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Go to Leonie, Foundry entrance merchant, she should have an option to smelt Metal Scraps that you get from recycling metal items. They will give you low quality steel.
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as the game progresses, low-quality, cheap steel becomes harder to come by and, as a result, quantity producing crafting recipes such as caltrops, bullets, throwing knives, and bear traps increasingly lose cost savings until it's cheaper to just buy said bullets and utilities (unless you want a specific ammo type and/or poisoned utility), this has the effect that these recipies are almost not used at all.

lets say you want to craft 6p shotgun shells from your spent casings to save money, and have the prerequisite chemistry and mechanical skill, Qsteel steel plates on sale, that is for a base value of (250+7*Qsteel), a large shotgun mold has a static value of 80, a unit of TNT has a value of 50, and each empty shell has a value of 1, so 15. this produces 15 6p shells, in total equaling 600 base value. for any cost to be saved, Qsteel must < 56. If the initial cost of buying the blueprint is included, over crafting for the first five times, then Qsteel must be < 42. Even in post-beast foundry, you will struggle to find steel in quality under these numbers. leading you not to use this recipe in most cases past Depot A

Now, compare this with crafting adrenaline injectors. A syringe is 10 value, an adrenaline vial is 250 value, a crafted adrenaline injector is 300 value, and a constant saving of 40 (base) value is made when crafting. Both of these materials are widely available from any medical vendor.

My proposition to solve this problem is to introduce an item with a static cost, like adrenaline or syringes. Perhaps steel billets, aluminum, lead, or cast iron, or whatever, can be used as substitutes for high-quality steel in recipes that produce items that do not depend on the quality of the steel used. Maybe set it to the cost of 30q-35q (~450-500 value) steel, but make it use a higher mechanical skill to justify its saving (30-40 mech skill?). Of course, this substitute cannot be used in (melee) weapons or armor. This item should be sold by armorers and general venders much like how TNT and hexogen are sold.
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Suggestions / Re: Power Fist: Match Metal Gloves Scaling
« Last post by harperfan7 on December 23, 2025, 09:34:46 pm »
this is a bug
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Suggestions / Power Fist: Match Metal Gloves Scaling
« Last post by Sarokan on December 23, 2025, 09:15:22 pm »
With the recent patch, metal combat gloves now gain +10% damage per point of STR above 5. Power Fists, however, still only gain bonus damage from STR above 7, while sharing the same 16 AP base cost per hit as steel combat gloves.

Because of that, Power Fists feel a bit behind as a high-STR fist option. I’d like to suggest bringing them in line with metal combat gloves by giving them the same +10% damage per STR point above 5.
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Bugs / DR from Feat "Heavy Metal" not working with Sledgehammers
« Last post by Carypsis01 on December 23, 2025, 09:02:23 pm »
Before the patch the Reduction from the Feat Heavy Metal also was applied when a sledgehammer was equipped.
Now it only works for Heavy guns or Rockets. It can only be used in the offhand (and heavy guns or Rockets in the main hand) to activate the feat.

Is this inteded?
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by Vagabond on December 23, 2025, 06:21:08 pm »
I'm currently retrying my Jin-Roh build on DOM from square one, ditching CON and it's feats for the new INT ones. First impression - Polymath is amazing alongside hacking, I am never sleeping on it again. But in general, the only difficulty spike I've noticed is with the HP increase which does hit bullet based weapons early on the most, with psi bugs and robots and their high DR/DT, you now need more bullets and I had to switch guns and ammo types a lot, right until I was able to get the Unique Bren. Good thing there is just enough money to stock up on bear traps, caltrops and nades, but it did feel like a F5-F9 slogfest up till Junkyard, after that it was a rather smooth sailing.
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Builds / Re: Alpha-strike Psi-less Energy Crit Build for DOM
« Last post by Troubleprone on December 23, 2025, 05:12:19 pm »
Thanks Eidein! With all the changes to DOM, I think this build is still viable, but it relied too heavily on getting the Stunner early for mid-game. It may not be Psi-less in its next iteration.

Cheers!
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Development Log / Re: Patch Notes
« Last post by Styg on December 23, 2025, 12:49:16 pm »
Version 1.3.0.15

General
  • Unique weapons now have custom sprites when held (except on jet skis)
  • Extracted a good amount of text of the game into .txt files for localization; UI elements, object names, items, abilities, dialogs and more can be localized as of now; further localization support is in development
  • Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified. The effect is not drastic, but should be noticeable.
  • [Heavy Duty] Added Rocket Launchers
Graphics
  • Improved the fog of war and nightvision shaders; you can switch to the old one in video settings if you prefer the old look
Difficulty
  • NPCs now gain 3% crit chance bonus on Dominating difficulty for weapon and psi attacks
  • NPCs health is now increased by 100% (up from 50%) on Dominating difficulty
  • NPCs health is now increased by 50% on Hard difficulty (previously it was not increased at all)
Items
  • Increased the base healing amount of enriched health hypos by about 25%
  • Mining helmet and headlamp enhancements will now project light in a cone in front of the user; range increased
  • [Heavy Duty] Increased The Stunner's hacking requirement from 120 to 150
Crafting
  • Changed the crafting requirement base from fixed 80% of component quality to ranging from 77% to 112% component quality, scaling with the quality itself (curving up); Tweaked the specific modifiers for various components.
  • Metal combat gloves have their strength scaling changed to +10% for STR over 5 (down from 7)
  • Reduced the shield conversion rate of High Efficiency Energy Converter
  • Base energy shield conversion rate increased
  • Circular Wave Amplifier's energy shield conversion rate penalty no longer scales with component quality
  • Increased the Circular Wave Amplifier's effect on shielding values
  • Silencer no longer reduces damage (this change does not affect already crafted/generated pistols)
  • [Heavy Duty] The grenade launcher technical manuals publication used in firearm refurbishing has been changed to also include rocket launchers
Feats
  • Expose Weakness - now reduces resistance and threshold by 30% plus 2% per intelligence (down from fixed 50%) and the effect is halved for non-living targets; cooldown change to 5 turns (up from 4)
  • High-Technicalities now also increases damage from energy edge and electroshock modules
  • Hit and Run - when triggered multiple times in the same turn, the maximum movement points reset point gets halved with each triggering
  • Fancy Footwork - when triggered multiple times in the same turn, the amount of movement points gain is reduced by 1 point each time
  • Cheap Shots - Incapacitation chance changed to 8% (down from 15%)
  • Heavy Punch - Damage changed to 300% (up from 180%); AP cost changed to 150% (down from 200%); now has 3 turns cooldown
  • Cut-throat - Action point cost changed to 15 (down from 25)
  • Pummel - cooldown changed to 1 turn (down from 3 turns)
  • Expanded Psi Capacitance - Now also increase psi regeneration by 1% of max psi reserves
  • Mantra - Psi regen bonus changed to 10 (up from 5)
  • Added Polymath - Immediately grants 15 skill points and additional 5 skill points at every subsequent level
  • [Expedition] Added Specialist (Level 16, Intelligence 10) - Grants 1 additional specialization point per level
  • [Heavy Duty] - Shell Shock now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill
  • [Heavy Duty] - Demolition Man now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill
  • [Heavy Duty] - Bullet Trance - will only work with LMGs and miniguns
  • [Heavy Duty] - Added Beast of Burden (requires strength 10) - Increases carry capacity by 150
Specializations
  • Added Heavy Punch: Damage - Increases damage by 10% for each specialization point (max: 10)
  • Added Heavy Punch: Action Point - Reduces the action point cost modifier by 10% for each specialization point (max: 5)
  • [Heavy Duty] Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5)
Psi
  • Forcefield now has resistances that scale with skill
  • Cryogenic Barrier now has mechanical resistance that scales with skill
  • Exothermic Aura now burns off throwing nets and webs that entangle the invoker
  • Psychokinetic Chain - now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 50% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)
  • Psychosomatic Predation - killing the target now also resets the cooldown
  • [Expedition] Stasis can now absorb maximum of 10 damage per effective skill point
  • [Expedition] Temporary Rewind - action point cost changed to 20 (down from 25), cooldown changed to 6 (down from 8 ), reversion delayed by an additional turn
Tweaks
  • Skill-based damage bonus for light weapons (those that have their AP cost reduced by Dexterity, which are: pistols, SMGs, unarmed, fist weapons, and knives) changed from the standard 0.7% per skill to 0.5% per skill
  • Cold effects will now remove a stack of Warmed Up
  • Minimal weapon usage action point cost changed to 5 (up from 4)
  • Added dry-firing sound effects
  • Contamined - damage taken bonus per stack changed to 5% (down from 10%)
  • [Expedition] Plasma grenade now performs one attack with both damage type instead of two attacks; this does not change damage in any way but will make evading it more consistent
  • [Expedition] Heartbreak poison duration will no longer be refreshed with stacking
  • [Expedition] Added new shotgun loading/reloading sounds
  • [Expedition] Putting a Locust Hive in Stasis will prevent it from releasing locusts
  • [Heavy Duty] Added new grenade launcher loading/reloading sounds
  • [Heavy Duty] Reduced damage of grenade launchers across the board by about 20%
  • [Heavy Duty] Adjusted optimal ranges for grenade launchers, will not affect those already crafted
  • [Heavy Duty] Certain truesighted robots now have their truesight sight ranged decoupled (and lowered) from their normal sight range
  • [Heavy Duty] The Gunslinger will no longer give you a certain item unless you reached a certain point in the Compound quest together
Bugs
  • Fixed some old rare save/load bug that might have been the root cause of the rare save data corruption bug
  • Fixed not being able to report one of the Hephaestus Research quest outcomes to Colonel Cathcart in a specific case
  • No longer able to change the zoom level when using cameras, spying endoscope and the like
  • [Expedition] Shattering a target with a spear attack will now properly apply spear guard
  • [Expedition] Fixed reinforced leper serpent skin boots displaying the wrong icon
  • [Expedition] Fixed provoking hostilities when using a certain laptop at The Rig when reloading a game even if the player has been granted access to it
  • [Expedition] Locust hives no longer have knees and ribs (that can be shot and broken)
  • Various minor dialog/zone fixes
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Bugs / RLs don't get additional adjective with different firing mechanisms
« Last post by rararaven on December 23, 2025, 12:13:40 pm »
When crafting rocket launcher with ergonomic or lean firing mechanism its doesn't gets Ergonomic or Lean added in its name (see screenshot)
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Bugs / Re: Heavy Punch
« Last post by Styg on December 23, 2025, 12:12:21 pm »
Fixed for 1.3.0.16.
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