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 - LightningMonk

Pages: 1 ... 7 8 [9] 10 11 12
121
General / Re: [Quest] Get Rid of the Faceless, too low level?
« on: March 19, 2015, 12:47:34 pm »
Broken Ribs.

122
General / Re: [Quest] Get Rid of the Faceless, too low level?
« on: March 18, 2015, 12:45:36 am »
I've never had problem using metal glove builds. The down side of lower attacks per round is traded for damage per hit and the ease of applying status affects on heavily armored targets. I can also scrub using tailoring for crafting.

123
General / Re: Gotta love enrage
« on: March 17, 2015, 12:49:11 am »
And I was happy when I managed to wipe out the faceless encampment near Core City :(.

124
General / Re: [Spoilers]Murder mystery quest, am I screwed?
« on: March 10, 2015, 01:19:00 am »
I wonder if this has to do with reading the inventory section of the computer on the medical floor. Try reading it all of it then see if gives you murder weapon options which I think is the options that are missing in your dialogue.

125
General / Re: Murder mystery quest, am I screwed?
« on: March 10, 2015, 12:11:25 am »
If you've done everything that I assume you've done based on the info given, all that's necessary is that you tell the quest giver only the relevant evidence to complete it. Are you sure the motive behind the murder is clear enough to make judgement?

126
 You can force open vents with a crowbar if you want ( I don't think it has any requirements).

I do think it's weird that you need that much tailoring if a all just to make an incendiary grenade. I'm not a fan of that honestly.The skill requirement for recycle is dependent on the kind of item and 25 isn't such a steep cost considering you would need at least that much to make your own repair kits anyway, otherwise you wouldn't be recycling anything.

 In any case, you might want to be a bit more specific about what doesn't/does need to be gated behind a skill that bothers you so much. Skills in this game are an important part of character creation in this game as it determines the limits of what you can do and how you interact with the world.It means if you want to opens those pesky doors and containers you need to divert your points to lockpicking/hacking or crafting skills if you want to rock those stylish unique items etc.You can make case for the point distribution or requirement being oo high or unreasonable ,but I don't think they're going away anytime soon.

127
Bugs / Junkyard Freedrone Base and Gauntlet Electrified Level Bug
« on: February 19, 2015, 01:29:09 pm »
-Returning down the ladder to the Free Drone base in Junkyard just after the Protectorate sting leads to a zone transition error.

-Loading a save on the electrified platform level will cause the game to crash. It seems to happen after a few seconds without fail.

128
Suggestions / Re: A few suggestions
« on: February 17, 2015, 03:17:25 am »
Just a few more for the current build:

-Components forincendiary grenades might be a little to rare for me. Gasoline and Magnesium aren't to bad ,but Napalm, glass bottles and cloth hardly appear in shops. Cloth has only ever appeared in barrels for me. It leads me to hoard all of the higher level grenades that I manage to craft  and just buy the plentiful molotovs :(.
- As long as Al Fabet's trudging along the Core City market place, it would be nice to make him a useful. Despite what anybody says it is nice to be able to purchase a bunch of plants, animal and insect organs without having to launch and expedition into the caves. Having his inventory restock with them would give a resource that the core didn't have before and give the poor dude some money (see him wreck his back while the shop keepers watch in disgust was too much for me).
-Are there any plans to have some sort of power up or consumable that would allow melee oriented characters to apply poisons to their weapons and a place status affects on them on hit? I think that would be neat.

-This is more of a question: Is the "Old Man" in the mansion supposed to turn hostile if you head downstairs from his room after having a conversation with him? It seems odd to me that he does. I don't remember if there's even an option to mention that he croaks to Azif if you kill him.

129
General / Re: Stealth build?
« on: February 15, 2015, 11:54:27 pm »
Throwing weapons work fairly well with any dexterity based melee attacker (which includes knife users). Throwing knives work well as a way to hit targets that are slightly out of reach; crafted poisonous knives have very useful status afflictions. Grenades and caltrops work well for crowd and terrain control. nets are also awesome.

Traps also work well as an auxillary skill. You don't want to step on a land mine or any trap that would leave you defenseless so it's useful for avoidance. Being able to set up traps before combat to soften/immobilize targets can turn difficult straight forward fights into trivial ones. If you plan on investing in lockpicking and mechanics anyway , the synergies will make it so you won't have to put that many points into it.

Pistols and SMGs work well with dex and perc. I wouldn't use pistols with knifes because i'm not really sure two single target combat skills work well together, but I never tried it. No strength requirements or move and shoot penalties.

130
Bugs / Arena Undead Fighters Bug
« on: February 10, 2015, 01:53:29 am »
I was participating in the first arena fight and decided that instead of only killing rathounds it'd be better if I was the last man standing . I threw an incendiary grenade at one of the challengers and the legendary rathound which killed both then hightailed it behind the pillars to prepare to kill his companion next turn. When I moved from behind the pillars, the corpses were not in the spot they were in the previous turn and were actually capable of moving ,attacking and using special abilities. They couldn't be highlighted, looted and took a square just like any other live npc. This persisted until I killed the other challenger who had not experienced the same problem and died like usual, but the corpses of the others were still unable to be highlighted or looted and the game was not concluded leaving stuck in the arena.

save link

131
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 02, 2015, 02:14:07 pm »
Well the Institute of Tchort looks alot better than I was expecting. They certainly aren't living the paupers life.

I can't exactly argue against the changes toward psi; you were a powerhouse for most of the game hampered only by your psi pool.

I like how all the changes to crafting sound though it is a little sad to hear that disassemble is a feat rather than something available to all characters. It's still nice that it's finally here since regaining components and ammo crafting were the last few things crafting was missing for me.

What's with the tabi boots tweak. Does it mean your chance to get critically hit gets increased?




132
General / Re: Suggested Builds for a Bad Player
« on: February 01, 2015, 03:25:15 pm »
Intelligence modifies the crafting abilities, so if you're being serious about having a crafting centered build an intelligence of five is about the bare minimum imo. Combat in this game is high priority so more attention should be placed on perception and dexterity. Just take a look the feats that would pertain a gun and pistol build to have a good idea of which feats you'll want to take in advance.

Tailoring is the crafting skill you'll need in order to make conventional armor in addition to mechanics.

133
Bugs / Re: Coretech assignment after warehouse job not starting
« on: January 29, 2015, 11:22:55 pm »
You're right. I could've sworn I talked to Buzzer before ,but it seems I skipped that part of the dialogue this playthrough.
My meager income is a protest to the rampant materialism on this forum. Tchort rewards those who travel light and trade efficiently :P.

134
Bugs / Re: Coretech assignment after warehouse job not starting
« on: January 28, 2015, 05:48:35 pm »
Here's the save

135
Bugs / Coretech assignment after warehouse job not starting
« on: January 27, 2015, 06:27:59 pm »
Made a thread of this in general, but it seems like I can call this genuine bug now.

I've completed the warehouse mission and was told to wait for a runner to call me for the next one. It's been a while and i'm not sure of the exact time frame but it's been at least four shopkeeper restocks since that happened with a gauntlet completion in between and i'm starting to get worried. Should it take this long?
I was already Invictus and completed the Core City Gorsky Missions before starting the Coretech missions. Apart from the Oculus missions, I can't think of anything holding me back. I had also gone up and down the route to the Arena because it seemed to be likely cause to be too, no dice  :(.

Pages: 1 ... 7 8 [9] 10 11 12