Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Bugs / Re: Weirdness with Psi skill synergy
« Last post by Styg on February 11, 2026, 10:25:55 pm »
That's not the whole save. You need to zip and sent me the entire folder for a given save.

Is your character debuffed somehow?

Btw, are you using cheat engine or some other memory manipulation?
12
Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by jujax on February 11, 2026, 10:24:01 pm »
Build at level 11 post Depot A. Just finished Depot A and I am mid level 11.

STATISTICS :
STR: 3
DEX: 10
AGI: 3
CON: 3
PER: 10
WIL: 3
INT: 10

PERKS :
Polymath
Aimed Shot
Recklessness
Psi Empathy
Point Shot
High Technicalities
AMBUSH : it will become our bread and butter crit perk. You have plenty incendiary grenades to light targets and kill from the Shadows


SKILL POINTS AT LEVEL 11 :
Combat skills:
Guns 65
Throwing 30, Melee 50

Subterfuge skills:
Stealth 40 -- needed for Ambush and is a pretty good level for now
Hack 40 (60 effective for Depot A)
Lock  40 (60 effective for lockers)
Pick Pocket 34 (51 effective to thief)

Technology skills:
Mechanics 30
Electronics 65 we work to max electronics as we can craft energy pistols
Chemistry 30 -- I zapped  MK4 and used only incendiary and EMP nades. You can have chem too. Will transit to Plasma next and will not use frag nades. It will spare some points I invested in melee skills for low levels.
Biology 3 -- it will be our next increase for focus stims
Tailoring 30

PSI:
TM : 50 --> big increase for now to go to 75

Social skills:
Persuasion : 53 (for Buzzer Quest)
Mercantile : 25
13
Bugs / Re: Heavy Metal Feat Doesn't Have A Melee Requirement
« Last post by Styg on February 11, 2026, 10:22:59 pm »
It only provides the bonus to heavy weapons, not the sledgehammers.
14
Bugs / Re: "Warmed up" status does not always display chill and freeze immunity
« Last post by Styg on February 11, 2026, 10:21:44 pm »
It only provides that on higher stack counts.
15
Bugs / Re: Minor door bug
« Last post by Styg on February 11, 2026, 10:20:52 pm »
Fixed. Note that in your current playthrough those doors might disappear. But they will work fine in the future.
16
Bugs / Re: Obscure AP carry over bug
« Last post by Styg on February 11, 2026, 10:16:58 pm »
Max action points you're granted when starting your turn is 100. Then you can get additional 10 from carryover.

There's no such restrictions for the AP that you gain during the turn.

Maybe it shouldn't work like that, but that's what's happening.
17
Bugs / Re: Shuriken's mechanical damage doesnt scale with throwing.
« Last post by Styg on February 11, 2026, 09:56:13 pm »
It wasn't, but fine, I'll make it scale.
18
Bugs / Re: Enraged beetles cast bilocation on each other
« Last post by Styg on February 11, 2026, 09:41:54 pm »
Funny but fixed for the next update.
19
Bugs / Re: Fusion Cannon
« Last post by Styg on February 11, 2026, 09:35:40 pm »
Fixed for the next update.
20
Bugs / Re: Invisible Energy Shield When Using Advanced Shaders With NVG
« Last post by Int0rCess0r on February 11, 2026, 06:17:36 pm »
It works for me, though visibility is low.

Upload the save if you want and I'll check your situations out.

I'll send the save over, though it seems to be a problem when darker tile sets are mixed with low light levels and certain shield frequencies.
Pages: 1 [2] 3 4 ... 10