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21
Bugs / Psychosomatic Predation Status
« Last post by Dan11111 on December 08, 2025, 12:01:04 am »
After the target of Psychosomatic Predation is defeated, 25 PSi are added like intended, but the Status of Predator is not removed from you.

is this Indented ?

22
Bugs / Re: Report spelling/grammar errors
« Last post by Dan11111 on December 07, 2025, 11:53:22 pm »
Targts
23
Builds / Re: Returning player. Quick check on sniper\traps build please?
« Last post by Vokial on December 07, 2025, 10:49:58 pm »
I have to say, while I don't agree with anything you say, I at least can respect your opinion, simply because you actually bothered to explain and try putting reason why you think the way you do. That in itself is a massive cultural difference between you and Eidein. So props for that.

On the other hand, it is clear that you never tried or properly played a sniper the way it's supposed to be played - actually accurding to the aspect of the character. As a sniper, you're not supposed to tank hits. I never ever used a repair kit on my armor in this game even with a psi-focused sniper build without Traps. And you can also have Infused Pig Leather Tabi and Leather Overcoat to literally double your HP. But as I said, it's not something you should rely on, armor is only for utility here. If there's no helping it and you are bound to be attacked the next round due to miscalculation, you can simply turn on your energy shield. But ideally you should always end rounds being out of attack range. Even without Sprint. As if you have Hit and Run + Contraction, you don't need anything else. And Interloper. Which a sniper build without is borderline unplayable. While H&R is almost a full Sprint, but after each kill and is always on, all the turns. They just cannot be compared for a ranged character and plays a fundamental role in kiting, moving between covers or returning to corner after stepping out from stealth with Interloper.

As for Initiation, yeah you'll need that - even with Stealth. Without it, you definitely need high CON and whatnot in some scripted battles, but that's just you ruining the build to a playstyle that did not understand the role and wasting valuable stats. If you attack first (from stealth or otherwise), you won't need HP as that should already decide the battle when you're with a sniper. Even against crowds, that alone should give you the ability to turn the tides past the point which the enemy cannot recover from and also put you in a safe spot / incapacitate the remaining unfortunates, where you are just mopping up the next turn.

I don't know if you actually played a character having a high PER - but if you will in the future, you'll notice that your Detection is enough to see ALL enemy traps. Even without spending ANY points in the skill. Actually, if you do, your Trap Detection (that's separate from regular Detection) will only increase after a certain threshold. Someone who's having high Traps will have roughly the same points than someone who isn't when they both have high PER. And Trap Expert makes more difference with more Traps skill. Testing confirms that you need about 140 Traps + TE for Dominating Native Hunters to not see your contraptions. But the most important part of this is the deploy speed. You can lay your traps closer to enemies in stealth without being detected as you work a lot faster. QT is nice and sometimes very useful in battles but just as with H&R, it's a passive skill where no skill activation is needed and the two bonus it gives make a lot of difference for someone who uses traps reguarly and continuously throughout the whole game.

And I stand by the fact that Strafe can be taken past level 10. That is only useful with a Spearhead rifle - which you can only hope to get from Blaine. Taking it beforehand is simply a waste. When you still don't have the proper gear yet and low on Initiative, you're much better off having Paranoia beforehand. Which has so many minor bonuses that it makes it worthwhile in total and certainly a better pick than Trigger Happy for just how much more it gives for 2 Initiative less. You need Detection. The earlier you spot Traps and most importantly hidden enemies (like Crawlers) while you're in Steath the better and having to spot them from a larger distance also matters. Until you get your first sniper rifle, you'll be using other type of guns like pistols and SMG's (especially before you can repair them). If you're lucky, you can find other rifle types where again - Strafe matter less. Taking it on level 12 is fine and it will synergize wondefully with Hit and Run. Alternatively if you're lucky and get a Spearhead at level 8 for example, you can choose between Strafe and Ambush.
24
General / Re: Custom Portraits
« Last post by Int0rCess0r on December 07, 2025, 07:15:39 pm »
Hey guys, the question is, what app do you use for editing and creating portraits, I was going to make a new portrait of Tanner, but Photoshop doesn't seem to be the best for it

I use a mix of paint3d and gimp, generally you should be working at a low enough resolution 100x100 or 200x200 where any manual edits such as removing background with the eraser tool and edits various paint tools should be decently easy, and gimp is pretty good for any color edits and removing any semi transparent pixels.
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Bugs / Re: Cryostasis + spear bug
« Last post by Styg on December 07, 2025, 03:15:22 pm »
Fixed for the next update.
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Bugs / Re: Incap and evasion
« Last post by Styg on December 07, 2025, 03:01:27 pm »
For some reason plasma explosion was split into two identical attacks for each damage type, so I just combined them into one to fix this issue.
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Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on December 07, 2025, 01:30:24 pm »
the last word should be "do"
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Bugs / Incap and evasion
« Last post by harperfan7 on December 06, 2025, 03:42:38 pm »
This may not be a bug, but if not it is illogical.  Split-damage explosions (and probably regular attacks too) only ignore evasion of incapped enemies with the first damage.
29
Suggestions / Re: [DLC]Biomancy Psi school
« Last post by Cryomancer on December 05, 2025, 06:43:52 pm »
Suggestions for feats.
1 - Virus - Your biomancy psi powers also make the target diseased with a virus, taking 1 point of constitution damage.
2 - Poisonous trap - All traps that you deploy are poisoned
3 - Lasting poison. Bio DoT lasts two more rounds(exclude deadly poison)
4 - Deadly poison. Bio DoT act faster (exclude lasting poison)
5 - Heartseeker - If your Venon Bolt deals more than 50% of the target full hp in damage, the target dies. Specialization can reduce to 30%, also increase DoT time by 1 round like Cryogenic Induction.
6 - Acid emission. Toggle to make your next Venon Emission imbue your knifes/crossbow bolts with acid instead of toxic.  Excludes : Acid blast
7 - Acid Blast. Toggle to make your next toxic blast acid. Excludes Acid emission.

What you think?
30
Builds / Re: Throwing build looking for feedback
« Last post by dddmemaybe on December 05, 2025, 06:27:13 am »
It looks pretty good.

I think swapping out Power Management for Grenadier at level 4 is the right call. Your throwing accuracy is so high, and your lategame crit-chance potential on Three Pointer is so high, that it's weird to not include those feats honestly. You can take Power Management at high level like 24 or 30 and reserve the feat for lategame super energy shields instead I'd recommend.

Spear Throw and Thumper have slight anti-synergy since it only allows you 1 spear-hand for throwing from instead of two. But it's not bad enough that I'd recommend against taking both.

Escape Artist isn't too bad of a choice on a build with high DEX. But a lot of the other feats are also pretty competitive for their slot so I'm not sure if it's worth it somehow, I'm not sure either way.

I think Future Orientation is also probably worth it even if it gives LTI an ap cost. Possibly even over the P.T.Acceleration feat, as you can still get a sprint and mini-adrenaline on a non-feat-boosted P.T.Contraction, base-line.

An angle to consider might be taking out Str 6 and Spear Throw for Cooked Shot and Mad Chemist, since you already have Versatility, you'll only need 35 raw guns skill and you already have the exact INT requirement of 7. Although I admit the early game is probably harder with that angle as you don't get early spear tosses. But the early game for DEX-stealth builds aren't that bad. You can just take Sprint or Sure Step instead. You can also let TM cap out at 70 raw to save points. And one of either the Acid or Ice chem-pistol will always screw over high DT targets, adding a throwing net or taser can chain immobilize cheese too.

I also think putting on Sprint at some point, since you're already at exactly AGI 6, is a great idea.
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