am »
So, I explored one of the new random start dungeons, a cave with young azuridaes, a amall water hole and a campsite among other things.

After clearing the map, I went to the water hole, and sat down a fishing rod to catch some eels.

The problem:
Playaer character stood right by the water, on a sort of peninsula with only one way to move away. I could place the fishing rod one tile away, so the rod blocked the way out. I could not pick up the rod, because it blocked my movement, and could not move away either.

Result: Reload game.

Could be an edge case with map tiles, but I could see this happening in other fishing places as well.

10
General / Ballistics, it it useful?
« on: November 27, 2019, 11:20:00 am »
The Ballistics feat give carrier vests +3 mechanical damage threshold when you craft something.
Specialization (3pts) add +1 mech dam threshold per points so you can have maximum +6.

Carrier vests make the following armors:

-Tactical Vest
-Riot Gear
-Metal Armor

Is +3/+6 mechanical damage threshold worth a feat?
For vests and riot gear, that threshold is further multiplied against bullets/melee, but still, it is only mechanical damage reduction.
Against bullets, it does not help much against snipers, and heavy shotgun pellets and W2C bullets also penetrate threshold easily.

11
General / Wrestling specialization, wiki
« on: November 06, 2019, 08:03:41 am »
Hi

From Wiki:

Wrestling
When you strike a living target with fist weapon or unarmed attack you have 50% chance to reduce target's movement points by 8, action points by 3 and chance to hit with all ranged weapons by 7%. Stacks 5 times.

Specializations
Wrestling (10 levels) — Increases the chance to apply the debuff by 10% for each specialization point.


This means that you can get up to 150% chance to apply the debuff? That seems strange. I wonder if this is correct?

Edit: Seems like the last part of the post was removed, I try again.

12
Builds / Any suggestions for a 10 CON stealth knife/utility build?
« on: November 03, 2019, 05:22:03 pm »
Hi

Looking to play something like in the title, on hard, oddity mode.

Requirements:
-10 CON from the start
-Stealth, good enough to use all the time
-No psionics, sorry
-Preferably using a knife, and utilities as needed

From the above, the following stats come naturally:
STR: 3
DEX: 10
AGI: 7
CON: 10
PER: 3
WIL: 3
INT: 4

First couple of points into INT, then DEX, I think.

Suggestions and criticism are welcome.
Would this work? Should I use traps? Any must-have feats or skills? Any particular situations that will give this character particularly much trouble?

13
General / Snipe feat, how does it work?
« on: March 09, 2019, 09:37:45 pm »
Good afternoon gentlemen

Playing a sniper with pistol backup, I relalize I am confused about how the Snipe feat works:

***
Wiki:

Snipe
Grants you a special attack with a crossbow or a sniper rifle that deals 225% weapon damage plus additional 1% damage per stealth skill point. Can only be used in stealth. This attack cannot critically hit.

History
0.2.0.3 - fixed feat description
0.2.0.1 - fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
0.1.14.0 - perception requirement increased from 8 to 10
0.1.8.0 - increased the base damage bonus from 100% to 125%
0.1.5.0 - can no longer critically hit
0.1.4.0 - feat introduced
***

I wonder if the info in bold from the 0.2.0.1 is correct?
The feat in my case shows "A special attack that deals 326% damage" when I hover the mouse over it.
I have 101 effective stealth, so that is 225% + 1%/stealth point (not 1,5%).
Also, it doesnt say 326% bonus damage, so it seems like it works different and poorer than critical hits, and 326% is the actual damage.


-What is correct here, 326% actual damage or 100% base damage + 326% bonus damage = 426% actual damage??
(The feat description says nothing about bonus damage either)

-And what is up with the 1.5% per stealth point from the history log, this does not seem to be the case. It was reversed again?

Thank you

14
General / Milk
« on: January 30, 2019, 10:29:03 am »
There is a new food: Bacon and Cheese sandwich. Yumm!

But where do they get the milk to make cheese from?

15
Bugs / Newly added hard mode enemies not behaving right
« on: October 30, 2018, 12:01:58 pm »
Good day

There is a group of lunatics residing between SGS and the GMS compound, they live behind a partly fenced off area of the map. There are three lunatics on normal, and five on hard mode.

As they are deadly for low level characters, I used traps and the noise from a grenade to lure them out without getting into combat. Normally such NPCs come to investigate the noise, and then return to what ever they did.

The new NPCs here behave differently, they just stay where they end up, instead of returning to their base.

It looks like the newly added NPCs are not assigned to have a "home" or "default" position, like the others.

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