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16
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 29, 2014, 05:49:28 pm »
At some point it will be raised. Probably to level 30.

I would love to know that the current content is only 30% of the game... I have already sunk over 60h into it and it's only an alpha. It makes me sad that the game has to end somewhere, because I would prefer level 50 finish.

Seriously, I do not want the game to end.  :'(

17
Bugs / Acid Blob attack bug
« on: January 29, 2014, 12:08:06 am »
When the dogs fart that blob thing at you and render you immobile you have to move just slightly to attack them, but can't rendering you unable to do anything unless you have a ranged weapon. They can bite you though, oh yes!

18
Suggestions / Melee Charge
« on: January 28, 2014, 05:41:49 pm »
I would like to suggest some type of charge trait to be added into game in the future. Much like the pigs/warthogs charge. Sometimes I run long distances towards my enemies and it would be great if I can use that to my advantage somehow.

19
Bugs / Re: Cheap shots?
« on: January 26, 2014, 10:58:42 am »
Aye, any type of damage rescues the subject from the incapacitation if it's applied after, including poison damage.

20
Bugs / Cheap shots?
« on: January 25, 2014, 11:51:46 pm »
Just noticed that if your weapon is electrified it nullifies the stun effect on this feat making it a lot less desirable. Not sure if that's the way it was intended but on high level melee must have the added damage of the electrocution.

21
General / Re: Melee character vs Burrowers
« on: January 25, 2014, 11:47:28 pm »
Everything is relative to your level but I found the lunatics and other high level goons to be the most challenging if you go at them at around lvl 8.
Especially the friendly lot near the GMS compound with the dogs. I had to lay mines, poison caltrops throw nades and use incendiary bolts and with a bit of luck I managed to take them out.

I want to leave PSI to another content patch so that I can give it a longer whirl, so for now I remade my character (after I noticed he couldn't take cheap shots) and will most likely have them tossing grenades. In the end I did manage to get through the hives, using a strong 22% /7 leather armor. I actually went a lot easier than I originally thought it would.

22
General / Melee character vs Burrowers
« on: January 25, 2014, 12:09:31 pm »
Hi guys,

Been experimenting with some builds and I really enjoyed my melee build until I tried to attack the burrower hives. My high constitution does not seem to effect the way poisoning works in any way, and to avoid being ripped to shreds by the small ones I'm wearing a steel armor, which in turn makes me slow as ass. The adult burrowers love this, as they just snipe me with their 95% poison darts and keep running away while I try to catch up to them and miss them with my puny 81% to hit. Does anyone have any tips towards melee vs burrowers? I managed the hives with difficulty as ranged, but this seems frustrating and near impossible.

23
General / Re: XP scaling on classic mode
« on: January 24, 2014, 05:44:15 pm »
Yep, it doesn't matter if you hit level up or not, for the purpose of obtaining XP it calculates your potential level based on XP you got.

You big meanie. There I was thinking I could pull a Baldur's Gate on it, ha.

24
General / Re: XP scaling on classic mode
« on: January 23, 2014, 10:09:18 pm »
So if I don't level up my char I can get the better XP? Or did you put in a little something in the code to prevent this kind of XP boosting?

25
General / XP scaling on classic mode
« on: January 23, 2014, 08:50:32 pm »
Hi,

I was just wondering how the scaling works. At first I thought it was straight forward dependent on your level, but then I started to get less for creatures at later stages in the game while being on the same level. Number of creatures killed? Main plot progression? I also didn't level up my char, though that way I can get around the xp scaling...

26
Suggestions / Re: Heavy machine guns? Miniguns?
« on: January 23, 2014, 01:29:55 am »
Personally I would like to see a lot more energy weapons, acid guns... To me it's obvious that people have guns as it would be an easy means to and end, but I always thought that it's highly impractical in a subterranean, tunnel and cave filled environment due to the way sounds works.

27
General / Re: Abram
« on: January 23, 2014, 01:01:27 am »
I dunno what to say, I will pay more attention next time but I'm pretty sure I didn't mess up.

28
General / Abram
« on: January 21, 2014, 10:32:16 pm »
Hey Everyone,

During my first playthrough I did all of Abram's quests with ease, but now he is not giving me the 2nd quest and I'm wondering why. I'm sure I gave him the right info and it's been a long time and still I don't get it. Anyone had a similar issue?

29
Bugs / Save Cliff's girlfriend bug.
« on: January 20, 2014, 10:09:56 pm »
While replaying this one I didn't tell cliff that I'd save his gf and went ahead and done it anyway. Upon coming back the dialog between them was as normal and they disappeared along with the xp. The quest never appeared in my logbook. IMO after saving her you should be awarded quest complete and xp regardless.

30
General / Night Vision goggles noise
« on: January 19, 2014, 09:03:58 pm »
Hi,

Any chance we could have the noise cut down? Like a beep when switching on/off and then silence? This noise is making me go crazy. :(

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