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Development Log / Re: Dev Log #10: Lockpicking and Hacking
« Last post by Vagabond on October 27, 2025, 01:03:54 am »
I was holding off on saying anything in recent dev logs because I love each and every one and it gets me more hyped by the day.

However, in the particular case of Hacking, I needed a video example to understand what it will be like, and the recent Hacking video on Youtube blew my mind.

I don't know how to code, and yet I am eager to figure out how hacking works because this is exactly the s*** I wanted to see in other games like Cyberpunk or Immersive Sims like Prey or Shadow of Doubt (give or take in the complexity). A completely detailed, in-depth additional and optional gameplay mechanic that adds a whole new layer to the main game, that you can entirely miss because of it's complexity.

That being said, I do wonder if besides the terminal and, paraphrasing Styg, GUI hacks, if we spec properly into a hacker+techie we can make our own "hacks" and "hacking tools" like cyberdecks (yes, it's actually a real thing). I can envision there being a dedicated forum thread specifically to all this, where everyone on top of their builds, share all the hacks they made. Like maybe a simple bruteforce codebreaker for simple 6-digit electronic locks. Or a self-destructive scan virus that gives you a full "map" of the system before deleting itself without a trace. Maybe besides hacks, we can make biometric scans of ourselves and (possible) companions that can be on us at all times to insert into hacked/disabled robots. The possibilities end with the imagination and the complexity of the system.

There is also a thought that can be a best of both worlds for those that don't want to go into the deep end, such as with higher hacking skill, the whole process gets easier, without changing the complexity at all, by having tooltips and thought bubbles appear. Something that can alleviate the burden of coding for the general public, while still keep the core essence intact and not dumb down or give outright answers and solutions. Think of it as turning the hacking from a meta-skill based to a hybrid skill & puzzle based system. You still need to find the solution like in an immersive sim.
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Suggestions / Re: Cockblocked by plot
« Last post by Arclight on October 26, 2025, 11:09:32 pm »
always wondered why there's no way back into the institute, once you finished DC.

I know it closes out the story line, but it would be interesting to see how the faceless\Tchortists combated.
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Suggestions / Re: Cockblocked by plot
« Last post by harperfan7 on October 26, 2025, 09:21:42 pm »
if the invasion has started, you'd have no way to get back in to the institute and would be hardlocked from finishing the game

but now thats not the case
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Suggestions / Re: Cockblocked by plot
« Last post by ciox on October 26, 2025, 09:00:22 pm »
I don't even understand why this is in the game at all.
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Bugs / Enraged beetles cast bilocation on each other
« Last post by harperfan7 on October 26, 2025, 08:07:43 pm »
but it has no effect.
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Suggestions / Clearly we need Health, Injury & Disease/affliction
« Last post by faisallore on October 25, 2025, 12:16:32 pm »
This game reminds me barotrauma mod neurotrauma. Not to that extent where you could do surgery but. Basic wound stitching, infection, sprained legs, even broken bones ciuld be treated by yourself, so... We could forget the almighty stimp*cks or hypo-thingy things. Render them to only stimulate recovery.
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Bugs / Re: Maurice doesn't despawn
« Last post by Alt on October 23, 2025, 04:58:19 pm »
build different
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Bugs / Maurice doesn't despawn
« Last post by Albert Altmann on October 23, 2025, 11:49:36 am »
Every other NPC hanging in front of the Institute has disappeared following the Faceless invasion yet Maurice remains, seemingly unfazed by the eradication of Tchortism and Protectorate camping the entrance alike.
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Development Log / Re: Dev Log #14: Low-Tech / High-Tech Rifles
« Last post by Styg on October 23, 2025, 10:08:12 am »
Styg, are you planning on introducing plasma pistols too? By the way, I was wondering if it would be possible to create a rapid-fire plasma weapon similar to a submachine gun?
Yes, there will be pistol variants for most energy type weapons.

No, plasma weapons are single shot weapons. There might be some rapid-fire laser weapons later.
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Development Log / Re: Dev Log #14: Low-Tech / High-Tech Rifles
« Last post by Antalos on October 19, 2025, 06:47:32 am »
Styg, are you planning on introducing plasma pistols too? By the way, I was wondering if it would be possible to create a rapid-fire plasma weapon similar to a submachine gun?
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