Recent Posts

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General / Re: Oddities
« Last post by harperfan7 on February 19, 2026, 06:10:02 pm »
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Bugs / Re: Zone transition error
« Last post by PhrygianDominant on February 19, 2026, 04:58:22 pm »
Try adding the game to your antivirus software's exclusion list. For some reason AVs tend to start reporting false positives when we release a new patch.
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Suggestions / XP modifier for custom difficulty
« Last post by rararaven on February 19, 2026, 02:28:14 pm »
XP modifier would be nice to have now that we have custom difficulty and you already have system for that in place too with INT effecting xp gain on classic and xp needed on oddity.

My reasoning for that is that on higher difficulties, especially dom, there's generally a lot more enemies and also higher tier ones much earlier as well, like burrower warrior which normally you only get to see in DC on normal (veteran) but on dom you can find a few as soon as before even doing outposts. So basically it allows you to get rare enemy oddities much earlier. So to balance that you could lower xp modifier to compensate for larger amount of xp you gain early and more. On opposite side, another reason is that some people just may like to try out some weird builds and some of them only get going at really late levels (like riot shields which need all the feats and spec points they can get) by which point there's barely anything left to fight. With high enough modifier maybe even meme lvl 50 is something feasible to reach without endless tchortling grind.

Also, I'm not sure it even has any actual effect on enemy stats but if it does then NPC level modifier to allow to increase their levels would be pretty neat too.
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Bugs / Zone transition error
« Last post by diegoagl on February 18, 2026, 07:39:37 pm »
Hi, after the last update (1.3.1.2) the game hits me with a zone transition error. I tried with an older save file but the same thing happens.
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Hello, after seeing the latest update where you can now set NPC stats to things like 100% crit rate, 300% skills & 1000% HP while setting player health to 20% I thought it would be fun to try playing the game this way using very powerful builds, currently I am playing a Spear Throw build due to the insane damage numbers it can hit (200 at level 2, 1000 with full buffs and max distance at level 6), though it is not very reliable, here is a video I made fighting M'lan Ratula:

https://www.youtube.com/watch?v=5vvyyMkj8zI

I might post more videos like this in the future, currently doing Depot A at the moment, I would record more but the gameplay is very cheesy and savescummy meaning it is not very fun to watch or record, plus most of the pre Depot A gameplay is mostly cheese, I maybe should've played a Chemical Pistol build or Psi build instead, but the potential costs in amount of acid vials or psi inhalants used per fight terrified me too much so I decided I would rather play a savescummy build.
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Builds / Re: On Ammo Calibers and Weapon Building (Early Game Spoilers)
« Last post by KODVOC on February 17, 2026, 09:06:44 pm »
It all depends on your ap costs and your available ap per round; if you can get two shots/bursts with a lower caliber but only one with a higher caliber, the lower caliber is generally the better choice, but if its one each, the higher caliber is better (though you could use remaining ap for grenades or medicines or whatever).  Earlier on, higher calibers are better for sniper rifles because you will struggle to 1hko enemies.  Later on, smaller calibers are better because you can fairly reliably 1hko but get more shots.  SMGs only really make sense as a weapon if you have high dex + spec ops feat; otherwise ARs are better if you can meet the str prerequisite.  Marauders are the worst frame for ARs; hornets have the lowest ap cost, huszars the highest damage per shot, and chimeras the best critical damage.

Thank you!
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Development Log / Re: Patch Notes
« Last post by Styg on February 17, 2026, 08:53:09 pm »
Version 1.3.1.2

UI
  • You can now reset the custom difficulty sliders to any of the presets
Bugs
  • Healing cooldown is now properly set for all difficulty presets
  • Fixed the bugged psi crit bonus text on certain items
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Builds / Re: On Ammo Calibers and Weapon Building (Early Game Spoilers)
« Last post by harperfan7 on February 17, 2026, 08:51:59 pm »
It all depends on your ap costs and your available ap per round; if you can get two shots/bursts with a lower caliber but only one with a higher caliber, the lower caliber is generally the better choice, but if its one each, the higher caliber is better (though you could use remaining ap for grenades or medicines or whatever).  Earlier on, higher calibers are better for sniper rifles because you will struggle to 1hko enemies.  Later on, smaller calibers are better because you can fairly reliably 1hko but get more shots.  SMGs only really make sense as a weapon if you have high dex + spec ops feat; otherwise ARs are better if you can meet the str prerequisite.  Marauders are the worst frame for ARs; hornets have the lowest ap cost, huszars the highest damage per shot, and chimeras the best critical damage.

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Bugs / Re: Report spelling/grammar errors
« Last post by Phr3ak on February 17, 2026, 08:03:42 pm »
Colonel Cathcart: for economic reason -> for economic reasons
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Builds / On Ammo Calibers and Weapon Building (Early Game Spoilers)
« Last post by KODVOC on February 17, 2026, 07:54:54 pm »
Hello there!

I'm making a "first-time" character (in the sense I progressed from Junkyard for the first time and the game has finally clicked in for me) and so far have distributed my stats in the following way, having decided I wanted to experiment and fuck-up to learn along the way instead of following a pre-build (no hate for following builds, obviously, but I'm parting from a failing is fun pov here):

STR: 6
DEX: 7
AGI: 8
CON: 4
PER: 10
WIL: 3
INT: 4

Every level I've maxed out points in: Guns (55, ef. 83), Dodge and Evasion (55, ef. 73), Stealth (55, ef. 103), Lockpicking (55, ef. 69), Traps (55, ef. 69), Mechanics (55) and Mercantile (55).

My feats so far are: Aimed Shot, Hit and Run, Nimble, Strafe, Interloper and Snipe.

I'm currently running a 8.6 scoped Marauder and a 8.6 XM Harbinger (Though I've tried a 7.2 version of the Harbinger as well).

My question pertains to ammo types and deciding on my equipment from this point of the game onward, since I assume that once I reach Core City my options for merchants are going to expand (so far I've been using Blaine and the Junkyard Black Eels vendor, having sided with them in that questline).

I made up my mind early to use a Sniper build because I've roughly modeled my character on Golgo 13's Duke Togo and wanted to replicate the feel of him in combat, thus the feat list, but I've experimented with weapons before I got my hands on the Harbinger, and later for a secondary piece since it has such a high AP cost and even if I manage to delete an enemy before the fight starts, it usually results in a cascade coming after me regardless.

Background given, my question is:

For such a build, focusing on starting an engagement with an advantage and then continuing from there, are higher calibers, provided the character can shoot the weapons they're tied with, necessarily better? Should I discard 7.62 and 5mm from this point onward?

I ask because in my experience, even with lower AP weapons like a SMG, if I load it with 7.62 I get more shots per turn than with an AR, but I fail to eliminate an enemy with said shots, whereas in with the AR I can reliably kill one (or more) enemies per turn. I can't seem to find an advantage with using a lower caliber weapon in this way, even if the modifications the weapon has theoretically would make it more reliable than their higher caliber equivalent.

Being practical, I had a Tactical Muzzled 7.62 SMG  (Black Cat, I think) and a Scoped Marauder, and despite the latter having a higher and more accurate burst size, the enemies I was facing (Junkyard Mutants) ate the damage I dealt, and I only managed to complete the encounter with the AR (despite using the appropriate JHP rounds on both of them).

I haven't had the opportunity to use a rifle with the same frame and different barrel (yet), which made me question if there's any usage in making a 7.62 Marauder, or stocking that type of ammo, instead of jumping to 8.6, stuff like availability aside. Also, I'd like to know if this is more frame-dependent than I'm thinking at the moment.

What are your thoughts? If a SMG and a AR have a miniscule AP difference (13 - 11), and one does more damage per shot than the other, why would you use the SMG?

Or is it more build dependent, and the SMG is intended to be more viable for characters with lower % on hit, and I'm just trying to fit a square peg in a hole here?

Any advice or insight is appreciated!

Thank you!
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