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Bugs / Re: 8.6mm Incendiary Rounds never ignite
« on: July 20, 2017, 07:28:59 am »
Found the bug. Fixed for the next update.
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The .44 explosive, 8.6mm incendiary and 7.62mm shrapnell rounds don't stack past 250. Corrosive acid vials also suffer from this limitation. Is there any reason for this?
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.
I can get behind that.
On another note, will it be possible to find any of the new items outside of the Black Sea, or will the player have to venture into the expansion in order to find a spear or a shotgun? Sorry if you've already answered this.
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.
There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.
I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P
Cant wait, want to play it as soon as possible. Any chance to release it this year?
Styg, are those stylized dash icons the new transition mechanic you talked about? Tell us a little about that. Looks like they're unavailable while you're encumbered.
And now you've done it, your forumprobablycan't handle the tribals' pseudo-nordic names!
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.
Looking good so far. Shotguns look good - any vids of swords?
Well, numbers are possible to change, the idea was more to show off some stuff we did.
Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing.
In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).
Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up.
Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one.
Keep up the good work!
I wish there were unique items that would be only accessible with high mercantile, preferably as quest rewards.
I would suggest looking at giving Jawbone some kind of buff to make up for the fix to precision penalties, it's pretty underwhelming for being the only unique crossbow you can find in the entire game. On the other hand if Expedition adds more well-balanced unique crossbows then you can disregard this.