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 - Sakuragi

Pages: 1 [2] 3
16
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 13, 2014, 06:00:58 am »
Sounds good but gotta play it first to have a feel about this new type of leveling system.

17
Development Log / Re: Dev Log #25: Game Economy Changes
« on: December 24, 2013, 11:50:58 am »
Do not underestimate the power of loot. I for one cannot allow one single piece of loot left around for the dust to make their home. Anyway. I like what you are planning right now because for me i hate unlimited inventory space.
Good work on the progress, have a nice Christmas and New Year.

18
Development Log / Re: Dev Log #24: Combat Initiative
« on: December 02, 2013, 08:17:43 am »
Fantastic. I like the idea of initiative. It will make dex and agi a bit more desirable.  As for the shroom feat. Dunno how it will affect but i suppose it will only be good for hybrid user because my psy character has like over 300 psy (forgot but its a lot with 11 will or is it 12 will). Anyway i never take the feat because there are way too many other feats more important to me. This feat is only taken to save some money.

Havent been playing for a long time but was always lurking in the forum for new updates. New monsters looks awesome. I wonder if those are laser guns on them rats (think they are). New area will continue the story???

19
Development Log / Re: Dev Log #21: Version 0.1.9.0 released; also Greenlit!
« on: September 04, 2013, 05:22:52 am »
That looks nifty. Just nifty.
But I did a Fist character last time I played, so I think I'll try the PSI-Headbands announced a few updates back.
Yes, I haven't been playing for that long. Can you see the withdrawal symptoms?

Just saw a psi headbands. It is pretty sweet for us psi users.

10 psycokinesis
7 % crit chance
40 % crit damage multiplier
-25% dodge rating



20
Awesome patch. Will want to try a new melee fist character but i am still hesitating between this and the new electrokinesis/bilocation balance change. Since Thought control and psychokinesis type of character is the one that was the more interesting (personal feeling). Cannot wait for more psy skills/feats/armor  for Thought Control and Psychokinesis

Edit. Oh yeah congratulation for the greenlit. Hmm anyway i think it should be OK because i am also following Kenshi which i bought on Desura and then it got greenlit. I could use the  code from desura and input on steam. Dunno what the dev did though.

21
Development Log / Re: Dev Log #20: Combat Gloves
« on: August 11, 2013, 02:12:45 am »
Reduced damage on electrokinesis. Nice. Ima try to have another look at it. But first i an going to make a strength, punch you in the face character.
One question or two.
When you say every fourth hit. Does it mean like fourth hit on the same target or forth hit of the gloves? Now does the counter reset every turn? like if we could only attack three times in one turn. Does the next turn first attack count as the fourth hit or first hit again.
Anyway awesome patch.

22
General / Re: Health/Psi Hypo Reagents
« on: May 16, 2013, 04:58:56 pm »
What i do is get 20 in biology for the doctor feat. It is pretty awesome. can use bandage whenever u want (out of combat of course thus less hypo use) and hypo heals for more too. Never tried to craft hypo because i always haad a lot of them in my backpack. As for psi, i just buy them psi boosters and make psi booster whenever i get 5 shrooms, no hurry in that. I also do not have shroomhead and i can manage psi consumption by selling junk and crafts.


23
General / Re: Spikes and Blades (and Armour)
« on: May 15, 2013, 07:49:51 am »
Regarding your comment on acid resistance and boots - it is not relevant from what piece of armor you get resistances in regards to what part of the body you incur damage.

Spikes/blades should apply on special attacks as well as on regular attacks, so I'll fix that.

They are indeed a separate hit which I think is fine otherwise they might become more-less mandatory for every character. What are your thoughts on this?

I'm thinking spikes/blades on boots should be stronger than the armor ones because of their limited use (unarmed only). You're saying this is not the case right now from pure damage amount perspective?

Heavy punch is only the first step in making unarmed viable. There's still special gauntlets to come.

Anything for unarmed is good. Cant wait for more buff on it before i seriously tried one.

24
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 14, 2013, 03:52:33 pm »
I am level 9 Will 12 PK 55(92) TC 55(92)

Electrokinesis 38 -109
telekinetic punch 45-69 (no feat)
Neural overload 34-59 (no feat)
Bilocation 23-43 (not sure if it is per turn or per hit)

25
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 13, 2013, 03:27:40 am »
Ok i am currently at the mutant area and have rerolled into a psychokinesis and thought control full constitution(10) and max will(10+x(where x is the ability point you get )). It is really fun and you use a lot of psi point (only cons for me) since i do not really use any weapons.

Electrokinesis: if there are two opponents (close) it is hands down the best psi ability. On critical i have seen upwards of 195+ for the first shot.

If there are more than 4. I will still use it and with the first ability of thought control you have (forgot the name) supported with the AOE feat.

Now bilocation is kinda tricky. It has restricted use (humans), deals  average damage for the AP cost (that's with the AOE feat, i regret it since electrokinesis would have been better). Well this is for the current game. Since there are not many enemies with electrical resist (bare none i think), maybe bilocation would be better later since it bypass resist and shields.

One question about bilocation, are the clone subjected to the dodge rating of the mob since when attacking?. Because the one time i used it i think i saw him miss quite a few punches.

This is just my point of view and thoughts.

26
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 09, 2013, 06:30:53 pm »
I made a sort of melee dagger and psychokinesis hybrid. At level 4 you get Electrokinesis just good for the GMS compound. I gotta say it is so awesome against those 4 drones at level 2. Got them come to me and just cast it like three times to destroy all 4 of them.

Maybe you should increase the psi consumption since there is no cooldown and maybe take off the 1 sec stun.

27
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: May 07, 2013, 02:33:13 pm »
Thank you for the ubdate on Desura. New feats and new spells.  :P

28
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 17, 2013, 05:35:11 pm »
I like the changes to the feat system. 1 feat per 2 levels is good for me which. Anyway good stuff.

Hope to see the new feats introduced in the game.

29
Development Log / Re: Dev Log #13: Blood Sucking Frogs
« on: February 16, 2013, 11:26:00 am »
Good stuff there. Hope for more and more updates, even though i have not been playing lately but i usually check the forum for more good news about this great game.

30
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 14, 2013, 11:20:03 pm »
Awesome thanks for the ubdate. Whats the max level one can achieve for the finished product?

I haven't decided yet. Currently it's capped at 20, but I'll probably increase that at some point.

That is awesome. I would also like to know about the feats. Will we have more of them later?

Pages: 1 [2] 3