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Messages - Zephyros

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I have been playing a sledgehammer-focused character with maxed crafting and average intelligence. By level 20, I could craft shock tungsten sledgehammers that were noticeably better than anything I found in loot or in shops. I have found that it is quite easy to find high quality components but stores rarely sell the equivalent weapon. I think the game size has improved this, as I remember all the concomitant worries of looking for a specific item.

To be fair, I never bothered with crafting much before I hit 20 and maxed out my skill and item quality thresholds, though. I could see it being a little sub-optimum without really high INT.


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The crafting skills are incredibly useful; even as an average intelligence character, you can max them and craft much better items than anything you could find or buy.

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General / Re: [Spoiler] Jack Quicksilver's quests
« on: December 29, 2014, 09:34:36 AM »
Had a nagging feeling that would be the case. Thankfully, I was paranoid enough to leave a save before I attempted the quest.

Thanks, Epeli.

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General / [Spoiler] Jack Quicksilver's quests
« on: December 28, 2014, 05:56:28 AM »
Hi,

How long do I need to wait for Jack to contact me after I finish his trinity of quests? I have waited several hours, left the area several times and completed several quests. Do I need to go somewhere special?

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Bugs / Re: 0.1.13 bugs
« on: December 27, 2014, 10:59:44 AM »
The roller door closes during Carnifex's speech and he ceases to exist, rendering my character stuck in the Arena.

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Bugs / Re: 0.1.13 bugs
« on: December 25, 2014, 10:28:19 PM »
I'm stuck in a dialogue look with Holloway, as there is no option to exit the dialogue and none of my persuasian/intimidate/normal options proffer a chance to escape it. This is after the first meeting with him; I have gone back to the Colonel and failed a persuasian check.

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Could anyone please tell me where to go to access the new content? I have a new character in the works but I want to catch a glimpse now :P

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General / Re: Afk for a couple of weeks
« on: September 19, 2014, 10:16:53 AM »
My condolences.
How was the holiday? :)

Too long, got tired of resting.

Wish I could say the same thing about my job lol

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General / Re: Level cap and carry capacity
« on: September 06, 2014, 05:09:44 AM »
I find the opposite to be true; a lack of carry weight would be immersion-breaking. A good solution I found is to break all armors, weapons etc. down into repair kits. Repair kits are lighter, more useful and many merchants buy 4-5 at a time. Even with 3 strength, I was more than capable of holding the important stuff in dungeon experiences (if I wanted to pick everything up, sure, but most things have essentially no value.)

The level cap does seem a bit premature with the contexture of the current system. Regardless of how I play, I find myself maxing out rather early in the game. Perhaps slowing down levelling would help but that would require re-balancing all encounters.

One gripe I have is about the economy. Apart from early on, I find it really easy to conserve money and there's not a whole lot to spend it on. Even high quality components are easy to afford.

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General / Re: Seek Acid Hunters [Praetorian Security]
« on: August 30, 2014, 10:10:46 AM »
Yep. I saw him. I give him a 1 charon :) But when I tries to speak with Straford - nothing about Acid Hunters. Only "Tell me about JKK, Praetorian, Coretech". :(

Yep, I have the same problem. No dialogue option about a new quest from Stratford.

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General / Re: Killing Cave Hoppers?
« on: July 18, 2014, 09:22:56 AM »
Stand on the wall just north of the first crevice near the entrance to Mushroom Cave. If you are out of sight, hoppers will eventually come out to eat from the mushrooms. Run up to them and as soon as you are a step away, initiate combat and then use your action points to kill* them.

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General / Re: Hidden Effects
« on: June 24, 2014, 05:12:36 AM »
It also makes the Camp hostile toward you.

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Development Log / Re: Dev Log #28: Energy Shields
« on: June 23, 2014, 02:12:12 PM »
It's probably because I am using an old save.

Edit: Nope, it works on my current save as well. In combat, I can right click the battery, select the 'recharge item' icon and affix it to the shield generator.

Nope, cannot reproduce.

Does the shield actually have "Cannot be recharged in combat" property?
Are you playing version 0.1.11.0 rather than 0.1.11.1?
Are you sure you're actually In Combat? You can recharge them in turn-based mode, but not in combat. You know, locked in turn-based mode with enemies around and that red crosshair icon on your portrait.

I made a new save and it does seem to be disabled. I guess the 'current' save I was using is actually an old one :X My mistake.

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Development Log / Re: Dev Log #28: Energy Shields
« on: June 23, 2014, 02:18:50 AM »
Guys, I have a question regarding energy shields. I have a shield capacitor which brings the rate of dissipation down to 2% from 10%. Does this mean that, each turn, an energy shield with this upgrade will consume 1/5th the power a regular energy shield does?

I've been looking at the three types of enhancements available, and it seems like two are quite useful for different situations, but the third (circular wave amplifier) is gimped by the fact that any extra damage it can absorb is counteracted by the halved capacity. The other two enhancements grant a boon without a drawback.

Oh, and I remember reading somewhere that shields could not be charged in combat, however I am able to use a battery every turn to renew my shield.

A few months late, but I finally got around working on the wiki :P I tried to explain the nomenclature of shield emitters in the Shield Emitter page. 2% dissipation rate means the shield loses 2% of its total capacity every turn it's active.

Circular wave amplifiers have their uses. They are good for characters that deal more burst damage and are more vulnerable to burst damage since they last for a shorter time, but can mitigate larger hits.

Recharging shields is combat is a bug. How did you do it? I can't seem to reproduce that.

It's probably because I am using an old save.

Edit: Nope, it works on my current save as well. In combat, I can right click the battery, select the 'recharge item' icon and affix it to the shield generator.

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General / Re: East of the caves?
« on: May 27, 2014, 05:21:07 AM »
Go to Old Jonas' outpost and detonate a TNT charge near the rocks to the south-east.

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