Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Localization / Re: Awesome Spanish Translation, in course!
« Last post by Astillia on January 03, 2026, 06:58:18 pm »
Preliminary version posted. I'll be back!.

Thank you so much for doing this, I have a spanish friend who I've wanted to get into this game and now I can!

I'll relay any questions they have about specific translation, but only if you want, of course.
32
Bugs / All-in effect outdated text
« Last post by Albert Altmann on January 03, 2026, 02:35:42 pm »
Still says that it buffs all base abilities, like in the days of yore.
33
Suggestions / Gubbins Quake sprite
« Last post by Albert Altmann on January 03, 2026, 02:29:45 pm »
Now that player character has a sprite for Quake, it's a bit sad that the original owner still fights with a non-descript ordinary hammer (visually).
34
Bugs / Multple Jumping Stilit Bugs
« Last post by Int0rCess0r on January 03, 2026, 02:49:58 am »
Not sure if it is intended or a bug but the extra movement points given by the jumping stilts ignore armor penalty.

Secondly the penalty to stealth is buggy such as not being applied correctly after putting on gear that raises stealth, but being applied correctly if the player puts on stilts after or reloads a save.
35
Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on January 03, 2026, 01:56:05 am »
Talking to briggs about jet skis, if you say "Jet skis?", he says:

"I don't know if you call them here differently, but I'm talking about single-seat jet-propelled vessels. You've seen them at the dock."

should be "call them something different here"
36
General / Re: Make a monster for Infusion
« Last post by Amannamedsquid on January 03, 2026, 01:27:20 am »
1. Sentry bot MK2: A bigger, more powerful version of the standard sentry bot reflecting a different doctrine and design philosophy than the Plasma sentry. It trades the flashbang launcher for better armor and twin 44. machine guns (similarly to a machine gun turret) although it does keep the built-in taser. Also has the suppressive fire and concentrated fire feats. Mainly found in high-priority Biocorp facilities like military bases, top-secret labs and Maximum security prisons.

2. Light combat walker: A type of robot that's sort of an autonomous combat mech. Inspired by the combat bots from Project:Snowblind. Pre-dates the descent. General build has a LMG and a 25mm grenade launcher. Has several different versions that fill different niches:

- Riot suppression walker: Designed to support law enforcement. Moderately armored, standard LMG, grenade launcher fires concussion rounds, built-in taser and either has a strobe light to disorient attackers or spits out chemhaze gas.
- Standard patrol walker: The vanilla version all others are based on. Designed for long range patrol, reconnaissance and fire support. Medium armor, standard LMG, fires frag grenades, a pneumatic tungsten spike for melee and has a lesser version of the TSB-02 Designator's "Laser designation" ability which only gives a 20% boost instead of 50%.
- Prototype walker: An advanced, High-tech, limited run prototype that never reached mass production. Has a laser weapon instead of an LMG, decent armor, it's pneunatic spike deals extra energy damage and it has an energy shield instead of a grenade launcher. Also has an ability that takes 3 turns to charge but fires a very powerful energy beam that allows it to punch way above it's weight class. If the bot gets stunned while charging (such as from an EMP), the ability gets cancelled and the bot takes huge damage.

3. Heavy Combat walker: Bigger, more powerful subclass of combat walker.

- Assault Walker: Designed for sieges and heavy frontline combat. Equipped with a minigun, 40mm grenade launcher, Frag grenades, Heavy armor, Flamethrower, 30% resistance to explosive damage and can deploy a smokescreen.
- Artillery Walker: A hard hitting, long range glass cannon. Inspired by the the catapult mech from Mechwarrior. Medium armor, an LMG as a secondary weapon, and two large 84mm missile racks as it's primary weapon. Has an ability that allows it to bombard an area with 4 missiles in quick succession but takes 2 turns to charge and can be cancelled by stunning it.

4. Biohazard containment bot: Robots usually stationed at laboratories dealing with bioweapons, mutagens and viral agents that you really really don't want getting out. Comes in 2 variants: fire and acid.

- Acid containment bot: Comes with an acid blob launcher, acid rounds and can fire gas grenades. Will also leak acid puddles like acid mutants when it takes damage. More dangerous when paired with other enemies.
- Incendiary containment bot: Comes with a flamethrower, incendiary rounds and 40mm incendiary grenades. Will go off in a spectacular, fiery explosion 2 turns after it dies. 
37
Localization / Re: Awesome Spanish Translation, in course!
« Last post by metalwar on January 03, 2026, 12:04:59 am »
Preliminary version posted. I'll be back!.
38
Bugs / Cryogenic barrier bugs
« Last post by harperfan7 on January 02, 2026, 11:05:15 pm »
You can cast thermo destabilization on spikes.  I did it when fighting arena gladiators, and they would spend their turns attacking the nearest ice instead of coming at me, even if a path was open. 
39
Bugs / Sprite issue
« Last post by Eidein on January 02, 2026, 08:18:01 pm »
Character with unique weapon goes invisible when using parafibrotic injection.
40
Bugs / Fusion Cannon 2
« Last post by Tpau2 on January 02, 2026, 02:29:28 pm »
If using the max ingame speed setting and using the Fusion Cannon. If you spam click the enemy before you're in combat, you can get several shots off (usually 2-3, but can go higher) before combat kicks in.
Pages: 1 2 3 [4] 5 6 ... 10