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91
Molotovs, basically.  Quinton always sells five iirc, and somebody at sgs (often two people, I think) sell gasolines to make your own. 
If you're psi, use your ranged damage options as much as possible to kite them, and you can force them to sit still with nets. 
The riot gear in the underpassages, if you can pick the lock and handle the stalker and rats, is great against beetles.  If you keep them in melee (preferably with nets), they will keep their heads closed and just bite you. 
Insulated riot armor is the best armor option, but failing that go for rathound leather since it has cold resist as well as mech.
You can sneak past the beetles outside if you're careful.  Inside, you have a door and can make good use of caltrops and traps if you like. 
92
General / How do you get past the psi beetles during the hopper quest on Dominating?
« Last post by ringring on January 17, 2026, 12:51:14 am »
I've beaten the game on Normal, but I don't really understand how your supposed to play on Hard or Dominating

I wasn't even able to finish the hopper quest on Dominating last time I tried it.
93
Bugs / Re: Report spelling/grammar errors
« Last post by yako on January 16, 2026, 09:58:01 pm »
adjacent
94
Bugs / Re: Report spelling/grammar errors
« Last post by Leonard G. Biv on January 16, 2026, 06:57:52 pm »
When meeting Archibald Knight, officer in the second dialogue option should be plural. "I'd say there are finer officers here than me, but thank you."

the dialogue a couple lines later could be smoother as, "It's horrible. I have all this! He gestures Look! Power, wealth, everything I want! Yet, I lost the most precious thing, and with it, everything."

Also, the Praetorian Caped Peacekeeper's description capitalizes zoner in "resident Zoner" when it shouldn't. The scapular version is uncapitalized.
95
Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ringring on January 16, 2026, 04:13:06 pm »
this is an old bbs forum, you gotta highlight your links and click on the hyperlink icon for them to work.
96
Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on January 16, 2026, 03:47:45 pm »
I think she means "mommy" unless she intends to buy her father some boots
97
Builds / Re: Never tried a Trapper Build Before
« Last post by ringring on January 16, 2026, 03:15:26 pm »
What do you think?  Suggestions?  Improvements? Any idea what I should pick for Armor?
98
Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ringring on January 16, 2026, 03:14:17 pm »
99
Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ringring on January 16, 2026, 03:11:02 pm »
Does aim still work with electroshock pistols?
100
Bugs / Obscure AP carry over bug
« Last post by Albert Altmann on January 16, 2026, 09:41:14 am »
When I use Psycho-temporal Contraction (with Psycho-temporal Acceleration feat), Expert Sprint and Vitality Powder, bringing my AP to 105, then pass the turn, instead of 115 AP I'm supposed to have next turn due to 10 AP carry over and the aforementioned buffs still affecting me, I only have 110: https://youtu.be/isT95NPron4

And even if I spend all 105 AP, to exclude 10 carry over AP from the equation, next turn I still get only 100 AP.

I have a weird theory on what might be causing it, based on the fact that replacing Vitality Powder with Adrenaline Shot makes me start the next turn with 110 AP, as it should. With Adrenaline and other two AP buffs, I start the next turn at 100/110 AP just as expected (10 carry over AP somehow doesn't appear to have any impact on this so I will be omitting it altogether), because 100 is exactly double the base AP and so the game has no problem with it. However, when I'm supposed to start a turn with more than double the base AP - 105, for instance - the 5 AP that goes over double the base value mysteriously disappears.

This restriction might be an intended mechanic I'm not aware of, I guess?.. Carry over does allow to start a turn with 110 AP though, so I'm not really sure. 

I also tried all combinations of applying only two of the three AP buffs, in case the issue lay with one of them specifically, but the AP I was starting further turns with was invariably correct, so I don't think that the buffs themselves are to blame.
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