Difficulty

Don t give up ^^

you can deal with turrets with a new chara.
You need to be cautious though.
Running into one in broad daylight at close range like uh arround a house corner is VERY dangerous and may be deadly to fresh characters.
It may be tedious for you but try looking arround corner with X instead of just running past them.
You can ignore doing that and hope your not terribly unlucky but still stay away from the turrets in daylight and return in the night when they can not see you … they are illuminating theire possition so don t get to close… throw stuff at them thats strong enough to kill them or get a gun or bow with good arrows.

You cann already damage them with thrown spears or mettal chunks if you land a good hit. Train up some throwing till you can reliably hit something like 7 tiles away then hunt those bastards down with wreckage :smiley:

turrets are not really a problem (just weird to see them on the street) i can just avoid them since the wont follow me like these stupid gas spraying robots which are basically death sentence when they start to follow me and they seem to never stop following

They ll stop following you when they can not hear or see you anymore.
This is achieved in the easiest way at night time.
Also try running through a house and closing doors behinde you.
Run away and use obstacles… is there a fence ??? climb it and they can t follow you over it.
They won t hurt you directly so if you do not run into other enemies they won t be able to kill you.

Avoid setting off alarms by breaking in through the front door of houses or stealing from shops. If you do avoid eyebots.

As soon as you have a gas mask take up a non conductive weapon and just give these lil annoyances the wooping of theire life ^^

Good luck.

I think the game is quite a lot harder than it used to be. Shocker brutes are a real threat.

I think something that would make the game potentially harder is increasing the essentialness of each stat. Right now I’m using a “glass cannon” build of 20 INT 14 STR 4 DEX 4 PER because I just smash enemies in the head with the biggest weapon I can find (sledgehammer, two handed sword) while methed out and don’t really need Dexerity or Perception to fight. My high int allows me to power level quickly with books and build whatever I need to defeat tougher enemies, like grenades or flamethrowers.

I think inserting penalities for critically low dexterity might be good, like slashing yourself with your own sword. Low perception might be penalized by not being able to tell what kind of zombie your facing until they’re up close. For example 4 perception means you wouldn’t see it was a shocker zombie until it was firing arcs of electricity at you.

I would also recommend nerfing the damage bonus you get with with high melee skills. Rather than just linearly increasing damage, high melee skills should unlock new techniques. For example, fighting a zombie a level 1 sword, you do ten damage and do no techniques. Fighting at level 10, you do 15 damage but occassionally gouge out the zombies eyes, chop off their arms, behead them, impale them when they lunge at you. It keeps it interesting.

I mean, if you think about it, fighting with a baseball bat doesn’t really involve tremendous skill. An unskilled man hits someone in the head, that person is screwed. Yeah, a ninja might strike them RIGHT in the temple, which would of course instantly kill them, but the difference between 1 and 10 skill is sort of marginal, ultimately you’re hitting them in the head with wood, there’s not a whole lot of room for nuance. In contrast, a highly skilled man could use the bat to sweep the legs, shove the handle in the zombie’s mouth when they try to bite and push them back, rap them quickly in the forehead with the tip in a stabbing motion, stunning them. Rap the knuckles, disarming the opponent.

Basically, I think high melee skills should give you more options for dealing with a fight, but not necessarily make the fight (a lot) more easy.

edit:

I also think zombies of all types should be given MANY more special abilities. For example, why can’t zombies disarm you? Why can’t they tackle you and blow you over the way jabberwocks do? Why don’t bites to the head cause stunning? Why are grabbers the only ones that can grab? Why don’t all wounds cause bleeding? Why don’t boomer explosions cause knockback damage? All kinds of little things that can be done that make combat more harrowing.

Since when do higher skill lvls in meele automaticly increase dmg? Is there even a martial art that scales dmg with skill?
Higher skill lvl unlocks new techs that might do more dmg or have other effects.
Higher skill lvl mean higher chance to do critical hits which do more dmg - but then your capped.

Well i had a char with meele skill over 50 … he didn t do more dmg then he did at 12…

Regardless i think unarmed attacks do to much dmg anyway :stuck_out_tongue:

It’s literally in the description of all the skills.

It’s literally in the description of all the skills.[/quote]

game is lieing then. ^^

well not literrary but :

With new techs you can strike harder up to a limit when you know all techs with a given weapon and or martial art.
Then higher skill lvls only affect your to hit chance and dmg is only increased by more strength.(theres exceptions with some martail arts i think)

Nope, here’s the relevant code.

if (unarmed_attack()) { if (weapon.has_flag("UNARMED_WEAPON")) { bash_dam = rng(0, int(stat / 2) + unarmed_skill + weapon.damage_bash()); } else { bash_dam = rng(0, int(stat / 2) + unarmed_skill); } } else { // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132% if (bashing_skill <= 5) { ret *= 0.8 + 0.08 * bashing_skill; } else { ret *= 0.92 + 0.04 * bashing_skill; } }

// 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132% if (cutting_skill <= 5) ret *= 0.8 + 0.08 * cutting_skill; else ret *= 0.92 + 0.04 * cutting_skill;

// 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%, 146% if (stabbing_skill <= 5) ret *= 0.66 + 0.1 * stabbing_skill; else ret *= 0.86 + 0.06 * stabbing_skill;

Check melee.cpp and the roll_ damage functions.

Eww i didn t realy wanna see that .

Faszinating.

I stand corrected.

Next time pls put these into spoilers for me i do not realy want to know the games inner mechanics …

edit: So i might eventuall 1hitko a hulk barehanded with no strength whatsoever provided i grinde enough meele? uh i should stop reading into this.

Could you tell me what you’d consider an OP character? I’m not really an expert in making characters (nor in the rest of the game), and you made me wonder if all stats being 10/12 are considered OP.

Could you tell me what you’d consider an OP character? I’m not really an expert in making characters (nor in the rest of the game), and you made me wonder if all stats being 10/12 are considered OP.[/quote]

Dunno about IcedPee but that’s within acceptable parameters from my perspective. (When I make characters, that’s what I shoot for.)

I don’t think there should be THAT much of a damage buff with skill. More techniques, same damage as you rise through the ranks.

It would be neat to see the monster buffs be more relevant, such as grapples being harder to break with grabbers, and acid spit blinding you if it scores a direct hit. I think the devs have done very well making the game more interesting on the players end, particularly interface wise, mutation and building/construction wise. Now the same love needs to be shown the monsters. :slight_smile:

Binding acid? Nuuu That makes no sense to me >.>

Well i guess the skill lvls are balanced up to a certain point and then it gets grazy.