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Messages - MonthOLDpickle

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16
General / Re: Ventilation Shafts has a skill check? (spoilers)
« on: July 01, 2019, 05:25:50 am »
You don't have an autosave from before you talked to clint?  Or a regular save?

Oh I reloaded when I was two maps north and just went back to town. I can't manage swarms of bugs (or even the thugs in that shack one map north of the dude bleeding out). xD

17
General / Re: Ventilation Shafts has a skill check? (spoilers)
« on: July 01, 2019, 05:22:42 am »
Yeah I need to just come back though, I am really weak against huge numbers of bugs, especially when the bigger ones come.

18
General / Re: Ventilation Shafts has a skill check? (spoilers)
« on: July 01, 2019, 04:53:10 am »
I'm pretty sure he only bleeds while you're on the same map as him, and even then it takes quite a while.
I fought one bug and had to retreat. He died.

Can I even get an oddity? I may just have to play something else atm to cool off...=/

I reloaded. I went down trapdoor and back up, he dies. lol wtf

19
General / Re: Ventilation Shafts has a skill check? (spoilers)
« on: July 01, 2019, 12:59:58 am »
To use the Omnitool to open a vent, yeah, you have to have a certain (fairly low) Lockpicking skill.  Similarly, to force open a vent with a crowbar, you need to have a certain amount of Strength.

Once you talk to the guy and he starts bleeding, you need to find his lady friend right away or he can bleed out, IIRC.  It used to be worse; the only way you could reliably save him was with Doctor feat and a bandage, at one point.

I have 30 or so in LP, guess not enough for this section =(

So wait how long do I have as I have to fight everything now?

20
General / Ventilation Shafts has a skill check? (spoilers)
« on: July 01, 2019, 12:52:08 am »
I wouldn't have guessed because it doesn't mention anything on skill and I tried to open one in the trapdoor from the dude bleeding to death. I understand lock picks, but..screws xD.

Does the guy bleed out and die? If I don't see the dude...can I come back later and he still be alive and give quest?

21
General / Re: Crafting, merchants, and selling questions
« on: June 28, 2019, 02:19:47 pm »
Thanks! Very useful. If I am not getting disassemble, should I just sell everything that isn't crafting material?

22
General / Crafting, merchants, and selling questions
« on: June 27, 2019, 12:44:10 am »
I seen it mentioned that you get a crafting bonus when at "home", is home your private quarters?

Also, should I just sell everything I don't use (like guns & ammo)? I am beginning to have issues remembering what sells to whom. If a person says I accept 4 guns and you sell them 4 guns, can you not sell them more afterwards?

23
Also I am having issues moving around feats on mobile.

Oh my gosh somebody actually uses it on mobile!

Sorry, drag and drop doesn't work with touch - you'd have to re-select the feats in order (or just don't worry about it for now.) The feat list is ordered the same way as it is in-game, mostly by minimum requirements.

You know, I honestly had planned making the site work better on mobile - at least swipe support for switching between pages and a better way to assign points than tap-tap-tap for days. (PC's got ctrl and shift clicks.) But a character planner for an oldskool PC game gets next to no mobile visitors. And this forum ain't the best on mobile either. Gotta copy Styg's standards. Yup, those are good excuses for justifying my laziness.

Heh for the most part it works fine. I love this thing don't worry. I was having trouble just redoing choices.

24
General / Re: Expedition alpha testing
« on: June 24, 2019, 12:44:41 pm »
Just want to remind everyone that first week of testing will be an internal one (devs only and maybe an odd Finn or two), so don't despair if you haven't been invited in the next few days. I'll let everyone know here once we're done with the invites.

Okay sweet.

25
Ah okay I will go with the increase battery then or salesmen.

26
Yea I don't know what to replace the disassemble one though, maybe salesman? Or maybe power management?
Salesman helps you sell stuff off quickly.  Before the economy change, I liked it a lot.  On Easy and Normal, I suspect it would still be quite nice since it makes the non-weapon vendors reliable sources of charons - take all those rathound leathers you've accumulated, sew them into simple leather armor, recycle them for scrap, and make advanced tailoring repair kits.  Lots of money from the vendor next to Kevin, in Foundry, and from whats-his-face in Engineering in SGS.  You can craft up a few hundred adrenaline shots and sell them by the dozen to the doctors.  It's good at minimizing the size of your stash, especially if you're a hoarder in video games (I sure am!  I worked hard murdering all those NPCs for their loot, I'm sure as hell gonna schlep it all back to my throne of bones).  But then again, on Easy and Normal, you're gonna have so much money it's a little silly anyway.

Power Management makes a huge difference in your energy shields, if you use them (I find them too powerful and never use them in my games any more, but I did the first few times I played through).  It also lets your cloaking devices last a few turns longer which may make all the difference.  It's pretty darn nice, if you're not an energy pistol user.  If you are, it's nearly essential.

Is salesmen worth it without dissassemble? I added the psi crafting one so I can only get one more feat.

27
Yea I don't know what to replace the disassemble one though, maybe salesman? Or maybe power management?


28
Thanks man. The last two feats, how are neurology (psi headband gives more points) and disassemble?

29
Hate to bump this, but what would I use in terms of weapons? Well maybe one riot shield?

30
Thanks man, so much. I feel like if I play this and beat the game I can understand more and be able to do different stuff for a second playthrough.

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