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Messages - LazyMonk

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91
General / Re: Junkyard/Elwood -*SPOILERS*-
« on: April 03, 2013, 01:24:18 pm »
But you have to take in count that your skill is Unlimited. ;D

Did you had to use stealth? Other npcs didn't turn hostile to you?
That must have been a really hard swing.

92
General / Re: Junkyard/Elwood -*SPOILERS*-
« on: April 03, 2013, 12:14:58 am »
What about traps?
I managed to kill him at the previous version by laying traps on a route he used to take inside the casino.
Stealth goes well this this traps tactic.

93
General / Re: Item degrading gamebreaking
« on: March 30, 2013, 06:56:30 pm »
It would be nice if we could make our own mechanical repair kits with a reasonably high mechanical skill as well, a few basic materials could be seeded into the game for that purpose, hopper grease, soft cloth, that sort of thing.
I have good news for you then. ;D You can craft your own mechanical/electronic repair kits if you have at least 20 metal/electronic scraps and some points on mechanic skill. You can also recycle items. If you find a damaged gun you can turn it into some nice mechanical scraps.

94
General / Re: Item degrading gamebreaking
« on: March 29, 2013, 10:37:54 pm »
I think it would be better to have other money sink, like faction support, charging for feats or extra skillpoints.
I like these ideas, a lot.

And i have to agree with DarkWan when he says that its only a issue at the begging.
After the GMS compound things start to go smoother.

I'am going to do a gunner without any other weapon skills and psy powers and see how it goes.

Edit: Okay i just did the outposts quest with just the 5mm pistol and it was a breeze. I was lucky and got a second
5mm pistol in one of the outposts so i didn't had to repair even once. If finding another pistol makes a big difference perhaps we could start with a free Mechanical Repair Kit in one of our room lockers.

I am going to do the 'hopper round up' before i hit the GMS compound, but so far things are going easier than with my Sledgehammer+Psychokinesis guy. I have 1008 SGS credits right now. More than enough for plenty of repair kits.

95
Bugs / Re: Door bug
« on: March 29, 2013, 12:18:58 am »
Yes. Then he advanced towards the door because he had the first turn.
This has happened to me before with different doors.

Good luck :)

96
General / Re: Item degrading gamebreaking
« on: March 27, 2013, 01:03:04 pm »
I have only made 2 characters so far but i haven't found the the whole item durability to be game-breaking.

My first character (stealth+knives+traps) had no economical troubles at all.
My sledgehammer in metal armor guy had rough start, mostly because a sledgehammer is an expensive weapon for a level 1/2 character.
I would only ask for items to have a bigger durability because i have to repair my sledgehammer between every fight at Depot A.

97
Bugs / Door bug
« on: March 25, 2013, 01:12:34 pm »
Sometimes i get stuck between an open door and an enemy being impossible to reach him with melee.
I can still retreat though.

It doesn't happen much, but it happened to me today on the Kohlmeier's lucky knife quest. I infiltrated his former house through the passage infested with rathounds and once i opened the door Vilmer blocked me out of melee range. It happens every time. :(

98
Bugs / Re: Report spelling/grammar errors
« on: March 25, 2013, 12:37:00 am »
When talking to Second Lieutenant Garren, the player has the following dialogue line:
(reporting the threat to the embassy)

"This guy named Abram that hands out at the tavern..."

Should be instead:

"This guy named Abram that hangs out at the tavern..."

99
Discussions / Re: How did you find out about this game?
« on: March 25, 2013, 12:16:29 am »
Found it on greenlight. I noticed it because it was a favorite of Vince, one of the devs of Age of Decadence.
He only had two games on his list. His own game and Underrail. I knew i had to check it.
I saw the video and that was all i needed.

100
Development Log / Re: Dev Log #15: Version 0.1.7.0. released
« on: March 23, 2013, 06:35:50 pm »
That level feels like the toughest part of the game for non-stealth characters.
I have never been able to defeat them without the good old emp grenade/mines

101
Development Log / Re: Dev Log #15: Version 0.1.7.0. released
« on: March 23, 2013, 06:14:49 pm »
nackidno, even with emp grenades?
I plan to go through it with a heavy sledgehammer guy without stealth as well.

102
General / Re: Please help me
« on: March 23, 2013, 12:07:30 am »
You can also open the vents with a crowbar.
I think you need to have points on lockpicking to be able to use the omni-tool.

103
Its good to know that unarmed will be a viable build. :D
Hope you had fun, Styg.

104
General / Re: STUUuuuckk.... *tear*
« on: March 22, 2013, 01:12:42 pm »
First and foremost - I am loving these games. Almost cried when fallout 3 was announced as fps, so i'm very excited that this is already nailing that isometric rpg fallout-y feel. Awesome, awesome work.
You didn't cry alone... :-[

Now, it pains me greatly to say this... but i'm stuck. I've cleared the GMS compound, cleared the burrowers..... but now i have no idea where to go, i have no quests and i thought (but obviously not) i'd explored everywhere. What the crap do i need to do now to progress to another area?

The GMS quest is done and now you have to report to Tanner back at SGS. He will give you a new quest.
Have fun!  ;)

105
General / Re: Burrowers question
« on: March 20, 2013, 10:42:07 pm »
Because i found it quite challenging and decided to try again after i finished the whole alpha.
I managed with a level 8 character but i still found it tough. So, kudos to you.

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