CornBurrito
Member
Is base stats at 10 (or even 9) a stupid thing? (because of permanent upgrades later?)
It isn't.
Tip: At character creation you can select "see all feats" to look at all the feats. Plan around those.
Is base stats at 10 (or even 9) a stupid thing? (because of permanent upgrades later?)
Those psy-bugs made me want to restart... fuck my knife wasn't doing anything at all to them.
Heavy armor sledge hammer is fun, crafting and crossbow is also fun. Crawler poison caltrops will stun almost anything and allow you to pick them off.I can't quite decide on a build. In the EA version I've played a stealthy pugilist and it was amazing, allowed me to see pretty much all of the content, including the arena and gauntlet. I had no crafting whatsoever though. For my first run in the release version I'm trying to come up with a build that would allow me to do the same and still be good at combat. So far I've got a stealthy knifer (which is too much like the pugilist I had I think) or maybe a crossbow build. I can't for the life of me come up with a PSI version where stealth and perception (with Snooping, for spotting secrets) would fit in, even though I'd love to play a character like that.
Can't you sneak past them?
Is base stats at 10 (or even 9) a stupid thing? (because of permanent upgrades later?)
Merchants update their stuff regularly and I think there are some triggers for better equipment becoming available as well, but I'm not 100% sure what they are.Finished the GMS quest. Those raiders were hard. Had to set tons of bear traps, then lure them over by shooting. Then stab them as they got caught in my traps. Hostages almost died from my poison caltrops.
I'm also swimming in money. So much good loot. Nothing to spend it on though. No knife vendors. No knife blueprints either. I should be able to find some good stuff in the Junkyard though when I go.
Seems like you need Intimidate AND Persuasion to get anywhere socially.
Not always, but you frequently need both yeah. So far, for me, there has been only one big case in which persuasion alone allowed me to defuse a tense situation.
You don't need to max out all the skills. I think having an effective 120-140 is enough for lockpicking, electronics and most of crafting. Throwing also doesn't have to be maxed out, ~80-100 effective should be enough.
The drill parts areAlright sounds good. I'll keep throwing low. Focus is on melee and stealth anyway.
Also I'm completely lost in Depot A. I've discovered tons of places but no drill parts. And the fucking mutants and mutant dogs are so difficult.
There's also doors that open right into auto sentries lol. So annoying.
The drill parts arein an area to the north-west in a barrel.
Nope, you can get there above ground and underground. Mutants are in the way.Hmm do I need to bypass the electronic locks (cant find the keycard) to get to that place? If I hit the mutants have I gone too far?
This, or Wasteland 2?
Or both?
From one hardcore CRPG and Fallout 1 and 2 fan to another, how good is this game?
From one hardcore CRPG and Fallout 1 and 2 fan to another, how good is this game?
From one hardcore CRPG and Fallout 1 and 2 fan to another, how good is this game?
From one hardcore CRPG and Fallout 1 and 2 fan to another, how good is this game?
I do have to say the forcing some AP into movement only is kind of brilliant, and letting you use it after actions. At first it seemed confining but it really does encourage a decent amount of strategy.
From one hardcore CRPG and Fallout 1 and 2 fan to another, how good is this game?
Version 1.0.0.2
Locked doors/containers will now be more clear on which skill they require
Fixed the bug that caused the game to crash when destructible rocks were being destroyed en masse
You will no longer be able to export character during tutorial
Fixed being unable to advance the main quest if the player persuaded Gorsky that there is no way to open the GMS vault
Fixed not being able to return to Silent Isle under certain circumstances
Fixed not having the option to tell Big Bret what happened to Newton if he was killed by psi beetles
Edgar's key now properly unlocks the safe in his room
The game is now automatically saved after the final Arena match cutscene
Fixed secret passage near GMS raider base
Fixed Gerhard Page's locker
Various minor types and map fixes
Still can't find the drill parts... Are they where the dead woman is?
No, the parts areoutside Wyatt's house in a barrel. You'll know it when you find the place.
No, the parts areoutside Wyatt's house in a barrel. You'll know it when you find the place.
Found it by looking at a Let's Play. Umm... hmm I'm pretty sure I can't open those doors though. They are behind an 85 mechanical lock check or something crazy.
Weird, I guess I just picked it up randomly through the underground route. So probably a good idea to try that.Hm, there is a key somewhere but I don't remember where I found it.
Found it by looking at a Let's Play. Umm... hmm I'm pretty sure I can't open those doors though. They are behind an 85 mechanical lock check or something crazy.
Once you finish the Drill quest, you'll have at least 5 settlements worth of merchants to sell stuff to.Got it eventually.
Also I have all this loot that is worth so much but all the merchants are either too poor or wont buy what I have.
You can always avoid them. Otherwise AP ammo (bursts for best effect), tasers, electrified knives or electroshock pistols.how can i kill the sentry bots effectively? My only psi skill that works is the 3 turn kinetic burst. my Weapons dont do any damage and EMP grenades are hard to come by