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Compound bows are described as being more accurate in the item text.
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# ? Dec 2, 2017 21:51 |
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# ? May 20, 2024 09:58 |
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RickVoid posted:I feel like the issue is less "this gun is too good" and more "this one option is vastly better than the other options, and perhaps the other options should be improved". if you take psychometry, then you can learn the recipe for lead slugs as soon as you get tinkering, provided you have at least one bullet in your inventory. Otherwise you have to find the recipe, which usually doesn't take too long between the grit gate and seven day stilt recipe vendors. it's also not too bad to just buy them. The first vendor at grit gate sells about 800 bullets the first time you visit, and will have about 200 more every time his stock refreshes, which will last you for a long time.
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# ? Dec 2, 2017 23:01 |
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Noticed a grammatical error - when you try to have Argyve identify something and it's too complex for him, the in-game text says "to complex". Just wanted to point that out
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# ? Dec 2, 2017 23:35 |
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I've had success with long arm builds. Laser weapons are common by the time you run out of bullets and then you just recharge the cells.
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# ? Dec 3, 2017 03:08 |
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Has anyone tried a character relying on heavy armor? I feel most armor is not really worth it, since you're trading at least the same amount of DV for PV, if not more in the case of boots and gauntlets. Carbide and Fullerite Boots for example are like +3/-5 which sounds like a really bad deal to me, escpecially since later on most enemies have penetration rolls of 15 and above while a high enough DV allows you to literally facetank Chrome Pyramids. Also, I never expected meeting a random table running around the Stiltgrounds facing an existential crisis. It's not even a Mechanimist convert. What is it doing there? Venuz Patrol posted:it's also not too bad to just buy them. The first vendor at grit gate sells about 800 bullets the first time you visit, and will have about 200 more every time his stock refreshes, which will last you for a long time. Until you dualwield drumloaded chainpistols. Icetongue fucked around with this message at 03:34 on Dec 3, 2017 |
# ? Dec 3, 2017 03:28 |
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DV can work perfectly versus ranged attacks but melee attacks that crit will always hit you. It's worth it to put on a flexiweaved shardmail when you can get your hands on one, at least.
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# ? Dec 3, 2017 03:31 |
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Icetongue posted:Also, I never expected meeting a random table running around the Stiltgrounds facing an existential crisis. They're called the Mechaninimists.
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# ? Dec 3, 2017 03:32 |
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Turtles stacking av very rarely take damage from things that roll it, but vibro weapons, mutations and explosives don't give a poo poo.
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# ? Dec 3, 2017 03:33 |
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Icetongue posted:Has anyone tried a character relying on heavy armor? I feel most armor is not really worth it, since you're trading at least the same amount of DV for PV, if not more in the case of boots and gauntlets. Carbide and Fullerite Boots for example are like +3/-5 which sounds like a really bad deal to me, escpecially since later on most enemies have penetration rolls of 15 and above while a high enough DV allows you to literally facetank Chrome Pyramids. i downloaded a mod on the workshop that rebalanced the high Protection armors so they arn't terrible. for example, steel plate mail is now 4/-2 instead of 4/-4. fullerite boots are something like 3/-2. makes choosing them more of a choice.
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# ? Dec 3, 2017 04:23 |
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As far as gunchat goes, the Linear Cannon is amazing even with its 1-shot capacity, since it deals something like 1d12 damage and ignores armor. It takes one bullet and drains a chem cell, but unfortunately (perhaps a bug??) cannot be found via tinker recipes. E: to be clear, it lets you put down magma crabs and salt kraken like they're nothing, especially if you have the Force Wall mutation or the force-wall-generating (also non-recipe-having) artifact that just takes a chem cell. and flamers are still awesome too, I hear? but unwieldy as hell and you cannot reload in combat (not safely anyway since you have to unequip it to pour oil into it, which I do think makes sense). Tempora Mutantur fucked around with this message at 05:08 on Dec 3, 2017 |
# ? Dec 3, 2017 05:06 |
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Is the geomagnetic disk still the easiest way to kill Chrome Pyramids without nukes and prescience?
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# ? Dec 3, 2017 05:41 |
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Probably easier to use force wall and make them kill themselves with their own rockets
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# ? Dec 3, 2017 05:42 |
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IronicDongz posted:Probably easier to use force wall and make them kill themselves with their own rockets Forcewall doesn't have the hp for that. They're basically the AV argument all over again. Each tile has something absurd like 100 AV but also only 100 hp, so most of the things that you'd use on walls besides bashing them in melee actually work faster. dis astranagant fucked around with this message at 05:53 on Dec 3, 2017 |
# ? Dec 3, 2017 05:45 |
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dis astranagant posted:Forcewall doesn't have the hp for that. They're basically the AV argument all over again. Each tile has something absurd like 100 AV but also only 100 hp, so most of the things that you'd use on walls besides bashing them in melee actually work faster. What about that person that dealt with walls by using a Spray-A-Brain on them?
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# ? Dec 3, 2017 06:09 |
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Can you spray a brain a forcewall?
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# ? Dec 3, 2017 06:13 |
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This is a pretty pacifist method of killing someone.
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# ? Dec 3, 2017 06:54 |
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bazomatic posted:As far as gunchat goes, the Linear Cannon is amazing even with its 1-shot capacity, since it deals something like 1d12 damage and ignores armor. It takes one bullet and drains a chem cell, but unfortunately (perhaps a bug??) cannot be found via tinker recipes. Where do you find the linear cannon?
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# ? Dec 3, 2017 06:59 |
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Bilal posted:This is a pretty pacifist method of killing someone. Welp I'm murdering people rn
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# ? Dec 3, 2017 07:29 |
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Bilal posted:This is a pretty pacifist method of killing someone. This makes me think that they had him tied up and surrounded, and he just calmly delivered this super-intense lecture on the basic laws of thermodynamics, at which point the bandit leader just collapsed in existential horror and let him go.
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# ? Dec 3, 2017 08:42 |
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megane posted:This makes me think that they had him tied up and surrounded, and he just calmly delivered this super-intense lecture on the basic laws of thermodynamics, at which point the bandit leader just collapsed in existential horror and let him go. "Well poo poo gus, I feel like i'm getting colder too just listening to this guy!" "This aint worth it, lets get the heck outta here to a universe there aint no newton in to ruin everything!"
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# ? Dec 3, 2017 11:34 |
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ok, i think i discovered a bug: i found a barathumite tinker out in the desert, and i had pretty high barathumite rep, so i got him to follow me through the water ritual dialog. then, as i was attempting to give him a better weapon by looking at him and hitting 'G', i noticed that i could take all of his selling inventory (data disks and scrap) for free. then, i discovered that i could still get to the normal trading screen with him, and sell back all of the stuff i took for free, and then take it all back through the give screen. it claims he has $0 but i appear to be able to take the stuff and sell it back to him over and over again to get infinite money. this has to be a bug, right? at the very least, it shouldn't allow you to sell stuff when the buyer has no money. Mr. Glass fucked around with this message at 00:20 on Dec 4, 2017 |
# ? Dec 4, 2017 00:14 |
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If I'm not mistaken "buyers having limited water supplies" was dummied out at some point in the past; I remember it being a thing years and years ago, back when Qud was just a little unfinished ascii-only game you could download for free. You can see that merchants have their own $ tracker just like you, but it always reads 0. I assume it'll come back eventually as part of an economic update.
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# ? Dec 4, 2017 00:44 |
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the main merchants in grit gate and joppa have an amount of currency on hand in the trade screen, but most other traders don't. I try to set up trades where I give up a bit of water or otherwise avoid letting merchants go below 0, mostly for verisimilitude but also because i dont want to feel like i'm bartering people to death by taking all their water
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# ? Dec 4, 2017 07:46 |
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devs please allow us to barter people to death as a feature
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# ? Dec 4, 2017 07:49 |
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"Please, I dont have any more water!" "The average humanoid body is 90% water..."
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# ? Dec 4, 2017 11:38 |
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Because of her reputation for murdering someone by bartering them to a desiccated husk,
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# ? Dec 4, 2017 13:18 |
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Angry Diplomat posted:Because of her reputation for murdering someone by bartering them to a desiccated husk, Angry Diplomat's Updated Qud Review posted:LITERALLY BARTER PEOPLE TO DEATH! WHEEL AND DEAL UNTIL THEY KEEL!
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# ? Dec 4, 2017 14:57 |
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Dachshundofdoom posted:You can see that merchants have their own $ tracker just like you, but it always reads 0. I assume it'll come back eventually as part of an economic update. AFAICT this isn't true the first time you meet a merchant; it drops to zero when you sell stuff, but it's just capped there and you can continue to receive water for your sold goods. i was able to crank several thousand drams of water out of my tinker companion and buy a boatload of data disks from argyve and sparafucile. i'm not proud.
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# ? Dec 4, 2017 15:25 |
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Ah, you're right, I wasn't paying attention. The intent of what I was saying still stands, though: they used to have limited water, now they don't. Frankly it was incredibly annoying to work around and I'd rather see the unintended interaction with the companion system fixed than have limited merchant water come back, realism be damned.
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# ? Dec 4, 2017 18:05 |
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Dachshundofdoom posted:Ah, you're right, I wasn't paying attention. The intent of what I was saying still stands, though: they used to have limited water, now they don't. Frankly it was incredibly annoying to work around and I'd rather see the unintended interaction with the companion system fixed than have limited merchant water come back, realism be damned. I just want them to give out nuggets and gems instead of water pools :V
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# ? Dec 4, 2017 18:11 |
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Dachshundofdoom posted:Ah, you're right, I wasn't paying attention. The intent of what I was saying still stands, though: they used to have limited water, now they don't. Frankly it was incredibly annoying to work around and I'd rather see the unintended interaction with the companion system fixed than have limited merchant water come back, realism be damned. money honestly isnt that big of a deal anyway. if you poke around the edges of the rainbow wood and find a cider geyser, you can pick up like 400 drams and be indescribably wealthy from a fairly early point. all you need is enough confidence to cross the jungle without getting wrecked by goats
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# ? Dec 4, 2017 18:36 |
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Honestly, given how ridiculously heavy large quantities of water are, giving merchants infinite water is a much better choice than giving them a large stock of trade goods. It's not overly difficult to gain access to a vast sum of fresh water, but that Sultan's ransom in sparkling refreshment isn't going to do you a whole lot of good compared to a fistful of gold nuggets or a really good artifact, neither of which you're likely to be able to buy with the water you happen to be carrying around unless you're either a high-Ego Snake Oiler or a preposterously strong hoarder. I'm pretty sure that access to water was never meant to be a huge barrier; it's the practicality of water-as-currency that you have to think about when managing your inventory and making trades. I think that's a good design decision - it means that there's still satisfaction in finding a lot of the rare and valuable thingies that your character has no particular use for, because they're often worth much more by weight than water is, and gathering up ancient treasures to hock at the Six Day Stilt in exchange for something atrociously expensive is a more interesting economic progression than just amassing an increasingly large hoard of drinkable GP. Angry Diplomat fucked around with this message at 18:47 on Dec 4, 2017 |
# ? Dec 4, 2017 18:44 |
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Thirst and die.
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# ? Dec 4, 2017 18:45 |
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Dachshundofdoom posted:Ah, you're right, I wasn't paying attention. The intent of what I was saying still stands, though: they used to have limited water, now they don't. Frankly it was incredibly annoying to work around and I'd rather see the unintended interaction with the companion system fixed than have limited merchant water come back, realism be damned. yeah. if they didn't have infinite water they'd need to have a lot more trade goods (nuggets/gems) available, or it would be extremely difficult/annoying to offload your loot.
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# ? Dec 4, 2017 18:49 |
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I've never made it past red rock in this game
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# ? Dec 4, 2017 19:05 |
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Doorknob Slobber posted:I've never made it past red rock in this game Post a character string and tell us what usually kills you. My initial suggestion without more information would be "take at least 18 in toughness and agility", "Acrobatics -> Spry should be the first things you spend SP on no matter what", and "when you enter Red Rock use corridors so you can fight enemies one at a time, and equip a 3/x torso armor and as many 1/0 pieces of armor as you can so that you hit 6 AV + a respectable DV as soon as possible." If you want super easy mode, take a mutation that lets you deal damage at range (or better yet, without exposing yourself -- the Fugue/Clairvoyance/Teleport package is top-tier, Confuse/Beguile/Dominate gives you a meat shield that you can also use as a forward scout, Clairvoyance / Sunder Mind lets you pop dangerous enemies from anywhere on the map, and even just Light Manipulation, Flaming Hands, or Freezing Hands can be added to any build to give you a considerable boost to early killing power.) Tuxedo Catfish fucked around with this message at 19:13 on Dec 4, 2017 |
# ? Dec 4, 2017 19:09 |
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go to the sultan site you discover from examining the statue in Joppa before you go to red rock on new characters. you don't have to explore it at all, simply arriving will complete a quest and give you enough exp to reach level 2 without any combat. then you can move on red rock with some extra max hp and a level 2 mutation
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# ? Dec 4, 2017 19:37 |
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Venuz Patrol posted:go to the sultan site you discover from examining the statue in Joppa before you go to red rock on new characters. you don't have to explore it at all, simply arriving will complete a quest and give you enough exp to reach level 2 without any combat. then you can move on red rock with some extra max hp and a level 2 mutation You can also just rob the chests in town (making sure you're not seen by the townsfolk) and donate the artifacts to Argyve, which is faster and less dangerous than trekking overland and still gets you to level 2.
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# ? Dec 4, 2017 19:44 |
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Tuxedo Catfish posted:You can also just rob the chests in town (making sure you're not seen by the townsfolk) and donate the artifacts to Argyve, which is faster and less dangerous than trekking overland and still gets you to level 2. Close the doors to the houses with them before you do this though, including the one with the dromad trader (whom doesn't seem to really give a drat that you're looting the chest in his house, but all the villagers do). Also while this could be considered a bit scummy/powergaming, you can also go into the joppa outskirts (1 tile out from joppa in all directions) and there will be farmers there that you can murder for their steel watervine reapers. It's good starter cash/gear and 25 exp a person. Mind you, if you have a character that isn't too terribly strong at the start (minion based esper for example) could have a hard time. Otherwise, if you don't manage to get the artifacts needed to complete argyve's quests, just wander into the wilderness from joppa and murder some glowfish to get level 2, then head over to the rustwells which usually have a chest on the surface of each rustwell and have dudes appropriate for your level. With any luck you can find the artifacts you need AND also gather up the 200 feet of copper wire at the same time. Unrelated fun fact: I found out you can throw torches at guys to light them on fire.
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# ? Dec 4, 2017 22:43 |
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# ? May 20, 2024 09:58 |
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I've enjoyed this game a lot more ever since I turned permadeath off True heathen ways, but Qud is way more about exploring a world than other roguelikes and I wanna do that without restarting when I make a dumb mistake.
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# ? Dec 4, 2017 22:50 |