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- LP balancing is a work in progress,
- Fight balance might need some work.
- Stealth sequence in the security station needs to be improved.
- Loot progression is being worked on.
- There's a new area that's missing loot.
Yes, we added 4 new ones, and I'm going to go over the options in each machine as some are given quite often (the urban pacification and crisis intervention, for example).
The new ones IIRC are:
Breach Team: Shotgun - Armor - Lockpick
Security Officer: Blunt - Persuasion - Computers
Field Surgeon: Biotech - Blade - Critical Strike
Undercover Training: Impersonate - Steal - Streetwise
https://imgur.com/yvUCY3R.png here's me having to say: 'its dead Jed you can put the down the sledgehammer all ready, its creeping out poor Faythe she's will keep hiding behind those rocks until you put it down ya know'
Oh btw potential bug after having a chat with Luther and having him come&take a look at what i found i can no longer progress his quest line any further(journal entry remains the same)
Regarding Romeo hes in limbo land you don't really need him for anything other then 'grand mech battle royale' but due to the high odds of losing either him or another crewman(or at least having them gain the 'penalized for participation prize') you may as well stealth your way trough and avoid what is pretty much a rewardless hassle...well at least the bot is slowly racking up hes upgrades count if nothing else in preparation for a more auspicious use case
There's a reason I made it the first point :P
Some things to keep in mind when using old saves:
- Reduced LP requirements for levels, especially the late ones (works retroactively).
- Increased LP gain from training to 100 (from 80) and tokens to 200 (from 160).
- Adjusted LP gain from non-combat interactions, giving a minor increase for harder checks (not retroactive).
This is especially more true for saves made before April's update, which had the first set of LP changes.
We need feedback of new runs to make some adjustments, hence the beta tag (apart from bugfixing).
I can't believe I need to say this but It's obviously not the intent to have a 9 skill only be for "zen mutated mastermind".
Something to keep in mind though, apart from the LP gain changes that work on new saves, is that you need to take the opportunities to level up the tech skills over other solutions (combat or speech) for example, and focus on tokens for them as well. It won't be required to focus solely on them, of course, but also can't be routinely ignored if you want to reach level 10, for example.
It's already up on the "beta" branch (can't recall how it's called there).
I think it's the Public Test branch, and no it isn't. We're still on 0.9.49 (and the patch notes function is really behind, too).
This is a great approach, but it is hindered by the artifical skill selection of training tokens (for example Blunt, Persuasion, Computers), which makes it likely that 1 or even 2 of the 3 skills are basically useless for the character, and the lack of trainers for every skill.
An idea - training token now AFAIK gives 600 LP total, divided into 3 skills, 200 each.
Why not give us an option to choose what to take?
For example, 200 in each talking skill (classic Crisis Intervention) or lets say 400 in persuasion and 200 in streetwise, OR all 600 in persuasion.
It would prevent skill LPs going into skills we do not use (especially if its combat oriented) and its partial waste :[