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Messages - Albert Altmann

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1
Suggestions / Feat idea: Septic Shock
« on: June 28, 2025, 02:38:16 pm »
Applying at least two damage-dealing poisons has 10% chance to cause septic shock at the start of the target’s turn, dealing their total remaining poison damage in a single unresisted instance and instantly activating the poisons’ delayed effects. Septic shock’s damage is increased by 10% (multiplicative) for each poison applied, including non-damaging ones.
 
Chance of septic shock is improved by 1% for each 5 points in biology above 50, 5% for each poison applied (the base 10% chance is comprised of the two poisons required to trigger septic shock) and up to 50% depending on the ratio between target's current health and total remaining poison damage it is about to suffer (maximum bonus is achieved once total poison damage exceeds 90% of current health; total remaining poison damage against current health is calculated with all relevant modifiers, such as Cave Ear poison, Hypertoxicity and septic shock's multiplicative bonus).

Requirements: Intelligence 8, Biology 75, Feat: Hypertoxicity. I really like the notion of converting Int into damage hence the somewhat steep requirement.

A way to make poisons and their delayed effects kick in ahead of schedule in the right circumstances (pretty much any means of delivering poisons into the recipient's system will kill most targets before septic shock could trigger anyway lol). Numbers are semi-arbitrary, just to illustrate a concept.

Pro-tip: when searching for information on 'septic shock', do try to avoid accidentally typing 'toxic shock' in the search bar instead.

2
Suggestions / Block amount on carapace shields is odd
« on: June 23, 2025, 09:32:08 am »
This has likely (95%) been brought up before but block values on shields crafted out of wildlife make little to no sense.

q61 Burrower shield blocks 30 damage, same as Colossal/Psi Crab of q75. Meanwhile, Giant Crab carapace of q62 only blocks 21, despite larger armour penalty. Even more absurdly, q77 Psi Beetle blocks 28 damage vs q79 Giant Crab’s 25, while q89 Burrower blocks 42 vs q110 Colossal/Psi Crab’s 41, same as q137 Giant Crab.

As a plate in a tactical vest, Burrower and Giant Crab appear to provide the exact same amount of mech. threshold, with Psi Beetle providing a bit less and Colossal/Psi Crab a bit more, while block amount for shields goes something like Burrower > Colossal/Psi Crab > Psi Beetle > Giant Crab. I’m only taking mech. threshold into consideration here because putting wildlife components in a tactical vest doesn’t affect mech. resistance, and damage block is practically just a secondary source of damage threshold.

To cut to the chase, I find block values on carapace shields rather odd and would love to see the numbers and scaling adjusted to reflect the ultimate lifeforms’ superior mechanical defence more accurately in riot gear (not in the sense that Burrower carapace’ damage block values should be reduced though!)

3
Bugs / Using the SRO elevator during the final Free Drones mission
« on: June 23, 2025, 08:57:33 am »
I did not reveal the spy, so when I'm taking the elevator from Junkyard to SRO the defenders are instantly hostile, which is a little strange, considering that they are expecting a frontal assault rather than an attack straight from their Junkyard base.

More importantly, if I become hostile to Protectorate personnel at Junkyard, the option to go up switches to 'It's unresponsive' the moment I choose it, yet transports me to SRO nonetheless with the dialogue window still open (image).

Not sure what exactly should be fixed here, but personally I would propose entry to the Protectorate Junkyard base being barred and the elevator being disabled (tighter security in anticipation of the Drones' attack basically) so long as the spy remains unrevealed for the mission.

4
Bugs / Wrestling applies to T-boss yet Opportunist doesn’t trigger
« on: June 23, 2025, 08:28:00 am »
So Tchort can be wrestled with (pretty amusing), but despite the Wrestled debuff applied Opportunist does not trigger, same with Psycho-temporal Dilation. Suppressive Fire triggers Opportunist just fine however, and so do Mental Breakdown and Stasis.
 
I thought that due to the eye itself being immovable it likely doesn’t have any MP, leading to the applied slow failing to register somehow, yet since Suppressed debuff very much counts toward activating Opportunist I’m sort of at a loss. At any rate, it would be reasonable if Opportunist triggered uniformly against Tchort debuffed by any applicable slow, or if Tchort were to be immune to being slowed in general as the eye neither moves nor acts to begin with.

5
Suggestions / Shield Bash multiple uses per turn (again)
« on: June 22, 2025, 03:23:57 am »
For the AP spec, reduce the max number of points by 1, making 5 AP the new minimum for Shield Bash (or bring AP reduction per spec point down). Remove cooldown and the associated spec as well (or buff cooldown reduction to 1 turn per spec so that already existing builds won’t have to mourn the loss of spec points). The cost of each subsequent use of Shield Bash on the same turn is an arithmetic progression of base AP, going from 5 to 10 to 15 to 20, etc., with an extra condition that a killing blow incurs no increase to the AP or only half (5 > 7.5 > 10 > 12.5 and so on). Numbers could be different; this is just an example.

*inhales deeply from the shisha* and rather than being an inherent property of Shield Bash, this mechanic could be given to Shield Arm just for memes

6
General / Make a Psionic Ability for Infusion
« on: June 18, 2025, 06:09:56 am »
Stealing this format because I can (also need a new procrastination outlet). The abilities may not necessarily align with the existing disciplines, as there are more ways to engage in psionics than the four formally established ones anyway and not like these ideas are going anywhere beyond this thread so what’s the point restricting oneself too much

I’ll start.

Ice Sentinel – creates an ice spire on a chosen tile. The spire obstructs passage and imposes movement penalties in a 1-tile radius (same kind of penalty as walking on oil or webs does). Taking any damage will cause the spire to shatter, launching 12 ice shards in all directions, each dealing Cold and Mechanical damage and chilling the recipient within a 3-tile radius. Heat damage will melt the spire instead.

Aphotic Shroud – cloaks the target in impenetrable gloom, imposing maximum obscurity penalty on all ranged attackers regardless of environment or equipment (renders NV goggles and any sources of illumination ineffective, basically). Additionally reduces precision of all incoming attacks by 1-5% (scales with effective skill).

Searing Edge – while the ability is active, your slashing attacks scorch the target, dealing additional Heat damage at the cost of X psi points, but cannot apply bleeding wounds. Heat damage is calculated as percentage of the Mechanical damage dealt, up to a cap (both the cap and the percentage scale with effective skill). A portion of Heat damage dealt via the ability cannot be healed for a number of turns (both the portion amount and number of turns also scale with effective skill).

Piercing Frost – while the ability is active, your piercing attacks frostbite the target, dealing additional Cold damage, chilling the target, reducing its healing effectiveness for 1-4% and increasing all Cold and Mechanical damage taken by 0-2% (stacks 5 times and scales with effective skill) at the cost of X psi points. 

Necrosis – diffuses a toxic cloud in the targeted area, afflicting the targets within with large scale cell death, periodically making them take unresisted Bio damage. Each such instance has a chance to critically hit, causing organ failure which debilitates the target, reducing all of its offensive and defensive skills to a varying degree. Bio damage scales with effective skill, while critical chance scales non-linearly with target’s missing health (100% - 70% - 40% - 10% of max health > 0% - 2% - 10% - 50% chance to critically hit). Fortitude may reduce the toxin’s damage and duration, as well as chance and severity of organ failure, but cannot fully resist the toxin’s application.

Stygian Offering – sacrifice half of your remaining lifespan to expedite Infusion’s release by an unspecified amount of time. Has no use limit nor cooldown, only that user’s death will delay the release by an unspecified amount of time instead. A wager with the reaper, eh?..

7
Bugs / Re: Exosoldiers opportunist proccing
« on: June 06, 2025, 01:15:26 pm »
Technically their suits are powered perennially all the time, even outside of combat. Infinite energy hack.

8
General / Re: Make a monster for Infusion
« on: May 31, 2025, 02:31:16 am »
Mold colony (or fungal colony, to be more precise)

An unseen enemy that infests you if you stand near or interact with corpses and loot containers in dark, damp, poorly ventilated areas (or by coming in close contact with the living infected). Cannot be targeted, persisting as pretty much a debuff, could be fully removed by being set on fire and partially by sustaining AoE fire damage or any damage in general. Deals periodic damage and progressively debilitates the host but cannot deal lethal damage. Represented in several strands - black mold, white mold, etc., - each with its own distinct effects, some situationally beneficial for the host. 

Also more mutant variants, more diverse than 'big, bigger & dog'.

9
Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« on: May 16, 2025, 12:59:56 am »
What's wrong with the rifle?

It looks like you chopped pieces off of six different rifles and frankensteined them together.  You probably did.

Sounds about right for a post-apocalyptic gun design.

10
General / Re: Make a monster for Infusion
« on: May 09, 2025, 02:22:22 am »
A worm or an insect that wears a shell improvised out of whatever it has been coming across, from trash to crafting materials to actual armour and weapons. A crawling random loot dispenser essentially, the constituents of whose shell affect its defence/offence (I don't know how feasible that would be to implement). If the shell includes metal/ballistic plates or armour suits, it is harder to damage; if it has spikes, blades or melee weapons, it does more damage with additional effects when attacking; it if carries grenades or explosives, it has a chance to blow up upon taking damage, etc. Bonus points if the creature is carnivorous and can dynamically modify its carapace by scavenging stuff from its prey, going from eating rats to eating thugs to terrorising well-armed individuals within mere hours.

this is not a fucked up allegory for how player character must appear to the NPCs

11
General / Re: Make a mushroom doughnut
« on: May 07, 2025, 01:25:10 am »
Cooked human meat. Roasted, simmered, served with Chianti - whatever, as long as consuming it should count as cannibalism. It's always miffed me that lurkers have no 'unique' cousine on them or anywhere in their territory, just human hearts and brains in freezers (seasonal candies do not count). I was really stoked to unknowingly become addicted to human meat in NEO Scavenger, and would be just as stoked in Infusion.

Come to think of it, the Tchortist admission interview even brings up human meat consumption, yet no option to actually do it exists...   

12
General / Re: Make a monster for Infusion
« on: May 02, 2025, 03:01:20 pm »
A powerful psionic enemy that inherently lacks psi points but can siphon them from the player character (or any other suitable entity), subsequently gaining access to devastating abilities. Maybe it could even briefly steal the siphoned entity's strongest psionic ability to use it against them (like Motor-Cognitive Transference but far more impactful).

13
Regarding grenade launchers, in addition to fixed damage range on grenades the weapon itself could have a quality-dependent modifier to that value, unrelated to skill. An HE grenade dealing 350-500 base damage multiplied by the g-launcher's 30%, for instance. If launchers are ever too strong, either the multiplier could be reduced, potentially even staying negative outside of highest quality comps, or the grenades' base damage could be tweaked (ammo should probably remain the primary determining factor for damage though).

This could apply to all firearms in fact, at least to an extent. Ammo determines base damage, weapon quality and attachments modify it, while skill governs the overall ability to wield the gun, ranging from precision to critical rate to whatever other modifiers Infusion will have.

The issue with heavy guns and generally anything capable of burst-fire is that of identity rather than balance, in my opinion, as there is little point in adjusting five barely distinct flavours of 'just burst lol'. Purely for the sake of speculation, SMGs could remain basic burst boys; ARs could be the attachment sluts, extensively adjustable to any situation; LMG and Miniguns could be restricted to full-auto only (distinct from burst-fire), which should be possible (?) given Infusion's combat process, giving them a very narrow and inflexible but unique niche; combat shotguns could be deprived of the ability to burst to begin with, as each single shell already impacts similarly to a small scale burst, and could instead be differentiated more broadly through shell varieties (besides just pellet number, obviously; slugs, dragon's breath, etc.)

tl;dr on the pic below

14
General / Re: Am I Crazy for Thinking Pack Rathound Is Good?
« on: April 02, 2025, 12:48:04 am »
Pack Rathound is really great on trap-only builds! It allows to haul more traps at once, reducing the frequency of going back to restock.

I mean this mostly as a joke but nonetheless.

15
Suggestions / Re: Hammer Fists feat
« on: March 28, 2025, 12:58:53 am »
b-but the cool hammer flavour though!

Heavyweight puncher builds are usually the ones going full DEX and relying on crits for damage, which is very gay (STR-maxing ones exist as well but are hot garbage in comparison). This feat is basically meant to promote pure STR heavy tanks that fundamentally hit so hard the crits are barely ever required, which is manly. At least that's the general idea.

Reject crit meta, embrace Unprojection 

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