Yeah, that is a bit unclear. It has a few crafting things you could use, like a water purifier, and food dehydrator. I was also confused by this.
This conversation inspired this:
As far as LOS in vehicles goes, build big enough and its less of a consideration–seeing as most mobile bases have trouble maneuvering down streets due to length or width. For frontal visibility you’re best bet is probably reinforced glass. ((250 durability)) It edges out quarterpanel by a paltry 25 points sure–but it also has a damage modifier of 80.
I think that means it smacks things harder, as spiked plating has a value of 150 and most others seem to have a 0. Don’t quote me on that.
You’ll also want to armor you vehicle from every angle, and it wouldn’t hurt to have an armored plow in front of the driver’s seat to deal with collisions.
Quick question, where the hell to get electronic scrap? Is it from disassembling dead robots and turrets?
I’m not finding any in TVs/laptops etc and it’s preventing me from making any delicious lightstrips.
[quote=“Logrin, post:2304, topic:42”]Electric Scrap is earned through scrapping electrical components, what follows is a complete list of what you can crack open to get some:
Lightstrips, including dead ones / Gives 1 e_scrap Amplifier Circuit / Gives 3 e_scrap Signal Receiver / Gives 5 e_scrap Transponder Circuit / Gives 7 e_scrap[/quote]
Awesome, thanks.
edit: You mean scrap them at the steel compactors, right?
Is there a way to increase the amount of zombies on world creation in static mode without increasing the dynamicly spawning monsters such as wildlife and zombie dogs?
I enjoy playing with static, but it seems to get awfully easy really fast. And I was hoping to see hordes of zombies at some points. But that doesnt seem to be the case.
Also, does spinning webs have any use? Even when I spin them to thick, animals seem to simply walk trough them and destroy them.
And last but not least: I have the vemonous mutation and talons mutation, how do I apply these in combat?
You could set the webs on fire, although it’s probably a suicidal move…
And I suppose you could try turning on the Black Road option. It would make zombies appear near your shelter (not sure if they’d appear near the others too). Maybe it would overall make there be more zombies as a result.
Turning up the monster spawn factor only affects statically spawned monsters, it has no effect on dynamic spawns.
Webs should slow down monsters (just as they do the player) though that might be bugged currently. They don’t trap things permanently or for very long.
Combat mutations such as vememous, talons, fangs, slime hands, etc. all will automatically apply in combat if the opportunity presents itself, no player interaction required.
[quote=“i2amroy, post:2310, topic:42”]Turning up the monster spawn factor only affects statically spawned monsters, it has no effect on dynamic spawns.
Webs should slow down monsters (just as they do the player) though that might be bugged currently. They don’t trap things permanently or for very long.
Combat mutations such as vememous, talons, fangs, slime hands, etc. all will automatically apply in combat if the opportunity presents itself, no player interaction required.[/quote]
True
False. Webs currently kinda-stop a non-player critter’s movement for one turn (loses moves) and are then destroyed, no matter their thickness. (So players Web Weaving “thick webs” are at a disadvantage: lost sightline for no increase in effect/durability.) There’s no actual slowing or debuffing effect. Tried to fix that and got stymied by the critter rework.
Not entirely. Poisonous and Venomous don’t seem to actually kick in, and I’m not sure why–their non-integration with the rest of the mutation-attacks seemed the most likely culprit but changing that didn’t appear to fix anything. I’ll look into another fix for that over the weekend. Rest of that list does work.
-KA101, who is obviously not happy with this situation. MUTCAT_SPIDER needs better!
When you’re facing zombies and animals with sharp claws and teeth regularly, being able to fix your bites before they get infected is important, but don’t forget to use tailoring to reinforce your clothes so you don’t get bitten again…
Good to hear, I was kind of dissapointed when I saw that my world wide web didn’t actually do that much.
Having full night vision is absolutely great though.
Talking about spider mutations:
Does the mutation “Predator” do anything?
[quote=“KA101, post:2312, topic:42”]False. Webs currently kinda-stop a non-player critter’s movement for one turn (loses moves) and are then destroyed, no matter their thickness. (So players Web Weaving “thick webs” are at a disadvantage: lost sightline for no increase in effect/durability.) There’s no actual slowing or debuffing effect. Tried to fix that and got stymied by the critter rework.
Not entirely. Poisonous and Venomous don’t seem to actually kick in, and I’m not sure why–their non-integration with the rest of the mutation-attacks seemed the most likely culprit but changing that didn’t appear to fix anything. I’ll look into another fix for that over the weekend. Rest of that list does work.[/quote]
Should probably scale turns lost with web thickness then, and add those missing effects.
[quote=“i2amroy, post:2315, topic:42”][quote=“KA101, post:2312, topic:42”]False. Webs currently kinda-stop a non-player critter’s movement for one turn (loses moves) and are then destroyed, no matter their thickness. (So players Web Weaving “thick webs” are at a disadvantage: lost sightline for no increase in effect/durability.) There’s no actual slowing or debuffing effect. Tried to fix that and got stymied by the critter rework.
Not entirely. Poisonous and Venomous don’t seem to actually kick in, and I’m not sure why–their non-integration with the rest of the mutation-attacks seemed the most likely culprit but changing that didn’t appear to fix anything. I’ll look into another fix for that over the weekend. Rest of that list does work.[/quote]
Should probably scale turns lost with web thickness then, and add those missing effects.[/quote]
Yeah, the spider mutations need a buff.
[quote=“GroeneAppel, post:2314, topic:42”]Good to hear, I was kind of dissapointed when I saw that my world wide web didn’t actually do that much.
Having full night vision is absolutely great though.
Talking about spider mutations:
Does the mutation “Predator” do anything?[/quote]
FNV is great, yeah.
Why yes! Yes, it does. Have you noticed your character’s development shifting any? How about your stats?
Doubles combat skill gain, -1 IN, removes guilt as would Psychopath, minimum required for Sapiovore.
Not sure if this has been mentioned before, but I’m going to talk about martial arts.
As in, in my opinion, Taekwondo in the only really viable one.
Most martial arts other than Taekwondo rely on dodging and feinting, which can be bad at the start since, for one, it relies way too much of random chance while fighting for your life, and you have to stack points into dodge to make it viable where you wouldn’t normally have to put many points. You can then spend these spare points on unarmed skill and strength.
Not only this, but Taekwondo relies entirely on strength for blocking, as in your blocks hurt you less the more strength you have, and you can easily put tons of points into it at character gen. It also has a leg block and an arm, so you don’t come out of fights with tons of damage purely on your arms like you would if you used, say, Karate.
Taekwondo also has a move called “knock-back attack” which is unlocked at unarmed skill 4 which has a chance to stun your enemy as well as knocking them back 1 square, and is super useful as well as unlocked very early. There is also a move called “Sweep attack”, which does what it says on the tin. It is unlocked at unarmed skill 5 and is great for crowd control.
Another bonus is strength is not only useful for blocking, but is also used for many other useful things around the wasteland, like bashing doors, smashing windows, crowbarring things, etc.