|
Buy it here on Steam Early Access! DO IT NOW! From the Early Access trailer (https://www.youtube.com/watch?v=Qqz0p_kiDIQ): "Caves of Qud is a science fantasy roguelike epic steeped in retrofuturism, deep simulation, and swathes of sentient plants. Come inhabit an exotic world and chisel through layers of thousand-year-old civilizations. Decide: is it a dying earth, or is it on the verge of rebirth?" All you really need to know is right here: Angry Diplomat posted:Get killed by ANGRY MUTANT PLANTS. Get killed by ANGRY MUTANT ANIMALS. Get killed by ANGRY MUTANT BUGS. Kill a bear and EAT IT, just EAT AN ENTIRE BEAR. KILL EVERYTHING. Descend into the DEPTHS OF THE WORLD and retrieve ANCIENT TECHNOLOGICAL ARTIFACTS. KNIFE-FIGHT a GIANT DRILL ROBOT and WIN. Be a COOL WASTELAND KNIGHT. Be a TWO-FISTED COWBOY. Be a HOMICIDAL NINJA TURTLE with an AXE and a SHOTGUN. SPONTANEOUSLY BURST INTO FLAMES. Get into a GUNFIGHT with a HYENA-MONSTER and accidentally anger a HERD OF MAJESTIC HULKING DEMON HORSES with your crossfire. Fly into the air like a BEAUTIFUL EAGLE and then SWORD-FIGHT a GIANT DRAGONFLY. MIND CONTROL a TWO-HEADED BOAR and MAKE IT WEAR CHAIN MAIL and KILL YOUR ENEMIES. Encounter a LEGENDARY PLANT with an INTIMIDATING SKULL MASK and the ability to THROW FIERY DEATH FROM ITS HANDS. CONTRACT HORRIFYING DISEASES. Go to THE DEATHLANDS and discover that THE DEATHLANDS are called THE DEATHLANDS because they will KILL YOU DEAD. HACK OFF A ROBOT’S HEAD AND EAT IT. Get into a SLEDGEHAMMER DUEL with a ‘ROIDED-OUT SUPERCANNIBAL. Be SO TECHNOLOGICALLY ILLITERATE that you BREAK A BOX OF CRAYONS attempting to figure out what it is. Be SO TECHNOLOGICALLY GIFTED that you can make an ACID GRENADE out of a PLASTIC TREE and a FOLDING CHAIR. Build your own FLAMETHROWER. Build your own LASER GUN. Build your own HANDHELD NUCLEAR BOMB and BLOW YOURSELF UP WITH IT. Collect MAGMA in a CANTEEN. Pour MAGMA into a pool of ACID to see what happens. DRINK MAGMA. TELEPATHICALLY LOCATE an enemy and HATE IT TO DEATH with your TERRIFYING BRAIN SORCERY. Have your LEGS CUT OFF and then REGROW YOUR LEGS and pick up your previous legs and EAT YOUR OWN LEGS. Encounter your EVIL TWIN and then summon six of your own GOOD TWINS to fight your evil twin’s SIX EVIL TWIN TWINS in a FOURTEEN-WAY PSYCHIC LASER DEATH RAVE and then BURN TO DEATH when all of the combined PYROKINETIC MIND FIRE from all of the TIME CLONES causes the ENTIRE MAP TO COMBUST AND MELT. ============================================================ SplatterCat Review, great summary of why you should buy Qud hey did you buy Caves of Qud? You should watch this and then play Caves of Qud: https://www.youtube.com/watch?v=UWSlNkVeg34 (Also, the old SplatterCat video from years ago) ============================================================ Helical Nightmares posted:CoQ was voted one of the top 10 games in 2015 by Popular Mechanics ============================================================ Quick Starting Tips
Angry Diplomat posted:Water is really easy to replenish honestly, so don't worry about "wasting" it - I routinely dump some out if I need a little more carry weight for the trip back to town. If you're really running low, scrounge up some random weapons from Snapjaws or whatever (ideally steel or better, maybe iron if you can carry it, don't bother with bronze as it's basically worthless) and sell it all to the nearest non-follower NPC willing to trade with you. They don't even have to be a merchant - if they can put up a trade interface, they can buy things and fill your waterskin. Taking your time is a good thing in this game. ============================================================ FAQ/Random Stuff Discord Official discord: https://discordapp.com/invite/cavesofqud The roguelike discord, covers a ton of games including Caves of Qud: https://discord.gg/nxDRPD Gimme dat wiki https://wiki.cavesofqud.com/wiki/ It draws from game data files, so it's generally extremely up to date/accurate for in-game details What's the difference between True Kin and Mutants? Mutants get mutant abilities of your choosing instead of those things, with a ton of customization during character creation. You can level up your mutations after creation (you get a mutation point each level) or spend 4 mutation points to get a new randomized mutation (you are presented with three options and choose one, unless your specific build has changed that). Mutants that focus on mental powers (espers) have a special enemy mechanic where there is a %-chance every new map tile to have a powerful extra-dimensional psychic assassin (or a few of them) because overall, there is no upper limit to the power of an esper. Living long enough to reach that point as an esper, however, may take a little bit of practice. Mutants that focus on physical powers (chimeras) get a new random limb every time they get a new mutation, which is kind of hilarious and insane if not random (could be an extra arm, could be an extra face growing out of your face). True Kin are humans born into the shelter of great arcologies, shielding them from the harsh environment and leaving them more-or-less normal human beings. They get more starting attributes, more skill points throughout the game, better starting gear, and BADASS CYBERNETICS. Cybernetics can be found as loot and installed at Becoming Nooks (a few nooks are guaranteed spawn locations as well). The Praetorian class in particular is a general fighter class that starts with extremely good armor, weapon and shield, and a rifle (extremely useful) with the skills to use all of them fairly well. Regarding True Kin cybernetics: Angry Diplomat posted:Cybernetics are nowhere near as powerful as mutations in the early game, but very lategame True Kin can become absolutely terrifying cyborg killing machines who see through walls while quad-wielding gatling lasers that draw infinite power from their cybernetic internal reactor, or permanently flying techno-angels who float around dismembering everything with a halo of razorblades. How about skill builds? Some of these are older build codes that don't work, but are retained here for the general explanations of playstyles which are still applicable. Snake Maze posted:I've been looking for an excuse to talk about this build that I like, so here is what I would argue is possibly the strongest overall build in Qud: A really fast nerd There's this pretty sweet dragon build that Snake Maze made (the workshop link is strictly optional and just if you want to use a mod to add the build as a preset with a custom tile created by megane) which is actually very new player friendly since it doesn't rely on anything other than murdering with natural mutant weapons -> leveling up -> improving mutations (for murder) and guides you through how to use the build (most critically how to change your primary limb to your dragon-horns) Snake Maze posted:Alright, here's one of my favorite builds. It started with some idle thoughts about getting a bunch of natural armaments at once, but it ended up coalescing together into a build that fits together really well both thematically and mechanically Tuxedo Catfish posted:BGMOOMEMBIBOCBDX older build code, may not work Tuxedo Catfish posted:Okay, here are some builds, sorted by the all-important quality of APT, Axes Per Turn. How do I get more bullets as a Mutant Gunslinger? You have to trade for them, or learn how to tinker them yourself. Regarding tinkering, you can [spoiler]cook a preserved banana or eat from the oven at Ezra to get Psychometry, then look at a bullet in your inventory and you'll see an option to use psychometry to learn how to craft bullets, 50 at a time for a light blue/D-bit). Alternatively, pick another class and just buy a gun and ammo (once you learn where, as the main quest will take you to a bullet merchant anyway). Arconaut is a good pick if you want to be an agility-focused gun user but start out as melee. There's also a wiki guide on how to get a common but very useful low-tech rifle early . What are some good starter Physical Mutations? Pick what you want, this is only a partial list, and geared in terms of newbie friendliness.
Curious about Willpower-based builds? Check this out: (this is pretty old but still has decent general info) https://steamcommunity.com/app/333640/discussions/0/1743342466031708001/ What are some good Mental Mutations/Esper builds? Generally speaking, Esper builds are really good but harder to get started with than a physical build. Esper costs 1 point and locks you into Mental-only mutations. They cannot take any physical mutations but are vastly stronger later. The guide above is a good primer on making an Esper. The general idea is focusing on Ego (because all Mental mutations get your Ego mod as a free level-up) and then only spending your mutation points to get new mutations, which will always be new mental powers, which will instantly be boosted by your Ego. You still need some Willpower (at least 16) because Willpower affects their cooldowns. Again, the guide linked above is very useful. Gonna cite Aquillion's guide to mental mutations and esper-ness: https://steamcommunity.com/sharedfiles/filedetails/?id=485294321 Beguile+Proselytize are a great Mutation+Skill combo that lets you have followers: Tuxedo Catfish posted:Pro-tip: Slugsnouts make amazing Beguile / Proselytize targets. Their AI makes at least some small effort to keep itself alive and they just shred trash mobs like you wouldn't believe. (Beguiling lets you make a target non-robot your buddy. Only one at a time, though you can have a Proselytized ally, a Water Ritual ally, a Beguile ally, etc, and that's before any cybernetics and or relics ) What mutant defects are worth taking? You can only take one of these. They're negatives that give you more mutation points. Pick what you want, this is only a partial list; there are other "good" defects now!
How do I deal with all this heavy loot like water and rifles and nanomolecular killboomery? Water and other heavy loot can just be left on the ground in a safe place you can return to, it's never touched or destroyed right now (unless you're like me and accidentally throw a grenade or fire a flamethrower at it). Personally, I use the starting village recoil location as my stash, along with Kyakyukya and Ezra. IMO the ideal stash right now for unmodded Qud is a recoiler to the Six Day Stilt since that will generally have multiple merchants worth selling to, as well as a handy place to store books. What is and isn't worth selling? For specifics on how price is calculated, including a list of the sale value of what looks like literally every item in the game, consult the Qud wiki's Commerce page. This is not an all-inclusive list, but it's a good start to what's worth picking up to sell in terms of how much weight it carries. The more ego you have, the more water you'll make, but you still need to be exploring/looting to have something to trade for water at all. Also, remember that a trader is anyone (who isn't a follower) who can open the trade interface with you, even if they have nothing to sell you; you can still trade items to them and they'll pay you water into any open containers you have, but be aware that most things hold their value-to-weight ratio better as an item than as their equivalent water weight (e.g. a semi-auto pistol can sell for 70+ drams of water, but 64 drams weigh 17 while the pistol itself weighs about 3). Let's talk about what isn't valuable:
What *is* valuable? Generally, autoloot will get the real big ticket items for you, but some context for additional manual looting/decisions on what to carry or what to drop:
============================================================ People will fill this thread with useful advice pretty quickly. Live and drink, traveler. Tempora Mutantur fucked around with this message at 05:03 on Aug 3, 2023 |
# ¿ Aug 30, 2015 01:41 |
|
|
# ¿ Apr 28, 2024 05:57 |
|
IMPORTANT STUFF BECAUSE I'M TOO LAZY TO EDIT THE OPKOGAHAZAN!! posted:I think this is worth expanding on. MODDING https://freehold.atlassian.net/wiki/display/CQP The Steam community is pretty active for mods, and Unormal/Hand of Luke frequently read there (many of the wiki articles point to Steam community postings where one of them explained things): http://steamcommunity.com/app/333640/discussions/3/ Tempora Mutantur fucked around with this message at 19:43 on Jul 7, 2022 |
# ¿ Aug 30, 2015 01:44 |
|
Edwhirl posted:out of curiosity if you have both clairvoyance and teleportation, do the people in grit gate care if you teleport past their force field? Dunno but you need only complete argyves rust well quest and they let you in. After you get the quest Takes More Than a Willing Spirit, just talk to the intercom again and you'll have an option to enter the gates.
|
# ¿ Sep 1, 2015 23:07 |
|
bisonbison posted:Axe turtle waltzed through Red Rock and Grit Gate, now lvl 11. Anything to do or know before Golgatha? One of your rewards from Argyve is a Droid Scrambler, which makes waydroids friendly/neutral. It's in your inventory.
|
# ¿ Sep 3, 2015 15:51 |
|
MrWillsauce posted:The hunter in the mushroom village has some ape-fur clothes for sale, which are cold resistant. Other than that, you just have to keep checking shops or getting lucky. The hunter is a nonmoving green character in a patch of green trees in the middle of town (mushroom village?? I need to look closer, I guess it's wrong to call Kya goat town). Elastyne Cap is +25 cold resist Homeostatic warmers are an arm item with +8 cold resist Ape fur cloak is +15 Ape fur gloves are +10 I think I know there's more but I'm usually carapaced and don't have to worry once I getan elastyne cap (it's super cheap even with low ego)
|
# ¿ Sep 4, 2015 16:59 |
|
dis astranagant posted:[19:48:26] <dis_astranagant> GIVE ME 8 FULLERITE TWO-HANDED BATTLEAXES AND I'LL GIVE YOU A MIGHTY WEAPON Where is Qudchat??
|
# ¿ Sep 5, 2015 04:29 |
|
Could just be bias on my part, and purely anecdotally (and in light of others' comments about cragsmench armor which I've never agreed with) I think Crysteel weapons have bugged penetration values. I base this on the fact that I can cut through Cragsmensch with Folded Carbide weapons without issue, but once I equip a Crysteel weapon of equal penetration, I feel like I have far more failures to penetrate. Then again, I could just be critting a lot more with a folded carbide long sword than a crysteel dagger, but still, it feels REALLY weak compared to my folded carbide longsword. And I mean, this is like my fifth or sixth game in Susa, and the first time I've noticed this, and only midway through this run because I picked up a crysteel dagger off a Putus Templar party (which I only could kill with a pack of sower's seeds and lots of freezing-hand kiting anyway). Prior to switching my mainhand, crags fell no problem. E: Also, come on, why can I inject myself with empty injectors repeatedly? drat near died because I was trying to disassemble them and they caused me to massively bleed. Tempora Mutantur fucked around with this message at 22:52 on Sep 11, 2015 |
# ¿ Sep 11, 2015 22:50 |
|
Anticheese posted:Pretty sure it's a random site that you'll stumble across sooner or later. And there can be multiples! Sorry for not updating the OP; actually playing Qud turns out to be more enticing than writing about it. Also, Leering Stalkers are nuts, but I'm sure glad I'm a tinker character just for EMP grenades.
|
# ¿ Sep 15, 2015 08:18 |
|
What's the fastest nonexplosive way to kill high armor high HP targets? Not just king crabs but even leering stalkers and stuff. Far as I can theorycraft, the best bet would be Enhanced Speed, Temporal Fugue activated, and dual wielding vibro weapons (or vibrokeshs if you score a clone). If you purpose-built for this, Adrenal Control too, but that kinda sucks and is dangerous with Enhanced Speed unless you pumped toughness. Also: does str boost vibro damage?
|
# ¿ Sep 17, 2015 00:38 |
|
dis astranagant posted:You're not going to kill a leering stalker or chrome pyramid without grenades. If they're not EMP'd you won't get close enough to do anything. Right, but I mean for the damage itself. THat's what I've been doing, EMPing and cycling with explosives, but I want to try EMP > get close > m@d speed with vibro weapons.
|
# ¿ Sep 17, 2015 02:32 |
|
14 ego and 16 int is pretty mandatory IMO because melee without mental mirror really sucks due to confusion. The alternative is saving Sphinx salt injectors I guess, though only Mamon is guaranteed to confuse AFAIK vs other random champs with confusion. Mental mirror means you don't need willpower either. Regen midfight isn't super useful IMO and I play melee, so willpower is always 10 for me and Mental Mirror means that I don't have to care because confusion and sunder bounces off me. I regularly clearing all current content with 10 willpower and Mental Mirror. Personally I start with 18 ego and 18 int so that at 6 I can take Snake Oiler and never care about money again, but that's optional and cause I tinker. 14 ego works because it means that your mental mirror can be boosted to more than one charge once you're level 12, if you don't care about money and go the nugget path (and before that too I guess but if you're melee you probably have more important mutations). That all said, I'm going to try to find some way to deviate from my usual 20/18/18/18/10/18 Arconaut build (turns it into 20/20 str/ago) but... Bedlam is out right now...
|
# ¿ Sep 17, 2015 18:57 |
|
Beeme posted:Is Psychometry bugged to always learn the recipe? I just learned how to make spheres of negative weight at Psychometry level 2. I expected it to require much more. No, some items just have weird/bugged complexity levels. For instance, I don't think you can learn how to make a semi auto pistol with the level of psychometry needed for the sphere.
|
# ¿ Sep 23, 2015 22:25 |
|
Are there plans to add some kind of "command" skill, or build it out under Persuasion, so that you could actually issue generalized orders to your clones/proselytized followers/beguiled goats?
|
# ¿ Sep 30, 2015 03:05 |
|
Floodkiller posted:It is impossible to start the quest after he is dead. However, I found out that, as long as you start the quest before he gets offed by the Warden (which involves sprinting to him immediately and hammering the quest accept), you can turn in the completed quest to Irudad directly (without needing to ask Mehmet first) and still get the rewards. The ideal opportunistic scenario, as you get the quest reward later and a free vinereaper from Mehmet's frozen corpse up front
|
# ¿ Oct 2, 2015 19:20 |
|
Can we get some clarification on exactly what Basic Toolkits do as far as: Do multiples stack whatever effect they have? Does it have to be equipped or just in inventory for the benefit? Are they being overhauled whenever Tinkering is overhauled? What exactly is their current effect? +X% chance to recover each bit during a disassemble?
|
# ¿ Oct 2, 2015 20:24 |
|
Humans Among Us posted:It seems that when you Beguile a creature to join your side, at some point they stop following you. Possibly because they level up too much? Somehow i doubt that it's intended. Unless it's been changed, there's a bug where beguiling more than 1 creature breaks the beguiling on the first.
|
# ¿ Oct 5, 2015 18:11 |
|
Filthy Monkey posted:Well, I finally had a character somewhat going. I was happily shredding enemies with my mental powers, and picking up all sorts of sweet loot. I doubt it, but I wonder if your own mental mirror could reflect that, or if mental mirror doesn't count as mental damage.
|
# ¿ Oct 6, 2015 03:31 |
|
Unormal posted:You actually do get somewhat higher chance to block per shield equipped (as it currently checks each equipped shield); though the one that procs will determine the AV added for that block. Same vein: do multiple shields allow for more blocks per turn?
|
# ¿ Oct 7, 2015 01:00 |
|
Ooo, do the merchant tents have higher loot tables? I need to play again and find out, but part of me wants to wait till the tinker overhaul. Getting espers off the ground without freezing hands is hard :c
|
# ¿ Oct 24, 2015 08:15 |
|
MrWillsauce posted:I was listening to Car Talk and they did a great review of the game. I would listen to click and clack review all kinds of games, thinking about it. But their delivery of rogue like deaths, or recounting Qud lore, would be hilarious.
|
# ¿ Dec 12, 2015 15:57 |
|
ToadStyle posted:I got lost and spawned into an area with no exits (Shale blocking me on the neighboring areas). I have no burrowing claws, and since I'm lost I can't escape to the world map. Is there a way out of this, or did I just get boned by the RNG? 1) Using cheats you can up a level anyway, it's in the keybindings at the bottom 2) If you have a skulk injector, good news: you have claws! (Assuming you don't have another hand mutation already like Freezing/Flaming hands)
|
# ¿ Dec 29, 2015 15:25 |
|
Anime Schoolgirl posted:This sentence has two lies I've never really played a True Kin once I realized how superior mutants are, so: It's true if you're still struggling to learn the basics of the game/get to Grit Gate reliably, but once you can do that, yeah, mutants are superior in every way. Even their stats bonus is a waste; they only really start with 8 extra attribute points, because they get 40 points to spend with 12 in every attribute compared to mutants getting 44 to spend with 10 in every attribute; unlike Mutants, True Kin cannot opt to completely ignore Willpower for survival because Confusion and mental attacks *will* gently caress you up, and True Kin do not have Mental Mirror or any reasonable way to fight without wasting points on Willpower. I could be wrong on that last part but yeah, Unormal and Hand of Luke have reiterated at various points that they're still waiting to redo True Kin. I really need to update the OP at some point, oof.
|
# ¿ Jan 3, 2016 18:39 |
|
Anybody want to post some builds with writeups, or point me to decent ones on the Steam workshop? I figure that would be a good start to updating the OP.
|
# ¿ Jan 3, 2016 19:19 |
|
Eh, I started typing this up and posted it by accident, but here. I'll add this to the OP and flesh it out.Humans Among Us posted:How do i ~get~ the build of a character im playing ? I don't really know in advance what will work cool/good If you mean like, the seed for your build, that's only available at the time you create the character, when it asks if you want to save the build to your character vault or not. If mean something else, like what does/doesn't work well, play a mutant, and then pick any mix of these (this is less a build and more a breakdown of really good mutations): Physical Mutations
Mental Mutations
Defects Worth Taking You can only take one of these. They're negatives that give you more mutation points.
What is and isn't worth selling? This is not an all-inclusive list, but it's a good start to what's worth picking up to sell in terms of how much weight it carries. The more ego you have, the more water you'll make. Let's talk about what isn't worth selling:
What *is* worth selling?
There's more, but eh, wanted to finish this. Tempora Mutantur fucked around with this message at 20:17 on Jan 3, 2016 |
# ¿ Jan 3, 2016 20:00 |
|
Tinkering thoughts, hastily plucked from my insanity and flung into your eyeballs:
megane posted:For some advanced weapons / artifacts whatever, instead of data disks you could find a broken or incomplete version and then you use tinkering to get it into working condition. That's a great idea too, they could be like slightly-more-valuable bits to nontinkers, or almost-an-item to tinkers, maybe with their most valuable bit already in place but needing their lessers, and not being able to be broken down till assembled or something. Although that doesn't really make sense and sort of just turns them into glorified bits...
|
# ¿ Jan 7, 2016 03:10 |
|
Unormal posted:Yeah one of the things I keep rolling over in my mind is more general crafting vs just tinkering. Scope aside (which is a big deal, but just to talk purely conceptually) I'm conflicted over the (obvious, powerful) utility and interest of general crafting and the fact that tinkering is very specifically flavorful in the context of Qud and just expanding it to "making poo poo in general" really dilutes the intent and flavor message of tinkering. That thought crossed my mind too. It could maybe be part of Harvesting the way that Butchery yields shields and armor and stuff, and that makes it more thematically friendly to things like Watervine farmers jury-rigging basic tools while being about as useless as the butchery items.
|
# ¿ Jan 7, 2016 03:18 |
|
I view Tinkers as the vanguards of bringing back the old tech, like how Grit Gate is a bastion of tinkers making cool poo poo. Maybe even embellish the Tinker aspect of different factions overall, with different factions having certain guaranteed and thematic data disks at certain faction levels or something, or bits related to them or something. Maybe one faction focuses on survival-based stuff and can make better Recycling Suits that also provide Steam immunity (and/or shoot steam jets) and food cookers that stretch raw materials or something. Or maybe that's a Truekin background since the Arcologies would have specialties in various areas; I'm still surprised by the lack of non-mutant combat toxins/poisons given that there's a toxic arcology.
|
# ¿ Jan 7, 2016 03:42 |
|
DatonKallandor posted:Comparing the skill point investment vs payoff of the various skill lines is a real good starting point for any rebalancing. A full blown Tinker should compete with weapon users that invested similar amounts of points - and really doesn't. You can't really do that because tinkers naturally have enough extra skill points from added int to take a decent amount of weapon skills, it's more a question of balancing the 25+ attribute required skills and even then that's not really feasible (e.g. you can't compare berserk to tinkering 3) Plus if you grind long enough it's moot; live to level 24 and you have +4 to all attributes, with 4 more floating points. Yes, that's also endgame right now, but the way combat works tinkers still pull it off (I play psycho tinkers way too much).
|
# ¿ Jan 9, 2016 17:32 |
|
Angry Diplomat posted:True All good points. Clearly Tinkers need an acid-sprayer that does low-damage but corrodes armor so our otherwise pissweak weapons can pierce thicker armor if we kite and spray. Also, I kind of view Tinkers as (thematically, not currently) needing lots of chem cells. Like an end-game tinker has his energy weapons along with some kind of cobbled-together exo suit that just sucks down battery power but makes him temporarily a tiny, angry god of scrap. When I scum shops hardcore I end up with more chem cells than I'm willing to carry, but I never ever have a use for them, especially since I can recharge them. It would be neat to have things that actually require them, like powered-legs that grant the Jump skill, powered-arms that maybe grant certain weapon skills passively or actively (literally thinking of being a cudgel-wielding tinker with powered arms that grant Cleave), targeting computers that occupy arm slots maybe, I don't know. Same thing with turrets, I'd totally accept having to fuel a turret with chem cells. Nothing complex, just basic "more cells = more turret shooty before it needs cells again" or something. I know at least one person said they don't want it, but I cannot fathom tinker players actually disliking the idea of being able to make turrets of various qualities and being able to make the conscious choice of, "I am going to make a couple of turrets that I spend a shitload of bits on to upgrade." Like in my mind, a tinker should be super excited to find a laser rifle to cobble it together to a turret that he keeps tweaking to have maybe different attack types, more and varied ammo, better targeting, etc. Maybe even the ability to slot it into Floating Nearby at a huge and continual energy cost with sufficiently advanced bits to make it float, like an armed hoversled. Like, tinkering isn't limited except by how drat hard it is to make it Tinker-feeling without being too useless or too OP (or there's the logic that it's single player so whatever, make everything OP in its own way). E: As it stands I never ever use turrets because there's rarely a time I want to throw away any weapon that's actually worth a drat, at least as a mutant who's also packing Freezing Hands. This is part of why my build is based on Arconaut, because I don't actually need to waste any points on the turret skill, plus Psychometry makes even Tinkering-I a waste of points unless I actually find data disks and have parts to use them (which really only happens post-25-int and then I just dump my points into all of the tinkering skills if needed). Tempora Mutantur fucked around with this message at 22:55 on Jan 9, 2016 |
# ¿ Jan 9, 2016 22:52 |
|
MrWillsauce posted:I went on a sign stealing spree for a baetyl once, and it didn't accept them. I think the signs all need to say the same thing or something. You dropped them next to the baetyl and it didn't accept them?
|
# ¿ Jan 14, 2016 03:40 |
|
MrWillsauce posted:Use it on the amarinthine prism. That way Indrix is happy, and you get to keep one. What does it actually do that's so good? I never equipped it and it never looked particularly noteworthy. Where does it even get equipped?
|
# ¿ Jan 18, 2016 21:28 |
|
Angry Diplomat posted:IIRC it overflows and grants additional offhand attacks beyond 100%. So 125% would give you a guaranteed offhand strike and a 25% chance of a second. Wow, getting that final rank of Dual-Wield with Jab is actually useful if this is the case. What are some end-game melee builds, anyway? Especially with a shortblade offhander. I know what I personally end up using (crysteel shortblade offhand or whatever I can find with the most damaging 1h I can find) but I usually don't take any particular weapon skills or powers beyond the basic power + Jab. So for me, it's usually something like Shortblades, Jab, Dual-Wield 1 and 2, with Axes, Long Blades, and Maces (without their powers). I only take some of the passives very late game, like Axe Whack/Trip/Cleave/Dismember, rarely taking the Long Blade skills due to cost/crappitude, and rarely finding a mace that I care about enough given that in my eyes if you don't have the strength for Bonecrusher, maces aren't that good, but I could be wrong. I really need to give up playing psycho tinkers, so many wasted attribute points and mutation points but... the bits... they call me...
|
# ¿ Jan 19, 2016 16:39 |
|
Requesting that gifting water to a unique makes them neutral and/or that if they attack you first after giving them a gift, they get the curse of breaking the water bond, not you. Or that we can't gift water to hostiles, either way.
|
# ¿ Jan 31, 2016 22:48 |
|
Angry Diplomat posted:Double-Muscled works great in conjunction with Multiple Legs. You get an overall boost to movespeed and a preposterous amount of carry weight between the two mutations. "Bullets! My only weakness; how did you know?"
|
# ¿ Feb 1, 2016 17:36 |
|
MJ12 posted:I'd suggest trying "most valuable bit is guaranteed, 50% chance of salvaging any/every other bit" and seeing if that's too generous. I figure given the massive expense and the need for luck for a tinkering build, making it hard to build your shinies is missing the point. Yeah but if it's dropped then it's more like "why didn't you drop 300?sp on tinker I and disassemble for mods" on any character or something. I'd rather see more incentive for high int and tinkering, maybe even some lame half-int-bonus-to-aim-or-DV if you want to say int covers uh, being perceptive or aware in combat, or something. Good game design is hard, wow.
|
# ¿ Feb 2, 2016 01:08 |
|
Humans Among Us posted:Because if you have 6 bullets you want to reload really often and the chem cell doesn't run out nearly as fast :-) What? There are no weapons that take both bullets and chem cells. Totally not following. I used to think it was weird that reloading a power cell weapon brought up the cell select screen, but it makes sense because 1) it's the same action cost and 2) you can decide if you want a fresh cell or if you want to drain one that isn't full. E: Ahhh I get it now, modding a ranged weapon adds a cell slot onto it despite apparently not doing anything. Tempora Mutantur fucked around with this message at 06:03 on Feb 8, 2016 |
# ¿ Feb 8, 2016 05:59 |
|
I wonder how much willpower you need to be mostly-resistant to confusion.
|
# ¿ Feb 8, 2016 14:23 |
|
Koldenblue posted:I ran into my first voider swarm today. Thinking "I bet these guys are chumps" I attacked them, only to be immediately teleported into a small prison of shale with no way out Carry a drat recoiler! That lazy op should update... Oh
|
# ¿ Feb 8, 2016 18:30 |
|
Amphibious should be changed to a 400% water consumption increase or otherwise raised far beyond its current 67% increase; if you're feeling creative, allow submerging in salty/brackish water (or whatever types) for some small amount of wetness-per-turn-in-a-water-tile. That way, someone struggling to meet 400% (or some other high-as-hell number) in the early game has to wander through the swamps, hopping puddle to puddle while they hunt snapjaws for enough scavenged scrap to drag to Tam to sell for water rations so they can explore further out. It makes finding water (maybe even convalescence?) have a little more impact too if the water drain is really that high throughout, even though it's still ultimately an annoyance tradeoff. Evil Twin is so, so much more effort right now for fewer mutation points, especially for high carry weight heroes and/or some small amount of economic fuckery. Which may be nothing if you luck out on drops anyway. Either way, it's still basically a "minor annoyance for huge benefit with no real drawback" perk. Brittle Bones, Hemo, Hooks, Spontaneous Combustion, Beak, Amnesia, Socially Repugnant are all far more crippling/pain-in-the-assed and nowhere near as easily dealt with as the current Amphibious defect. E: The Mechanimists can be quite compelling indeed... Tempora Mutantur fucked around with this message at 05:55 on Feb 10, 2016 |
# ¿ Feb 10, 2016 04:38 |
|
|
# ¿ Apr 28, 2024 05:57 |
|
Or do night vision (1) carapace (4) regen (5) mental mirror (2) marauder and just say gently caress you psychic guys
|
# ¿ Feb 10, 2016 17:40 |