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Finally, could you do anything about the end of sector message? The numbers tick up slowly and when you found over 450 modules in sector 1 it takes a hot minute. Yes, I ground a lot.
(2/2)
However, it largely feels like flying around for very long times is encouraged if not expected or required, because even with those high quality laboratories, the research system is SLOW. Mostly the reverse engineering. I made reverse engineering 100x faster, which was overkill (I think somewhere around 10x faster the default setting is correct). Marking up should probably be somewhat faster if you don't expect people to grind it, too.
(1/2)
I still think shops are too $$$$ though :p
I have combat worked out too now. First time I ever bothered to board a ship! (now do it most fights) my assault cannon combat droids make a mess of things.
expensive: seeing things in the 10s of millions now. I can see the logic for the black market idea. But I have only been able to afford a single mushroom bay all game.
can't load: It was a mod conflict. One of the new ships - even though I wasn't even using it
For blueprints for fate points. You need to carefully look for perks descriptions. It says whether you need to reverse engineer it or you will get it from the get go. Furthermore, modules were completely rebalanced, DIY modules that were in vanilla game are no longer DIY in mod.
Entire combat was resigned to take much longer than vanilla battles. In addition, due to the length of the battle, you have enough time for additional tactical maneuvers (such as boarding parties and building additional nukes).
Research spans over all playthroughs. It means if you unlocked and/or reverse engineered module, you will be able to craft it in next playthrough as well. And 2 sectors - you're barely started playing game.
Given that it doesn't seem you can change the order of module research or craft anything at all without it, getting <1/2 a random blueprint per sector seems kind of harsh. You will only be able to research 4-6 random modules by the end of the game.
I was also supposed to get some blueprints with some of the fate point choices at the start, but what I got instead was something put onto my research queue.
Are there supposed to be any basic crafting items? I don't even have the usual DIY ones. I especially miss the diy nukes because you don't find them in stores often.
It's really hard to get enough money (several hundred k) to buy modules. Even with more drops from fights you spend most of your resources on ammo. This is because lasers only takes 10x as long to kill things due to low damage and fast shield recharges. I have 2 combat modes now, with a laser "clean up" mode to conserve ammo but it takes so long I literally leave the game and go make a coffee or tidy up or something while it pounds the ship for several minutes.
10s of k for purchased modules instead of 100s seems more reasonable. I might be able to by a couple per sector then.
*sigh* short comment limits :-(
It's great until you need to shut down the game though. Thought battles can take a loooong time just slowly grinding down the disabled enemy ship HP with lasers.
ill try to get the mod to work on my linx laptop with BepInEx, mind if i add you so this comment section wont turn into a chat
Adding something akin to mass salvager isn't really possible in short term, it requires a lot of other changes, while my mod is mostly expansion and/or rework of already existent features.
As for the grindiness, it is intended to be so, because once module is unlocked in current playthrough, it will be available in next playthroughs as well.
1) Just remove files you've added.
2) Delete entire game folder and "verify integrity" to completely restore vanilla files.