Tips, Tricks, and Newb Questions!

[quote=“Broken Finger, post:2740, topic:42”]I tried to look both here and on the wiki, but unsuccesfully.

I downloaded the latest experimental and noticed melee martial arts. How do they work and what weapons are they compatible with?

If there’s something you can link me to (or just tell me right here if you know), I’d be grateful.

EDIT: Also, how do you completely disable translation? (Seems like just deleting the appropriate lang folder works)[/quote]

I’d like to add that either the ingame FAQ is wrong or I’m missing something.
The ingame FAQ about Martial Arts says that you can check lots of info about it by examining your fists, but you can’t do that.

What martial arts do is give you a status effect in the @ menu, with a tidbit of info.

[quote=“Broken Finger, post:2740, topic:42”]I tried to look both here and on the wiki, but unsuccesfully.

I downloaded the latest experimental and noticed melee martial arts. How do they work and what weapons are they compatible with?

If there’s something you can link me to (or just tell me right here if you know), I’d be grateful.

EDIT: Also, how do you completely disable translation? (Seems like just deleting the appropriate lang folder works)[/quote]
You can open martalarts.json and look, it’s pretty obvious:
But martial arts that use weapons along with the weapons they use:

[spoiler]Bionic combatives:
“bio_claws_weapon”,
“bio_blade_weapon”

silat:
“baton”,
“bio_blade_weapon”,
“bowling_pin”,
“cudgel”,
“diamond_knife”,
“diamond_machete”,
“diveknife”,
“firemachete_off”,
“firemachete_on”,
“golf_club”,
“hockey_stick”,
“i_staff”,
“javelin”,
“javelin_iron”,
“knife_combat”,
“kris”,
“machete”,
“makeshift_halberd”,
“makeshift_knife”,
“makeshift_machete”,
“pipe”,
“pointy_stick”,
“pool_cue”,
“primitive_knife”,
“q_staff”,
“rebar”,
“scythe”,
“scythe_war”,
“shock_staff”,
“shocktonfa_off”,
“shocktonfa_on”,
“sickle”,
“shishkebab_off”,
“shishkebab_on”,
“spear_knife”,
“spear_rebar”,
“spear_steel”,
“spear_wood”,
“stick”,
“tanto”,
“tonfa”,
“tonfa_wood”

Fencing:
“broadsword”,
“broadfire_off”,
“broadfire_on”,
“sword_forged”,
“rapier”

eskrima:
“2x4”,
“baton”,
“bee_sting”,
“bio_blade_weapon”,
“bowling_pin”,
“cane”,
“cudgel”,
“cu_pipe”,
“diamond_knife”,
“diamond_machete”,
“diveknife”,
“fighter_sting”,
“firemachete_off”,
“firemachete_on”,
“glass_shiv”,
“hammer”,
“knife_combat”,
“machete”,
“makeshift_knife”,
“makeshift_machete”,
“pipe”,
“pockknife”,
“pool_cue”,
“primitive_knife”,
“primitive_hammer”,
“punch_dagger”,
“scissors”,
“screwdriver”,
“sharp_toothbrush”,
“shishkebab_off”,
“shishkebab_on”,
“stick”,
“switchblade”,
“tanto”,
“umbrella”,
“wasp_sting”,
“wrench”[/spoiler]

Give it time. It happened to my last guy randomly as I was killing an NPC.

I mutated padded feet (paws), which are supposed to give you a speed bonus when not wearing shoes. I took off my shoes, but don’t see it in the Speed section of the @ command.

Where is it?

[quote=“secretfire, post:2744, topic:42”]I mutated padded feet (paws), which are supposed to give you a speed bonus when not wearing shoes. I took off my shoes, but don’t see it in the Speed section of the @ command.

Where is it?[/quote]

It’s not specifically called out. Check the speed numbers with and without shoes; you should notice a difference.

Without them, speed 110. With them, speed 110. Took off my shoes and socks. Not sure whats wrong.

If you look at the bottom right of the status display near the time of day. After you do something you should see a number there, this is how many moves your ‘last action’ took, try waiting and then walking around and see what it says.

The speed bonus is probably along the lines of Fleet Footed, which reduces the cost of moving over flat terrain rather than actually speeding you up.

Some items have very long descriptions and have a ˇˇ symbol. How can I scroll down and read the rest.

Question about mutations…

The only three ways to get mutated are to 1. Do it to yourself, 2. Visit the Rat King, or 3. Hang out in a radioactive area, right?

I was just wondering because…from a roleplaying point of view…I can’t see many people actually voluntarily injecting themselves with something that will turn them into a cephalopod, or a human butterfly. I mean, cool stuff, but…

My other question related to this is…I was playing around with the mutation stuff, to get a feel for it, using the debug system. Just to see how it worked, not as a serious character. I injected a character with 10+ elfa serums. Got a TON of positive traits…but never passed the threshold. I managed it with insect after 4-ish injections, but couldn’t do it with 10+ elf ones.

Is it meant to be that much work? I mean…this is all rare stuff. Are most players really even ever going to get 10+ elfa serums? Would anyone SANE inject themselves with that many -anything- serums over and over? I mean, from a gameplay standpoint, sure, I guess…but it seems hard to justify how a real human being would find the motivation to inject themselves with serums over and over and over again like that.

What am I missing? Or is the system, in the long run, going to be more ‘dynamically from the environment and behavior patterns’ stuff?

Also, I’ll look for the other number when I get home regarding the speed thing - thanks guys.

[quote=“secretfire, post:2749, topic:42”]Question about mutations…

I was just wondering because…from a roleplaying point of view…I can’t see many people actually voluntarily injecting themselves with something that will turn them into a cephalopod, or a human butterfly. I mean, cool stuff, but…[/quote]
I used to RP a char chugging mutagens in a lab as being lost in the lab for days in a moment of desperation they drink a unknown substance in the hopes that it isn’t lethal.

Cooking mutagen/serums I imagine a char after picking up the various note books found in the labs reading through them and finding out how to make mutagen and then reading about the effects they have had on various test subjects, and then deciding that it might be useful to make some to improve their physical performance (who wouldn’t want to be faster/stronger/smarter etc), I’d imagine the whole losing your mind (thresholds) to be a fairly unknown effect as they weren’t tested that extensively before shit hit the fan.

[quote=“secretfire, post:2749, topic:42”]Question about mutations…

The only three ways to get mutated are to 1. Do it to yourself, 2. Visit the Rat King, or 3. Hang out in a radioactive area, right?

I was just wondering because…from a roleplaying point of view…I can’t see many people actually voluntarily injecting themselves with something that will turn them into a cephalopod, or a human butterfly. I mean, cool stuff, but…

My other question related to this is…I was playing around with the mutation stuff, to get a feel for it, using the debug system. Just to see how it worked, not as a serious character. I injected a character with 10+ elfa serums. Got a TON of positive traits…but never passed the threshold. I managed it with insect after 4-ish injections, but couldn’t do it with 10+ elf ones.

Is it meant to be that much work? I mean…this is all rare stuff. Are most players really even ever going to get 10+ elfa serums? Would anyone SANE inject themselves with that many -anything- serums over and over? I mean, from a gameplay standpoint, sure, I guess…but it seems hard to justify how a real human being would find the motivation to inject themselves with serums over and over and over again like that.

What am I missing? Or is the system, in the long run, going to be more ‘dynamically from the environment and behavior patterns’ stuff?

Also, I’ll look for the other number when I get home regarding the speed thing - thanks guys.[/quote]

Yeah, there’ve been problems with some categories not having enough pre-Threshold traits to actually get up the steam to breach. I took off one randomizer as a result, so you might have to update. (I think it was about 72 hours ago now?) I can check on Elf-a but I think it had a fair amount. :-/

Caconym got the motivation for mutating pretty much dead-on. Either you drink flasks because you just want something to drink (bad idea nowadays, but your char might not know that) or you read up and decide that maybe it could be useful.

The Lab folks never got anyone over a Threshold, because they generally purified folks after each set of injections. Had a few close approaches and definitely an addict or two (I should make a lab note about that), but no breaches.

In my experience cuddling with them for a Foursome with Mr. Shotgun and Mrs. Katana works best.[/quote]
I would just throw a stick of dynamite at their feet when it is about to explode… Sheerly for entertainment purposes…

What are true bionic installation limits? Do you run out of characters or is the list limited to 30 rows for both columns?

I think the limit is more how many bionics there are, I’ve had no problems installing nearly every bionic(except a select few) on a single char before.
Currently 27 passives 41 actives and 222 total bio power.

Here’s a tip: If you’re fortifying your home base with turrets, place a roof over them :slight_smile:

I am curious. Does acid rain harms vehicles outside? I mean - if it’s acid raining and there’s a roof on vehicle, then will be it damaged?

No, your cars are safe from acid rain, only creatures may die from it, the rest of the world remains unchanged.

And your turrets, which I learned the hard way (lost 7).

Any way to access lower levels of the sarcophagus without NPCs enabled?

Well a turret is a creature, its made of metal in your mind, but from the game perspective its made of the same “stuff” as other animals when it comes to being hurt by the rain.

Cheat yourself a sarcophagus access code (AKA wish for it using the debug menu). Not much inside it other than a lot of zombies, perhaps some mutagen and drugs if you get lucky.

Ive recently discovered that acid rain is a great way to farm copbots for some nifty stuff very early game.