It helps when you run out of psi points. Get like guns or whatever.If I wanna build a psi guy do I still need to pick a weapon class as well?
If I wanna build a psi guy do I still need to pick a weapon class as well?
Not perks, but you can spare a few skill points.I wouldn't recommend it. You can't afford to waste perk slots in this game.
Not perks, but you can spare a few skill points.
So what do you do if you run out of PSI points?Still a waste imo, PER is generally a dump stat on psi builds.
It helps when you run out of psi points. Get like guns or whatever.
Ok because that's what I did and then I got stuck in the test range tutorial since I didn't know how to use them lolI wouldn't recommend it. You can't afford to waste perk slots in this game.
I'm waiting for the expansion before I dive into this game. Everything about it looks so cool, though.
I thought expansion was going to bring QoL improvements as well as new builds, etc... That's why I am waiting personally although I actually bought the game a while back.Just start now man. It's one of the best RPGs ever made if you like (turn based) combat and exploration. Game is absolutely huge as it is. And you will want to restart anway because of the build variety. This is a game that 20-30 hours into campaign triggers your desire to check out other builds because of how deep the systems are.
Same here. I too stopped playing a while back and just been waiting for the expansion to re-experience the game again. Plus, absence makes the heart grow fonder, heh.I thought expansion was going to bring QoL improvements as well as new builds, etc... That's why I am waiting personally although I actually bought the game a while back.
I thought expansion was going to bring QoL improvements as well as new builds, etc... That's why I am waiting personally although I actually bought the game a while back.
They added a bunch of QoL stuff and balance with the last patch like a year ago. I think the expansion is supposed to be a new area with some more equipment/powers/mechanics.Same here. I too stopped playing a while back and just been waiting for the expansion to re-experience the game again. Plus, absence makes the heart grow fonder, heh.
Hi guys. I did some changes regarding veteran levels which I originally introduced back in October.
First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, dervied stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.
Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.
However, the second, and more important change, is that on veteran levels you'll also get three specialization points.
You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).
That's it for now. Let us know how you like these changes.
finally \O/As you can see on the screenshots, maps will (usually, but not always) record and display what useful (or not so useful) creatures and plants you've encountered there as well as other points of interest (merchants, doctors, certain quest objects). These will not be updated after the initial encounter and do not always represent the actual state of the map, but are rather meant to be used as useful auto-notes for harvesting organs and plants and such. They will typically not record robotic and human enemies. You can also add your own notes to the map. A lot of static features of the map will also reveal themselves as you explore the map so that you won't automatically know, for example, if there's a power generator on that map immediately after entering.
The map will be available in the next updated which will be released sometime before the DLC which is going to be released when it's ready. But on a serious note, I do hope to release a new update on the experimental branch at least in the near future so you guys can play with all the new stuff that we've added over the months and we can finally get this huge pile of patch notes off of our shoulders (and replace them with bug reports).
I bought the game a while back but have been waiting for the expansion and accompanying updates. Having a map is a necessary feature. Good that they have included it.That's huge. I know a lot of people who refused to give the game a chance because it didn't have a map.
this is on my backlog. Need to get into it. Maybe it'll be next.
Praise be!
Yeah, will it work on my save? Can't say I've missed the map though. Still haven't finished the game, the last part is really tough but I mostly play it on vacations. 60 hours so far. Might finish it on my normal time though just to play expansion.
Edit: so the expansion is not stand alone or at the point of no return. It's glad that I haven't got far in the last dungeon.
AFAIK it adds a side-area and sick water skis.Wait what, the expansion affects the main game?
In order to wrap up the geographical consistency of the base game, we had to create a number of water maps that connect SGS, Junkyard, Core City, Camp Hathor, and the Black Sea. In the expansion the player will be able to traverse and explore these maps with his jet ski, but he won't be the only one as a number of factions also utilize these waters, such as Protectorate, Black Eels, and Black Sea pirates. Also encounters with random sea bandits are not uncommon.
The most powerful naval faction in the South Underrail is, of course, the Black Eels. Their naval platform The Rig is perfectly positioned to facilitate the trade between different stations as well as their own scrap exporting business. The Rig is also used to control the central body of water of the Lower Caves in order to fend off pirates. This place will be vital for pirate missions that the player will be able to take part in if he chooses to ally with the them in the expansion.
The Rig missions are not 100% complete yet, but will be soon. After that we'll be returning to the Black Sea to wrap up and polish off the maps we made so far and integrate them into the global map. And then we still have two more areas to develop - the villages of the savage natives and the final dungeon.
Let us know how you like the aesthetics of the new areas.
Cheers.