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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Alt on Today at 05:03:50 am »
WHO CARES ABOUT MP FEATS, HAVE YOU SEEN THESE NEW SPRITES??? WE CAN FNLY ROLL WITH STYLE
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Vokial on Today at 12:39:15 am »
- Fancy footwork and Hit and Run were previously able to restore ridiculous amounts of MP per turn. These diminishing returns are more than reasonable.

Literally every single person in this sub 100% was hating on Hit and Run and absolutely salivating on Sprint with me as the single exeption praising it, totally willing to die on this hill. To me, this confirms that nobody else tried it. Should they did, they would've known how immensely tenfold better H&R was in comparison to Sprint. However, they still lectured others like they know what they were talking about, while not having the slightest idea. To me, that always looked ridiculously stupid and made me loose all respect for these people, simply due to them making these practices.

It's still better btw... but Styg just encouraged them to not try it for sure. Anyway, this was a needless nerf. In order to get loads of MP bonus, you had to meet with several conditions, like already emptying your MP and delivering a deadly shot. Then emptying your MP again. While Sprint is unconditional. While in practice, this is just you properly planning the sequence of your actions, I still think that the nerf is unjustified. Anyway - the update proves my point from the dev himself. So there's that. Just wanted to put that out for the sprinting loosers out there that are now never get the chance to experience the utter freedom of flying through the area of several corners after 6 deadly sniper shots per round, killing enemies even when they were behind cover before the turn. You all missed it and will never get to experience it.
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Builds / Re: Alpha-strike Psi-less Energy Crit Build for DOM
« Last post by Eidein on Today at 12:33:22 am »
Your build sucks because I said so!
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Suggestions / Coretech armor on corpses
« Last post by harperfan7 on Today at 12:22:04 am »
During the JKK questline at least, there are a few coretech corpses in the warehouse after the 2nd mission; it would make sense if you could loot them.  Theres also at least one dead mercenary with no loot.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Styg on December 18, 2025, 08:26:53 pm »
I really appreciate the work done for sprites and localization, finally I can introduce my non english speaking friends to this game.
New content is always welcomed and small increase in difficulty isn't hurting either. But some choices make my scrath my head in lack of understanding.

All the buffs and changes like what you guys did with INT is just different. Not bad or good, just different from what I've used to know for these last years. Well, at least it's a good reson to start a new run.

But debuffs are what I have a hard time understanding, especially dexterity perks like footwork and Hit & Run. It feels like dexterity builds were nerfed in general, which is strange cause I don't feel that they were that strong.

I can understand buffs and reworks, some skills were in need of them (stasis was too strong and heartbreak poison was ridiculous to use with constand immobilizing and running away). But what are reasons behind nerfing damage of light weapons or hit and run for example?

Can you guys share an intent behind those nerfs?

- Light weapons had double scaling - one through bonus damage from skill and the other from reduced AP cost. I reduced the amount scaling from skill in order to reign the damage per turn in a bit.
- Fancy footwork and Hit and Run were previously able to restore ridiculous amounts of MP per turn. These diminishing returns are more than reasonable.
- Expose Weakness allowed some weapons to largely ignore their innate disadvantage when fighting robots, which should serve to offset their general high damage and utility. Hence the change to this ability.
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Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« Last post by Telapan on December 18, 2025, 07:45:08 pm »
RIP One Turn Man in this 10th anniversary
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by 12 on December 18, 2025, 07:40:09 pm »
Let's be fair, the fist and knife builds were a bit silly.
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Builds / Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by NumberTJ47 on December 18, 2025, 07:18:30 pm »
Hey everyone. In case anyone missed it, a new major update has just dropped. Looking forward to seeing what build people make with the rocket launcher, but I mostly want to focus on the feat changes and how they affect our builds.

"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."
Correct me if I'm wrong, but I think this means that we'll need to put far more points into our crafting skills to get the highest tier equipment. With the new intelligence feats I'd imagine that crafting great equipment will be extremely costly for low int builds now.

I don't know much about a lot of high DEX builds, but I'm pretty sure this tweak is a big deal: "Minimal weapon usage action point cost changed to 5 (up from 4)"

It looks like there's been a lot of changes to the feats we use for melee builds. Expose Weakness, Fancy Footwork, and Cheap Shots have all been given big nerfs. Stasis has also been nerfed (finally.) Looks like my idea of using psi or guns to support melee builds might become much more viable. There'll be a ton to experiment with now that Exothermic Aura can help resist some CC and Psychokinesis is getting buffs.
This might also interesting for melee builds: "High-Technicalities now also increases damage from energy edge and electroshock modules".

Contaminated, and therefore Toxic Gas Grenade, has been nerfed to require 20 stack instead of 10 to reach 100% increased damage taken.

Other tweaks that might interest you:
"Reduced damage of grenade launchers across the board by about 20%"
"Forcefield now has resistances that scale with skill"
"Psychosomatic Predation - killing the target now also resets the cooldown"
"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"

Hopefully everyone's handling the nerfs well. Personally I'm happy that hard mode is has more of a reason to exist and dominating might actually feel hard again.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Alt on December 18, 2025, 05:06:22 pm »
YOOOOOOOOOOOOOOOOOOOOO  :o
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by deanisi on December 18, 2025, 03:42:23 pm »
I really appreciate the work done for sprites and localization, finally I can introduce my non english speaking friends to this game.
New content is always welcomed and small increase in difficulty isn't hurting either. But some choices make my scrath my head in lack of understanding.

All the buffs and changes like what you guys did with INT is just different. Not bad or good, just different from what I've used to know for these last years. Well, at least it's a good reson to start a new run.

But debuffs are what I have a hard time understanding, especially dexterity perks like footwork and Hit & Run. It feels like dexterity builds were nerfed in general, which is strange cause I don't feel that they were that strong.

I can understand buffs and reworks, some skills were in need of them (stasis was too strong and heartbreak poison was ridiculous to use with constand immobilizing and running away). But what are reasons behind nerfing damage of light weapons or hit and run for example?

Can you guys share an intent behind those nerfs?
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