Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Bugs / Laptop trackpad clicks not registering.
« Last post by Int0rCess0r on June 26, 2025, 05:43:15 am »
This is only encountered in the game and not with normal use. Usually taking several left or right mouse clicks before it registers.

laptop model is Dell Latitude 5480 if that helps.
The laptop also features mouse bottons right below the spacebar and these register just fine unlike the ones below the trackpad.

A possible solution to this problem could be a simple as allowing the left mouse and right mouse keys to be rebinded in game.
32
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Zonermaxxer on June 26, 2025, 02:10:48 am »
My barrage of questions continues. On sniper builds, considering you max stealth, isn't specing Snipe ability an overkill? Is it for cool nonspoilerboss one-shot?Or geniunely uselful?
33
Bugs / Re: Handmaiden Pharmacist Dialogue Bug
« Last post by PhrygianDominant on June 24, 2025, 11:51:52 am »
Fixed for the next patch.
34
Bugs / Re: Hopperdrome bugs
« Last post by PhrygianDominant on June 24, 2025, 11:11:51 am »
Fixed for the next patch.
35
Suggestions / Block amount on carapace shields is odd
« Last post by Albert Altmann on June 23, 2025, 09:32:08 am »
This has likely (95%) been brought up before but block values on shields crafted out of wildlife make little to no sense.

q61 Burrower shield blocks 30 damage, same as Colossal/Psi Crab of q75. Meanwhile, Giant Crab carapace of q62 only blocks 21, despite larger armour penalty. Even more absurdly, q77 Psi Beetle blocks 28 damage vs q79 Giant Crab’s 25, while q89 Burrower blocks 42 vs q110 Colossal/Psi Crab’s 41, same as q137 Giant Crab.

As a plate in a tactical vest, Burrower and Giant Crab appear to provide the exact same amount of mech. threshold, with Psi Beetle providing a bit less and Colossal/Psi Crab a bit more, while block amount for shields goes something like Burrower > Colossal/Psi Crab > Psi Beetle > Giant Crab. I’m only taking mech. threshold into consideration here because putting wildlife components in a tactical vest doesn’t affect mech. resistance, and damage block is practically just a secondary source of damage threshold.

To cut to the chase, I find block values on carapace shields rather odd and would love to see the numbers and scaling adjusted to reflect the ultimate lifeforms’ superior mechanical defence more accurately in riot gear (not in the sense that Burrower carapace’ damage block values should be reduced though!)
36
Bugs / Using the SRO elevator during the final Free Drones mission
« Last post by Albert Altmann on June 23, 2025, 08:57:33 am »
I did not reveal the spy, so when I'm taking the elevator from Junkyard to SRO the defenders are instantly hostile, which is a little strange, considering that they are expecting a frontal assault rather than an attack straight from their Junkyard base.

More importantly, if I become hostile to Protectorate personnel at Junkyard, the option to go up switches to 'It's unresponsive' the moment I choose it, yet transports me to SRO nonetheless with the dialogue window still open (image).

Not sure what exactly should be fixed here, but personally I would propose entry to the Protectorate Junkyard base being barred and the elevator being disabled (tighter security in anticipation of the Drones' attack basically) so long as the spy remains unrevealed for the mission.
37
Bugs / Wrestling applies to T-boss yet Opportunist doesn’t trigger
« Last post by Albert Altmann on June 23, 2025, 08:28:00 am »
So Tchort can be wrestled with (pretty amusing), but despite the Wrestled debuff applied Opportunist does not trigger, same with Psycho-temporal Dilation. Suppressive Fire triggers Opportunist just fine however, and so do Mental Breakdown and Stasis.
 
I thought that due to the eye itself being immovable it likely doesn’t have any MP, leading to the applied slow failing to register somehow, yet since Suppressed debuff very much counts toward activating Opportunist I’m sort of at a loss. At any rate, it would be reasonable if Opportunist triggered uniformly against Tchort debuffed by any applicable slow, or if Tchort were to be immune to being slowed in general as the eye neither moves nor acts to begin with.
38
General / Re: Best Merchants for 0 Crafting Builds?
« Last post by harperfan7 on June 22, 2025, 04:32:47 am »
  • Irongut from the Ferryman at Port Ceto. I'm not sure whether I have to join the pirates to have a renewable source of Irongut. Does the Ferryman still go to Ceto if I get rid of the pirates?
  • Jumping Bean. Not critical, but my build uses evasion so it'd be nice to have.
  • Aegis. The wiki says this can be found as random loot, but if anyone knows a merchant that sells it please let me know.
  • Toxic Gas Grenades. This might be the most painful thing to be missing. I got in the habit of spamming these in my last playthrough because of how cheap and OP they were. I'm sure I won't be able to spam them anymore, but just having a few for the hard fights would be great.
  • I could use a source of rare bullets. Haven't found anyone that sells many of them.
  • Taser. Can't seem to find anyone that sells these, which is too bad because they're absolutely fantastic.

Ferryman always goes to every location, even if everybody is wiped out. 
Theres a few beans in the game but I'm not sure I've seen merchants sell them; you'll never find enough regardless.
I've seen Becket the drones merchant sell aegis, but not normally; looking at Eideins post maybe bean and aegis are just very rare sells from certain merchants.
You won't find special ammo from merchants (it can be found in loot, very rarely), but mercantile opens up a lot more jhp/w2c from certain people.
0 tasers to be found in the game.
39
Suggestions / Shield Bash multiple uses per turn (again)
« Last post by Albert Altmann on June 22, 2025, 03:23:57 am »
For the AP spec, reduce the max number of points by 1, making 5 AP the new minimum for Shield Bash (or bring AP reduction per spec point down). Remove cooldown and the associated spec as well (or buff cooldown reduction to 1 turn per spec so that already existing builds won’t have to mourn the loss of spec points). The cost of each subsequent use of Shield Bash on the same turn is an arithmetic progression of base AP, going from 5 to 10 to 15 to 20, etc., with an extra condition that a killing blow incurs no increase to the AP or only half (5 > 7.5 > 10 > 12.5 and so on). Numbers could be different; this is just an example.

*inhales deeply from the shisha* and rather than being an inherent property of Shield Bash, this mechanic could be given to Shield Arm just for memes
40
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Eidein on June 21, 2025, 09:01:26 pm »
Not closely familiar with power levels in this game, but when you explain it like that it makes sense. Definitely trying out that build in the future, looks fun and versatile.

Was the first build I beat dom on without dying, no traps, no psi, no gas, no reloading.

Had a blast and would consider it one of my favourite builds now.
Pages: 1 2 3 [4] 5 6 ... 10