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Fellow user Huggybear has an extremely comprehensive guide/walkthrough.
Also, is the Feat at Charisma 8 that gives a 50% discount worth it? Meaning, are there any high-cost Items that make a real difference that should be bought, or can great weapons and other items just be looted?
If you switch to the Beta branch you'll find that the feat was reduced to 7 CHA.
Beware: if your skill is 3 lower than the challenge, it will automatically fail, no matter how high your disposition is. This practically never happens if you beat most situations via speech and/or use crisis intervention skill tokens.
https://steamcommunity.com/sharedfiles/filedetails/?id=2892472267
The thing with talking is, that in some conversations some paths have one step / skillcheck / more with a bit of extra talking skill xp possible, that you don't get when choosing different talking options. Plus some talks are obviously optional: e.g. when rescuing the Deacon, I've gone with sneaking and lockpicking instead of talking.
(The only thing missing from the screenshot is a 2nd Implant boost (Squad Leader boost is very worth it.) Edit 2: I couldn't steal from 4 sleepers in bunkbeds, as that would have required sneaking 4... - but Faythe already used up all her tags (- yes, I tagged sneaking with her; might be worth switching the tag to stealing, but I really like perfect takedown runs - I kind of hate when I have to finish the sneaking missions in actual fights.)
(Master Trader is usefull because you want to save as much money as possible for ECLSS - as boosting Implants costs 2k each, and usually I still end up buying stuff before (- the sniper rifle in the Habitat; all Energy Cells; usually the special grenades).
P.S.: Screenshot of fully upgraded Squadleader Implant
https://steamcommunity.com/sharedfiles/filedetails/?id=2892474998
P.S. 2: Faythe skills with all tokens and Skill Monkey and maximum amount of tags.
https://steamcommunity.com/sharedfiles/filedetails/?id=2892485996
Edit 3: Yes, she went down in one fight, and I was too tired to redo that fight...
Edit 4: (Aside those 4 bunkbed steals and that one store room in Mission Control; the only other thing I missed out on in this playthrough was getting the M16A from the sniper event in the factory, as that would have required Evans to have CS 4 at that time, and this time I didn't have it, as I tagged both Armor and Evasion instead of CS).
Still my best (and only) full playthrough in the actual version of the game.
- Heart (the mutant town)
- Hydroponics (Yellow and Red Zones), Mission Control (lower levels)
- The Armory (level 3), Bridge and the end of chapter 3, all locations are done.
- Endgame (chapter 4)
What is the level limit, and is "Mastermind" worth it, considering that there are not that many levels available for the character to acquire Feats?
From the Early Access page:
Note: The Pit (chapter 3) is technically done, but the energy supply issue in Ukraine means they're having trouble compiling it and uploading it to steam.
There is no hard level limit. Mastermind can be very powerful, but making a solo combat Mastermind can be very difficult and requires a lot of game knowledge
The XP requirements have also been adjusted in a recent beta patch, meaning that solo characters will generally get to higher levels. For instance, my combat-only solo 4 INT characters are now almost level 7 at the end of the current content.
If you're having trouble with game difficulty, you can play on Hero mode to learn the ropes and explore the content.
Most likely 10, but no more than 12. Mastermind is a very popular choice among the players. I suggest to take a look at the player-submitted builds in this thread:
https://steamcommunity.com/app/648410/discussions/0/3172198151251693365/?ctp=87