Is the boxing style any good? Found a manual for boxing, and it’s pretty much late game so fighting unarmed is more or less doable with pretty much most styles so I have no idea if boxing is good to use.
So after playing with the latest experimental a little bit more, it seems the only way to raise base melee damage is to raise your base strength. Strength buffs only affect carry weight. Is this the intended behavior? I can understand why buffs wouldn’t raise HP, but it seems reasonable that hydraulic muscles would increase one’s hitting power
yes, contuer attacks from boxing are realy powerfull, look for J9 challenge thread
yes, contuer attacks from boxing are realy powerfull, look for J9 challenge thread[/quote]
It does seem pretty nice, as I’m testing it out. All the attacks seem to be compatible with the brass knuckles as well, and I’m beginning to wonder if I can knock away some zombie hulks with the cross counter.
I should try ye olde boxing somewtime. So far I’ve found Krav Maga to still be my favorite. Fencing or Silat are good armed choices.
I kinda wish there was a style for the zweihander and other older weapons. German longswordsmanship basically? o3o
yes, contuer attacks from boxing are realy powerfull, look for J9 challenge thread[/quote]
Okay, so I tried it.
To give some background. I got several good mutations going on; among the mutations, I had extremely strong, extremely dextrous, sleek scales, horns, and regeneration - and luckily most of the negative ones are nothing that’s really combat detrimental, like spots, smelly… though I did lose very quick pain recovery, into nothing (though I did get smart and perceptive - which I think is now both very smart and perceptive). I think I also got wool allergy and high thirst.
Oh, I did have glass jaw as one of my negative traits. Had quick as one of the positives.
Bionics wise… none of the ones I had could be used for the fight. I could have used mini flamethrower, and maybe chain lightning, but I reckon punching them with brass knuckles were the best way to go about things. Hit them all and kill them before they kill me, more or less. Ah, I did have the head, torso, arms and legs alloy plating.
So, to get ready, I drop all the stuff I had on hand except for the brass knuckles. I remove some clothing, mostly the volume holding stuff like messenger bags, etc… unarmed was high enough to not care too much about encumbrance, but dodge would have been zero if I didn’t take some off. Considered removing the survivor suit, and kept the MBR, but decided against it.
I let go of the wheelbarrow, and get to a clear place and start fighting. First hit, I get 30 pain. Uh oh, I might just die, yet somehow after that it was smooth sailing. I dodge hits, and stun all of them. One at a time. I reckon if I got them to stagger around I could get to killing them one by one. That happens, and more or less everything is smooth sailing afterwards. Only one arm took most of the hits.
The new monster difficulty option ; higher value = slower or quicker advancement of hard-spawns?
Also to play with experimental Z-levels do I enable the mod but leave the Z-Levels game setting to false?
[quote=“Bumpkin, post:7408, topic:42”]The new monster difficulty option ; higher value = slower or quicker advancement of hard-spawns?
Also to play with experimental Z-levels do I enable the mod but leave the Z-Levels game setting to false?[/quote]
Don’t enable the option yet, just the mod. You can add the world option later, but the mod needs to be added before the world gen. Mod adds new buildings, the option doesn’t add anything playable yet, only technical stuff.
[quote=“Coolthulhu, post:7409, topic:42”][quote=“Bumpkin, post:7408, topic:42”]The new monster difficulty option ; higher value = slower or quicker advancement of hard-spawns?
Also to play with experimental Z-levels do I enable the mod but leave the Z-Levels game setting to false?[/quote]
Don’t enable the option yet, just the mod. You can add the world option later, but the mod needs to be added before the world gen. Mod adds new buildings, the option doesn’t add anything playable yet, only technical stuff.[/quote]
Alright, thanks!
I’m sorry if this has been posted before, but I find it already posted.
Is there a way for me to move liquid from one container to another? For example I don’t really want to pick up a full 55 gallon drum just to transfer a bit to a water bottle. Besides I don’t think my poor Leonel’s body could handle that weight.
Unloading a container, either “U” if you’re wielding it or by first viewing it in the inventory screen, gives you the option to empty it into another container.
I made a personal mod that adds in a new mutation branch. I’ve tested it out as working. It modifies the following files:
comestibles.json
item_groups.json
mutation_category.json
mutations.json
and
receipe_medsandchemicals.json
I’ve looked in the prepackaged mod files and it looks as if they mostly/exclusively add new .json files rather then add in overrides. And, indeed, if I shove them all into a mod folder. add in a modinfo file, and test the whole thing out in a new installation suddenly the whole thing stops working. Does the mod framework require that you not over-write any existing files or change any existing entries?
I’m asking this here because this is a quick, easy question and I don’t want to clutter up a whole thread for it.
You can override scenarios, items, starting locations, and I think professions without issue.
Recipes is the problem here. For example…
},{
“type” : “recipe”,
“result”: “copper_bracelet”,
“id_suffix”: “uncraft”,
“override”: true,
“category”: “CC_NONCRAFT”,
“subcategory”: “CSC_NONCRAFT”,
“difficulty”: 0,
“time”: 600,
“reversible”: true,
“autolearn”: false,
“qualities”:[
{“id”:“HAMMER”,“level”:1,“amount”:1}
],
“components”: [
[
[ “copper”, 21 ]
]
]
},{
The bold part is what keeps it from breaking.
Ooh, neat. owo
Oh derp, so if I plotted modding up a draconic mutation category…
EDIT: Oi, now I retroactively double-posted because you yoinked your reply. o3o
Sorry random! My bad!
It’s fine.
Also, random dumb thought. Does wielding a walking cane do anything? owo
I think it even says in the description they make decent weapons.
Also, if you made a draconic mutation path that would rock. Though I always just kinda assumed Lizards were that.
I meant in terms of mitigating traits like Bad Back. Anything makes a decent weapon if your strength score is high enough.
And maybe. Only thing is that Bat Wings would be a must-have for that mutation path, and you’d need source-code modding for it to do anything besides add to your ugliness stat look awesome and count as 3 negative dodge levels.
Well, if you know enough to do source-code modding, you could probably also add firebreathing to them. And possibly hibernation, since dragons are known to sleep for long periods of time.
My personal goal is to be able to eventually fix up the fish mutation line to not suck so hard.
I could try if I was up to PR another mod, already turned down a suggestion to flesh out that fireteam-themed mod due to most of my modding efforts lately being invested in More Survival Tools recently. And I already have a few too many personal unreleased mods as it is. For example…
{
"type": "profession",
"ident": "dragonblood",
"name": "Dragonblood",
"description": "You are not human. Not entirely, at least. No, you have the blood of a dragon running through your veins.",
"points": 0,
"skills": [
{
"level": 3,
"name": "dodge"
},
{
"level": 2,
"name": "melee"
},
{
"level": 1,
"name": "unarmed"
}
],
"traits": [
"SCALES",
"WINGS_BAT",
"TAIL_THICK",
"CLAWS",
"FANGS",
"LIZ_EYE",
"FORKED_TONGUE",
"HISS",
"CARNIVORE"
],
"items": {
"both": [
"pants",
"longshirt",
"socks",
"boots"
],
"male": [
"boxer_shorts"
],
"female": [
"bra",
"panties"
]
}
}