Recent Posts

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Bugs / Re: Enraged beetles cast bilocation on each other
« Last post by Eidein on Today at 12:32:34 pm »
Not proven to have no effect! I just never saw the dopple.
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Suggestions / Re: Cockblocked by plot
« Last post by Eidein on Today at 12:32:06 pm »
always wondered why there's no way back into the institute, once you finished DC.

I know it closes out the story line, but it would be interesting to see how the faceless\Tchortists combated.

You can see this if you go back up the elevator when they attack it.
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Development Log / Re: Dev Log #10: Lockpicking and Hacking
« Last post by Styg on Today at 11:46:54 am »
These not coding in the hacking videos / screenshots I've shown. It's just running some command shell programs with specific parameters. It's not really that complicated once you learn the parameters. Of course, you'd also have to know how to use the command shell, but if you know how to use windows or linux ones, you'll be fine.

Of course, I know that not everyone will be interested in doing this, so there will be easier ways to hack by using graphical programs and such, but those will be less powerful.

As for writing your own programs and scripts and such, it is my plan to develop the computer system as deep as I can over time (it might include post-full-release development). I would like to, at some point, provide a some sort of API for characters to write their own graphical software in-game as well.
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Development Log / reserved
« Last post by Styg on October 27, 2025, 11:50:05 am »
reserved
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Suggestions / Re: Need achievement and achievement name suggestions
« Last post by Monarca on October 27, 2025, 04:39:08 am »
"A fine creation" - craft any item that requires 150+ crafting skill (maybe add the need for an improvement feat but that would interfere with crafted medicine)
"Traveling zoo" - be in possession of 4 animals on dog crates
"Lightning strike" - score 13 (maybe more) successful hits (Burst attacks may or may not count) in a single turn
"High capital" - carry 1 million in total value
"Staying clean" - go from the start of the game to the end of finding the drill parts (or up to the end of the game) without using medicine (bandages and psi inhalants are allowed due to psi builds)
"Pipeworking" - interact with +-3 pipes
"Miscommunication" - enter combat due to a failed social skill check
"I SWEAR IF I CATCH THIS CRAWLING PIECE OF SH-" - be stunned (or dazed) twice by crawler stings in a single combat
"Shut up, demon" - kill your doppelganger (total war Warhammer II reference)
"??? (Can't figure out a name)" - kill an enemy beyond your view range
"Well fed" - be under the effects of at least 4 meals over an hour
"Frozone" - keep 2 targets frozen in a single combat
"Dragonborn" - set 4 enemies of fire in a single turn
"Overdose" - be under the effect of 6 different drugs
"Funny little clown (secret achievement)" - annoy a certain six-fingered cyborg
"Transfinity" - reach Transfinity
"All in a day's work" - complete the game under 15 hours
"Sith lord" - have all the Psychokinesis and thought control feats and abilities (or spend 80 points in them + temporal manipulation)
"Here's another joke" -kill the rat hound king after telling a rathound joke
"Strong back (or loot ogre)" - carry 300 weight without being over encumbered
"Snakebite" - max stack any type of poison in an enemy
"Explorer" - reveal the entire black sea
"Lead shower" - fire >9 bullets in a single Burst
"Bomberman" - damage enemies with explosions 4 times in a single turn
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Suggestions / Emporium Mall Lunatic Barber unique weapon
« Last post by harperfan7 on October 27, 2025, 03:06:06 am »
Give him a shaving knife.  Maybe it lets you do quicker cut-throats but is otherwise a bottom-tier weapon.

Or maybe just make it a luxury item with a high value.  You added a barber but no special knife!  How dare you.
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Builds / Throwing build looking for feedback
« Last post by A_Clever_Monocle on October 27, 2025, 03:03:51 am »
Base stats

S:6 (We will use super steel spears not tungsten)
D:10 (as high as you can get it late game)
A:6
C:3
P:3
W:5
I:7


L1: Opportunist (amazing dmg feat on any build
L1: Quick pockets (we really need the quick slot this feat provides early on, hand grenades are the main source of AOE before GLs)
L2: Spear throw (2/3 range spec) (this is our primary way of dealing inorganic/ crit immune targets)
L4: Power Management
L6: Versatility (so we can use thumper as soon as we get it)
L8: Fatal Throw (3/3 AP spec) (5/5 threshold spec)
L10:Ripper
L12:Remote surgeon(5/5 dmg spec)
L14:Split Spare
L16:hypertoxicity
L18:Psyco temporal acceleration
L20:Tranquility (0AP LTI as long as you are at max hp)
L22:(Free)
L24:(Free)
L26:Improved dex
L28:Throwing expert (affects spear throw as well)
L30:(free)



Skills:


Combat

Throwing: 160 (350)
Melee 160 (350)

Defense
None (we wont need it)

Subterfuge W/ huxkey/jackknife
stealth: 136 (159) (does not count tabis/balaclavas)
Hacking 83 (130)
Lockpicking 44 (131)

Technology: effective stats assume that you have relevant benches + hypercerebrix (which we will meet the requirements for)

Mechanical :116 (201)
Electronic:116 (201)
Chemistry:57 (111)   (thermobarics at 110 skill)
Biology: 102(151) (does not count benches/drugs but does count bioinvesigative belt)
Tailoring: 8 (10) (for incendiary grenades does not count bench/drugs)


PSI

Temporal manipulation: 134 (145)


Social
Persuasion 88(110)
Mercantile 75(111)


Factions/major choices: Coretech for shield rechargers (our main defense), Bioinvestigative belt from the squid lovers

U1: Knives
U2: Caltrops/Taser
U3: Shield Recharger
U4: Nets, bio grenades




W1:Super steel energy spear or tripple heartbreaker trident
W2:Grenade launcher or spare spear (depending on the encounter)

Helm:  Tchortist bioscrubber, synesthestic refocus, or deaths grin (depending on the situation)
Armor: Coretech tactical vest, or the home invasion armor
Belt: Commando, utility, or master demolitionist if on dominating
Boots: Super steel striders (buy or find some high quality ninja tabis for when you want to be sneaky)


Uniques: Trident with triple dose of heartbreak (think of this as a tool for assassinating bosses)

Remote control energizer glove (amazing against bots with some planning and a tazer)

Utilities

The goal of this build is to make a throwing knife build that solves 3 key problems

Softening targets/AOE (grenade launcher)

High DT targets (spear throw)

Bots (energizer glove)


We have acess to every drug in the game, 3 free feats (take pack rathound, armor slopping or whatever your heart desires)

This build gets most of its essential feats out of the way early and I'm surprised by just how many feats directly increase throwing knife damage (and how few feats actually affect throwing kinves)


on a side note This build has access to every drug in the game

All feedback is welcome
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Development Log / Re: Dev Log #10: Lockpicking and Hacking
« Last post by Vagabond on October 27, 2025, 01:03:54 am »
I was holding off on saying anything in recent dev logs because I love each and every one and it gets me more hyped by the day.

However, in the particular case of Hacking, I needed a video example to understand what it will be like, and the recent Hacking video on Youtube blew my mind.

I don't know how to code, and yet I am eager to figure out how hacking works because this is exactly the s*** I wanted to see in other games like Cyberpunk or Immersive Sims like Prey or Shadow of Doubt (give or take in the complexity). A completely detailed, in-depth additional and optional gameplay mechanic that adds a whole new layer to the main game, that you can entirely miss because of it's complexity.

That being said, I do wonder if besides the terminal and, paraphrasing Styg, GUI hacks, if we spec properly into a hacker+techie we can make our own "hacks" and "hacking tools" like cyberdecks (yes, it's actually a real thing). I can envision there being a dedicated forum thread specifically to all this, where everyone on top of their builds, share all the hacks they made. Like maybe a simple bruteforce codebreaker for simple 6-digit electronic locks. Or a self-destructive scan virus that gives you a full "map" of the system before deleting itself without a trace. Maybe besides hacks, we can make biometric scans of ourselves and (possible) companions that can be on us at all times to insert into hacked/disabled robots. The possibilities end with the imagination and the complexity of the system.

There is also a thought that can be a best of both worlds for those that don't want to go into the deep end, such as with higher hacking skill, the whole process gets easier, without changing the complexity at all, by having tooltips and thought bubbles appear. Something that can alleviate the burden of coding for the general public, while still keep the core essence intact and not dumb down or give outright answers and solutions. Think of it as turning the hacking from a meta-skill based to a hybrid skill & puzzle based system. You still need to find the solution like in an immersive sim.
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Suggestions / Re: Cockblocked by plot
« Last post by Arclight on October 26, 2025, 11:09:32 pm »
always wondered why there's no way back into the institute, once you finished DC.

I know it closes out the story line, but it would be interesting to see how the faceless\Tchortists combated.
10
Suggestions / Re: Cockblocked by plot
« Last post by harperfan7 on October 26, 2025, 09:21:42 pm »
if the invasion has started, you'd have no way to get back in to the institute and would be hardlocked from finishing the game

but now thats not the case
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