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Messages - Zephyros

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16
There is a weapons merchant in Foundry, but he requires high Persuasion. I believe his name is Kevin, near Bryan.

17
General / Re: Where is the drill part?
« on: May 11, 2014, 06:58:17 am »

18
General / Re: South Railroad Outpost? <minor spoilers>
« on: May 04, 2014, 01:18:10 pm »
Lel my bad, I should've drawn a map.

19
General / Re: Fixing Gloria
« on: April 30, 2014, 09:10:57 am »
I put the Chromium into Gloria before I set the device down in the pit. Perhaps try picking it up and replacing it?

20
General / Re: South Railroad Outpost? <minor spoilers>
« on: April 28, 2014, 02:44:06 pm »
I can use the elevator to go from the Outpost to Junkyard but I get the same power problem when going from Junkyard to Outpost (post-drill, old save.)

21
General / Re: South Railroad Outpost? <minor spoilers>
« on: April 28, 2014, 04:02:31 am »
There's another entrance to the Outpost. If you head south from Rail Crossing and then west, eventually you will come across it.

22
Bugs / Re: Iron bandit camp near Foundry
« on: April 23, 2014, 01:33:47 pm »
Area:

Missing exit:

The area before:


Oops, looks like I am thinking of a different area...sorry :P But it's the same problem, it seems.

23
Bugs / Re: Iron bandit camp near Foundry
« on: April 21, 2014, 03:43:00 am »
I can verify this, too; once I entered that instance, I was unable to exit.

The area itself is south of Foundry, if you exit just below the metal dealer's shop.

24
Development Log / Re: Dev Log #28: Energy Shields
« on: April 20, 2014, 09:24:48 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.

25
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 18, 2014, 03:11:43 am »
Hey Styg,

I was in Foundry perusing Bobby's shop, and I noticed that he sold bolts of Alu/Black cloth with no quality rating (they were compiled in bundles of 5.) What is the function of these bolts of cloth? Do we need a schematic to combine them to make the usual variant?

Edit: Ah, they are 1 quality each. Heavy :X

26
Development Log / Re: Dev Log #29: Foundry
« on: March 08, 2014, 04:17:05 am »
Looks great as usual, guys.

27
Suggestions / Re: Bunch of suggestion after playtrough.
« on: February 12, 2014, 07:23:05 am »
Personally, I have only played Psi-based characters from start to (the current) finish because they seem very strong. I maxed both Will and Intelligence and max all Psi skills + Mechanics/Electronics/Tailoring for crafting, and intermittently put points in Lockpick/Hacking and the other two crafting skills. In combat, my character has access to AoE CCs as well as the ability to chain stuns/fears/disables on single/few targets, and most enemies die to a single crit from Neural overload, empowered by Mental Breakdown (which can be cast as an AoE, with Locus.) I imagine that the new buff to Telekinetic Punch + Opportunistic attack + the shatter effect from Cryogenic Induction will result in a similar outcome. All this is possible with moderate int to craft a crit chance/crit damage Thought Control headband (or the money/time to buy one.)

As I haven't really played many other types of characters to suitable depth I cannot comment on how it compares but a psi/int-based character is incredibly fun and rewarding.

28
Bugs / Re: Merchant Credit Bug
« on: January 29, 2014, 02:36:30 pm »
That was fast. Thanks Styg.

29
Bugs / Merchant Credit Bug
« on: January 29, 2014, 10:57:55 am »
Hey Styg,

I have found a bug regarding selling items to merchants for credits (presumably charons, too.) If you move an item into the trade screen and match it with a stack of credits that are worth far less than the item (the bar indicating parity is at the far right) you can continue to add other credit stacks of all magnitudes to the trade. I successfully traded one gasoline drum to Pasqual for 500+ credits (all he had) and an almost broken 5mm Hawker for virtually the same to Lucas. I haven't tested this with other merchants but I assume that the bug affects all of them. Oh, and after you have added the first stack of credits, you have to double-click the other credit stacks. If you drag them, the game responds properly.

Edit:

It works with trading credits, too. Ezra decided my 10 SGS credits were worth 500 of his :smug:


30
General / Re: Deacon
« on: January 25, 2014, 06:58:28 am »
I tried that, still not high enough. I can't think of any other + perception items.

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