Tips, Tricks, and Newb Questions!

Is it possible to hide NPC marker at map? How can I see him if he is 1000- 2000m away and forest/city is between me and him?

Interesting discussion about it:

So I was thinking on doing a more melee-oriented char, since all of my previous characters have been more on the archery/gun side of things with a dash of grab-whatever-and-hit-it. So it’s time to take a good look at martial arts.

I checked the wiki, and then checked the code… things don’t match with the experimental version.

[spoiler=some mechanics]when hitting, the game checks all available techniques, adds them to a list, adds a vanilla melee hit to it, then picks one at random. When you crit, you only roll for crit techs, when you hit normally, crit techs are not considered.
When you block, all your block counters techniques (plus doing nothing) are added to the list, when you dodge, you do the same with dodge counters.

Weighting: techniques with the “weighting” parameter, if possitive, get added multiple times to the list (making them more likely), if negative, they have a 1/ chance of getting added at all.
Feinting: techniques with the “miss_recovery” property always trigger, they half the movement cost of misses, and third the cost of poking at empty air with reach weapons.
AOE: some techniques are AOEs, AOEs are only added if there’s more than the mob you’re hitting within the AOE range. They come in wide (two adjacent squares), impale (hit the target and the guy behind) and spin (all around you). Spin only gets added if you’re surrounded by 3 or more mobs.
Tripping: some techniques down foes, they don’t get added to the list if the foe is already downed.

Blocking: you have 1 block per turn, which, without wielding something that can block or an MA that lets you block with a limb, you kinda can’t use. Blocks prioritize weapon, if none usable, it uses either arms or legs, whichever side has more hp left.

Dodging: you can dodge as many times as you like, but each dodge gets you a cumulative penalty to your dodging chance. Bonus ‘dodges’ get you free dodges before you start having penalties.[/spoiler]

So, let’s take a look at things:

[spoiler=misc martial arts]No martial art: you can block with your arms once you hit skill level 1. That’s it.

Brawling: you have arm blocks from the start and leg blocks at 7, you get the techniques: feint (3), power hit (4), trip (5) and counter (5).
Feint: miss recovery that works with all weapons and unarmed.
Power Hit: stuns for 1 round and knockbacks 1 square. Crit tech. Works with all weapons and unarmed.
Trip: downs for two rounds, unarmed only.
Counter: unarmed-only, block counter.

That feinting and power hitting work with any melee weapon make it better than just sticking with no MA when using them.

Boxing: arm blocks at 2, 40% of your PER is added to your unarmed damage, 50% of your STR is added to your blocking
. After skill level 4, when you move, you get 1 extra dodge (maxes at 2) for 2 rounds. After skill level 5, when you dodge, you get an automatic 25% bashing damage for 2 rounds, which you can stack twice. All of these bonuses are unarmed-only.
You get the techniques: cross (2), Jab(3), Uppercut(4) and Counter(5). All of these techniques are unarmed-only.
Cross: 20% extra bash damage.
Jab: twice as fast, 33% damage penalty.
Uppercut: crit tech, 40% more damage and stuns for 2.
Counter: only gets considered after dodging, it’s really really fast (move cost fixed at 20), knocks back for 1 and stuns for 2.

Unarmed-only it may be, but if you are nimble and can dodge a lot, boxing can deal some serious damage. Twice-stacked dodge buff (+50% bash damage) is nasty. Shame that you can’t get it by starting perk.

Biojutsu: if you have armor-plated arms or legs, it lets you block with them. At 2 you get 1 extra block, you get a plethora of techniques that only work when unarmed or with a bio-blade/claws: quick punch/slash (0), biojutsu impale (3), sweep kick(3), biojutsu counter (4), wide strike (5).
quick punch: twice as fast, -33% penalty to damage.
quick slash: same as above, but only with melee weapons, it also works with non-bioblade/claws weapons. bio-blade/claws get a chance to trigger this one and quick punch.
biojutsu counter: block-counter.
biojutsu impale: crit tech, 50% cut and bash bonus, stun 1.
sweep kick: down 2.
wide strike: wide aoe crit tech.

A very solid style all in all if you’re using unarmed or the claws/blade.[/spoiler]

[Spoiler=Martial Arts Training]Karate: arm blocks at 2. When you hit while unarmed, you get 1 extra dodge and 2 extra blocks for 3 rounds. You get the techniques: quick punch (0) and karate chop (4).
quick punch: twice as fast, for a 33% penalty on damage. Unarmed only.
karate chop: stuns for 2, crit tech.

Decent defense once you get your skill high enough to make blocks/dodges happen often, with quick punch giving you a slight offensive increase.

Aikido: When unarmed, you do half bashing damage. You have the techniques: Feint (2), disarm (3), throw (2) and defensive throw (6). All techniques are unarmed only.
Feint: miss recovery.
Disarm: the attack disarms the target.
Throw: knock backs 1 square and downs for 1.
Defensive Throw: same as above, but as a dodge-counter.

Mostly worthless, the only almost-nice thing is defensive throw, which happens half the time an opponent misses you … for which you’d need a really high dodge and really high unarmed to even get it. You can bypass the bash penalty by having extra libs from mutations doing non-bash damage, or using ‘unarmed’ weapons that rely on non-bash damage. Judo is better.

Judo: If you’re unarmed, you’re throw/knockdown-immune. You get the techniques grab(2) and throw(3). Both are unarmed-only.
Grab: Downs for 2.
Throw: knocks down and back 1.

The throw-immune is situationally useful, otherwise judo lets you down someone on two thirds of your attacks.

Tai Chi: Arm blocks at 1, While unarmed, you get your full PER as a bonus to your blocks and 1 extra block. You have the techniques precise strike (4) and disarm (3). Both unarmed-only.
Precise: crit tech, twice as fast, 33% damage penalty, stuns for 2.
Disarm: disarms.

Offensively, it meh, defensively, that high PER bonus means your torso will be all but untouched until both your arms fall off.

Taekwondo: Arm blocks at 2, Leg blocks at 3, half of your strength as bonus to your blocking if you’re unarmed. It gives 3 techniques: axe-kick (2), side kick(3) and sweep kick(4). All unarmed-only.
axe-kick: crit tech, stun 2.
side kick: stun 1, knock back 1.
sweep kick: down 2.

A very defensive style, it’s judo, but much, much better.[/spoiler]

[Spoiler=Self Defense]Capoeira: after skill 2, when you move, your bash damage increases by 2 and your accuracy by 1, with duration of 3 and up to 3 stacks. Unarmed-only.
after skill 3, when you hit, you get 1 block & dodge for 5 turns (up to 3 stacks), plus a bonus 1 to your dodge. Also unarmed-only.
You have only 1 technique, feint (1).

You move, your attacks are buffed, you hit, your damage mitigation is buffed. I’m not sold on it’s offensive potential, but it’s defensive one is half-decent. Don’t try with rollers tho, rollers kill your evasion.
It gives you blocks when it doesn’t allow for arm or leg blocking or using the buff with weapons that would let you do that, so the only way I could see to get that benefit is if shields are implemented… capoeira promotes shield-use… WTF?

Krav Maga: arm blocks at 2 and leg blocks at 4. You get 20% of your STR to bash when unarmed (or wielding one of the style’s weapons), or a 20% bonus stabbing damage when armed. The Style’s weapons are tonfas, in their wood, regular and shock variants. The techniques are: quick punch (2), feint (2), precise strike(3), disarm (3) and grab (4). All of the techniques only work when unarmed or wielding one of the style’s weapons.
quick punch: twice as fast, -33% damage penalty.
Feint: miss recovery.
Precise strike: crit-tech, stuns for 2.
Disarm: disarms.
Grab: downs for 1.

Krav is odd, if you’re wielding a non-style weapon, all you get out of it is the ability to block and the (admittedly nice) 20% stabby bonus. It only really shines when unarmed or wielding the style’s weapons. Krav is a good style with little investment, since you get everything by skill 4 (and all but grab by 3) and get feint, not to mention the nice damage-mitigation from blocks and the damage bonus. Good to round up that ranged character.

Muay Thai: arm blocks at 3 and leg blocks at 4, when unarmed, you have a -5 bash damage penalty, but get half of your STR as bonus damage (so you break even at STR 10, and only get to surpass Krav’s bonus at 17+ STR). You get 3 unarmed-only techniques: elbow (2), kick (3) and flying knee (4).
Elbow: crit tech, twice as fast with no damage penalty.
Kick: stuns for 1.
Flying knee: crit tech, stuns for 2.

Lots of stuns, damage mitigation from blocks, and your damage bonus get real silly with STR mutations/CBMs. Tiger is better, less defense, but more dead stuff.

Ninjutsu: Arm blocks at 3, your attacks are quiet, when you move, you get 2 rounds of +1 dodge and 17% of your DEX to your accuracy. It has only 1 technique, which like it’s buffs it works with whatever you use: precise strike (3).
Precise Strike: crit tech, stuns for 2, 40% bash damage bonus, 2x cutting damage bonus.

When you crit with Ninjutsu, it hurts. Otherwise, slight bonuses that work regardless of whatever you’re wielding.

Zui Quan: when unarmed, you get three sweet benefits: you get 12% of your INT to dodge, unlimited extra dodges after attacking, and whenever you dodge, you get up to 2 stacks of half your INT to bash damage and 20% your int to your to-hit. You also get two unarmed techniques: feint(3) and drunk counter(4):
Feint: miss recovery.
Drunk counter: dodge counter that deals 25% extra bash damage (which is going to multiply that INT bonus).

A slime’s best friend. It turns your INT into a great melee stat, and once you hit skill 4, those drunk counters are going to hurt a lot.[/spoiler]

[spoiler=Shaolin]Crane Kung Fu: arm blocks at 3, your unarmed bash damage gets reduced by 20% your STR, but increased by 80% your DEX. After skill 2, when unarmed and you move, you get +2 dodge. Techniques are Crane Wing(2), Crane Flap(3) and Crane Strike(4). All unarmed-only.
Crane Wing: miss recovery
Crane Flap: grab break… no idea if that’s implemented.
Crane Strike: crit tech, stun 3.

Nothing to write home about, but your only option if you’re dex-focused.

Dragon Kung Fu: arm blocks at 2, 80% INT-to-unarmed-bash. When you move and unarmed, you get +2 accuracy and bash. Techniques: Dragon Snatch(4), Dragon’s Vortex(4), Dragon Sweeper(5), Dragon Strike(6).
Dragon Snatch: stun 2, +20% bash damage.
Dragon’s Vortex: block and dodge counter, stun 2.
Dragon Sweeper: down 2
Dragon Strike: crit tech, stun 1, knockback 1.

The other INT option, much more offensive than Zui Quan, but the defense is not as good and it requires much more skill.

Leopard Kung Fu: 15% INT and PER to dodge. After skill 2, +2 hit after moving. Both are unarmed-only. Techniques: Leopard Swipe(2), Leopard Fist(5), Leopard Foresight(4). All unarmed.
Leopard Swipe: twice as fast, -33% damage penalty.
Leopard Fist: Crit tech, stun 2.
Leopard Foresight: dodge counter, +50% damage.

Pretty decent if you can get your int and per high enough to matter.

Tiger Kung Fu: 80% STR to unarmed bash damage, when you hit, you get 3 unarmed bash per hit that stacks up to 8 times and lasts 3. Your only technique is Tiger Takedown(4) that downs for 1.

Say hi to the stupidly high damage bonus. You probably want Taekwondo with this if you need defense, or Boxing.

Snake Kung Fu: 80% PER-to-unarmed-bash-damage. Then you get Snake Slide(3), Snake Snap(2), Snake Slither(4), Snake Strike(4)
Snake Slide: miss recovery
Snake Snap: twice as fast, -33% damage.
Snake Slither: grab break, dunno if this is implemented
Snake Strike: crit tech, stun 2

Nothing to write home about beyond the huge PER-to-unarmed. Like with Tiger, you probably want to nab Tai Chi or Boxing for when things aren’t as kosher.[/spoiler]

[spoiler=Venom Styles]
Centipede Kung Fu: Arm blocks at 3, past skill 1, every time you hit your attacks get faster by 4 when unarmed, the duration is 3 and it stacks up to 8. It’s only technique is an unarmed only rapid strike(2) (twice as fast, -33% damage).

Scorpion Kung Fu: arm blocks at 2, you get +2 to your unarmed bashing and two unarmed only techniques: Pincer Strike(4) and Stinger Strike(3).
Stinger Strike: crit tech, stun 3, knockback 3, 2x bash damage.
Pincer Strike: +25% damage, stun 2

A little bare bones, but it sounds like it’d have a nice damage potential.

Toad Kung Fu: arm blocking at 3, +6 armor, but it gets debuffed by 1 every time you move (it recovers 6 rounds later). It’s one technique is Toad’s Tongue (4), which is twice as fast and dowsn for 1. Both the armor and the tech are unarmed only.

Lizard Kung Fu: arm blocking at 3 and nothing else.

Viper Kung Fu: when unarmed, you get +2 dodge, and when you dodge, you get the Viper Ambush buff, which lasts for 2 and gives 50% bash damage bonus, and allows the next buff to happen: Viper Lock also lasts for 2 and triggers after you hit something with the previous buff on, it triples your bash damage. The techniques are Snake Snap(2), Snake Slide(3), Snake Slither(4), Snake Strike(4) all unarmed-only except snake slide.
Snake Snap: twice as fast, -33% damage
Snake Slide: miss recovery that works with both unarmed and weapons.
Snake Slither: grab break, dunno if this is implemented
Snake Strike: crit tech, stun 2.

You can, in fact, have both buffs active at the same time, and even deal more than one Viper Lock strike provided you’re fast enough.[/spoiler]

[spoiler=Weapon Styles]
Pentjak Silat: +1 dodge (unarmed or armed with whatever), 40% of your dex to your to-hit after dodging (again, unarmed or armed with whatever) that lasts 3 and can stack up to 4 times, and 4 techniques that only work with the style’s weapons: Dirty Hit(1), hamstring(2), Silat Brutality(3) and Vicious Precision(4).
Dirty Hit: stun 2 crit tech.
Hamstring: crit tech, down for 3 rounds.
Silat Brutality: crit tech, stun 1, knockback 1
Vicious Precision: crit tech, +50% damage.

The list of style weapons is really long. Still, that only matters for the techniques (which are all crit techs), the dex-to-hit and dodge bonus work with anything. Silat is good, tho I think it’s overshadowed by others.

Fencing: after skill 2, every time you move, you get +2 stab damage and +1 accuracy for 2 rounds (up to 2 stacks) when unarmed or wielding a style weapon. The style’s weapons are the broadsword (plus the fiery version), rapier, fencing foil, sabre, epee, umbrella, cane and cudgel. The techniques are: Thrust(1), Lunge (2) and Stop Thrust (3). They’re all style weapon only.
Thrust: weighting 2, 10% faster, +25% stab damage,
Lunge: weighting 2, 25% faster than normal hit at no cost.
Stop Thrust: block counter, stun 1, +50% stab damage.

The weapon list is very limited, but it’s a good style. The weighting means it’s very unlikely that you’ll do a regular hit, and if your weapon can block, stop thrust is sweet.

Niten Ichi-Ryu: when wielding your fine 1000folded piece of wapanese steel and after skill 2, you get:

  • half your PER to cut, bash and dodge.
  • When you move or block, your dodge tanks (-10 and -1 bonus dodge) for duration 2, but you get 2 extra blocks.

After skill 4, when you successfully dodge (which means you probably stood still instead of attacking or moving for the last 2 turns), you get the “In-One Timing Set-Up” buff, which all it does is allow you to use the In-One Timing technique.

Techniques: Flowing Water Cut(4), Red Leaf’s Cut(5), Fire and Stone’s Cut(6), In-One Timing(5), feint (2).
Flowing Water Cut: 75% slower, 2x cut and bash damage.
Red Leaf’s Cut: down 2
Fire and Stone’s Cut: crit tech, stun 2, +50% cut and bash damage.
In-One Timing: you need the buff mentioned above for this to show up, twice as fast, +50% cut and bash damage, stuns for 2.
Feint: miss recovery, which is 20% faster than any other miss recovery.

If you’re going katana and the like, you want this one. More for the ridiculous PER-to-everything than anything else.

Eskrima: +20% bash with any weapon. After skill 2, when you hit with any weapon, you get a buff for 3 rounds that lets you deal 10% more bash/cut/stab damage. Techniques: Snap strike(0), Fan strike(2), Round strike(4), knee strike(3), puño strike(3), Combination strike(2). All of them are style-weapon only.
Snap strike: 20% faster.
Fan strike: 25% faster.
Round strike: 40% faster.
knee strike: crit tech, downs for 2.
puño strike: only works if your weapon deals at least 2 bash, it zeroes non-bash damage, but deals 4x bash damage and stuns for 1, crit tech.
Combination strike: only works if you have the damage bonus buff going on, 20% faster, 50% more damage

Amazing style only limited by it’s short weapon list and that even within it, that you want to stick to bash weapons. You continuously attack faster than normal, hit hard, and when you crit, it either downs or hurts a whole lot. Without one of those weapons, it’s still a mediocre bash-damage booster.[/spoiler]

Miscellaneous: Brawling… is better than nothing, particularly when armed. Boxing is damn good, and Biojutsu is not bad.
Martial Arts Training kinda sucks, Taekwondo is the only one worth taking with that perk.
Self Defense has a lot of nice, well-rounded things, krav as backup for melee guys, ZQ for those with massive INT, Muay for those with massive STR that don’t want Tiger, and Ninjutsu for sneaky stabbing.
Shaolin: shaolin seems to have all the high end stat-focused options: Crane for DEX, Dragon for INT, Snake for PER, Leopard for PER/INT, and Tiger for STR. Some are a little bare bones in exchange.
Venom: Viper is probably the best of the lot, probably amongst the best styles if your stats are sucky,
Weapon Styles: all of them look damn good to me.

Thoughts?

You could probably make this it’s own thread

Probably, wanted to hear some feedback from people that have tried them before going further into it.

[spoiler][quote=“Aabbcc, post:16064, topic:42”]So I was thinking on doing a more melee-oriented char, since all of my previous characters have been more on the archery/gun side of things with a dash of grab-whatever-and-hit-it. So it’s time to take a good look at martial arts.

I checked the wiki, and then checked the code… things don’t match with the experimental version.

[spoiler=some mechanics]when hitting, the game checks all available techniques, adds them to a list, adds a vanilla melee hit to it, then picks one at random. When you crit, you only roll for crit techs, when you hit normally, crit techs are not considered.
When you block, all your block counters techniques (plus doing nothing) are added to the list, when you dodge, you do the same with dodge counters.

Weighting: techniques with the “weighting” parameter, if possitive, get added multiple times to the list (making them more likely), if negative, they have a 1/ chance of getting added at all.
Feinting: techniques with the “miss_recovery” property always trigger, they half the movement cost of misses, and third the cost of poking at empty air with reach weapons.
AOE: some techniques are AOEs, AOEs are only added if there’s more than the mob you’re hitting within the AOE range. They come in wide (two adjacent squares), impale (hit the target and the guy behind) and spin (all around you). Spin only gets added if you’re surrounded by 3 or more mobs.
Tripping: some techniques down foes, they don’t get added to the list if the foe is already downed.

Blocking: you have 1 block per turn, which, without wielding something that can block or an MA that lets you block with a limb, you kinda can’t use. Blocks prioritize weapon, if none usable, it uses either arms or legs, whichever side has more hp left.

Dodging: you can dodge as many times as you like, but each dodge gets you a cumulative penalty to your dodging chance. Bonus ‘dodges’ get you free dodges before you start having penalties.[/spoiler]

So, let’s take a look at things:

[spoiler=misc martial arts]No martial art: you can block with your arms once you hit skill level 1. That’s it.

Brawling: you have arm blocks from the start and leg blocks at 7, you get the techniques: feint (3), power hit (4), trip (5) and counter (5).
Feint: miss recovery that works with all weapons and unarmed.
Power Hit: stuns for 1 round and knockbacks 1 square. Crit tech. Works with all weapons and unarmed.
Trip: downs for two rounds, unarmed only.
Counter: unarmed-only, block counter.

That feinting and power hitting work with any melee weapon make it better than just sticking with no MA when using them.

Boxing: arm blocks at 2, 40% of your PER is added to your unarmed damage, 50% of your STR is added to your blocking
. After skill level 4, when you move, you get 1 extra dodge (maxes at 2) for 2 rounds. After skill level 5, when you dodge, you get an automatic 25% bashing damage for 2 rounds, which you can stack twice. All of these bonuses are unarmed-only.
You get the techniques: cross (2), Jab(3), Uppercut(4) and Counter(5). All of these techniques are unarmed-only.
Cross: 20% extra bash damage.
Jab: twice as fast, 33% damage penalty.
Uppercut: crit tech, 40% more damage and stuns for 2.
Counter: only gets considered after dodging, it’s really really fast (move cost fixed at 20), knocks back for 1 and stuns for 2.

Unarmed-only it may be, but if you are nimble and can dodge a lot, boxing can deal some serious damage. Twice-stacked dodge buff (+50% bash damage) is nasty. Shame that you can’t get it by starting perk.

Biojutsu: if you have armor-plated arms or legs, it lets you block with them. At 2 you get 1 extra block, you get a plethora of techniques that only work when unarmed or with a bio-blade/claws: quick punch/slash (0), biojutsu impale (3), sweep kick(3), biojutsu counter (4), wide strike (5).
quick punch: twice as fast, -33% penalty to damage.
quick slash: same as above, but only with melee weapons, it also works with non-bioblade/claws weapons. bio-blade/claws get a chance to trigger this one and quick punch.
biojutsu counter: block-counter.
biojutsu impale: crit tech, 50% cut and bash bonus, stun 1.
sweep kick: down 2.
wide strike: wide aoe crit tech.

A very solid style all in all if you’re using unarmed or the claws/blade.[/spoiler]

[Spoiler=Martial Arts Training]Karate: arm blocks at 2. When you hit while unarmed, you get 1 extra dodge and 2 extra blocks for 3 rounds. You get the techniques: quick punch (0) and karate chop (4).
quick punch: twice as fast, for a 33% penalty on damage. Unarmed only.
karate chop: stuns for 2, crit tech.

Decent defense once you get your skill high enough to make blocks/dodges happen often, with quick punch giving you a slight offensive increase.

Aikido: When unarmed, you do half bashing damage. You have the techniques: Feint (2), disarm (3), throw (2) and defensive throw (6). All techniques are unarmed only.
Feint: miss recovery.
Disarm: the attack disarms the target.
Throw: knock backs 1 square and downs for 1.
Defensive Throw: same as above, but as a dodge-counter.

Mostly worthless, the only almost-nice thing is defensive throw, which happens half the time an opponent misses you … for which you’d need a really high dodge and really high unarmed to even get it. You can bypass the bash penalty by having extra libs from mutations doing non-bash damage, or using ‘unarmed’ weapons that rely on non-bash damage. Judo is better.

Judo: If you’re unarmed, you’re throw/knockdown-immune. You get the techniques grab(2) and throw(3). Both are unarmed-only.
Grab: Downs for 2.
Throw: knocks down and back 1.

The throw-immune is situationally useful, otherwise judo lets you down someone on two thirds of your attacks.

Tai Chi: Arm blocks at 1, While unarmed, you get your full PER as a bonus to your blocks and 1 extra block. You have the techniques precise strike (4) and disarm (3). Both unarmed-only.
Precise: crit tech, twice as fast, 33% damage penalty, stuns for 2.
Disarm: disarms.

Offensively, it meh, defensively, that high PER bonus means your torso will be all but untouched until both your arms fall off.

Taekwondo: Arm blocks at 2, Leg blocks at 3, half of your strength as bonus to your blocking if you’re unarmed. It gives 3 techniques: axe-kick (2), side kick(3) and sweep kick(4). All unarmed-only.
axe-kick: crit tech, stun 2.
side kick: stun 1, knock back 1.
sweep kick: down 2.

A very defensive style, it’s judo, but much, much better.[/spoiler]

[Spoiler=Self Defense]Capoeira: after skill 2, when you move, your bash damage increases by 2 and your accuracy by 1, with duration of 3 and up to 3 stacks. Unarmed-only.
after skill 3, when you hit, you get 1 block & dodge for 5 turns (up to 3 stacks), plus a bonus 1 to your dodge. Also unarmed-only.
You have only 1 technique, feint (1).

You move, your attacks are buffed, you hit, your damage mitigation is buffed. I’m not sold on it’s offensive potential, but it’s defensive one is half-decent. Don’t try with rollers tho, rollers kill your evasion.
It gives you blocks when it doesn’t allow for arm or leg blocking or using the buff with weapons that would let you do that, so the only way I could see to get that benefit is if shields are implemented… capoeira promotes shield-use… WTF?

Krav Maga: arm blocks at 2 and leg blocks at 4. You get 20% of your STR to bash when unarmed (or wielding one of the style’s weapons), or a 20% bonus stabbing damage when armed. The Style’s weapons are tonfas, in their wood, regular and shock variants. The techniques are: quick punch (2), feint (2), precise strike(3), disarm (3) and grab (4). All of the techniques only work when unarmed or wielding one of the style’s weapons.
quick punch: twice as fast, -33% damage penalty.
Feint: miss recovery.
Precise strike: crit-tech, stuns for 2.
Disarm: disarms.
Grab: downs for 1.

Krav is odd, if you’re wielding a non-style weapon, all you get out of it is the ability to block and the (admittedly nice) 20% stabby bonus. It only really shines when unarmed or wielding the style’s weapons. Krav is a good style with little investment, since you get everything by skill 4 (and all but grab by 3) and get feint, not to mention the nice damage-mitigation from blocks and the damage bonus. Good to round up that ranged character.

Muay Thai: arm blocks at 3 and leg blocks at 4, when unarmed, you have a -5 bash damage penalty, but get half of your STR as bonus damage (so you break even at STR 10, and only get to surpass Krav’s bonus at 17+ STR). You get 3 unarmed-only techniques: elbow (2), kick (3) and flying knee (4).
Elbow: crit tech, twice as fast with no damage penalty.
Kick: stuns for 1.
Flying knee: crit tech, stuns for 2.

Lots of stuns, damage mitigation from blocks, and your damage bonus get real silly with STR mutations/CBMs. Tiger is better, less defense, but more dead stuff.

Ninjutsu: Arm blocks at 3, your attacks are quiet, when you move, you get 2 rounds of +1 dodge and 17% of your DEX to your accuracy. It has only 1 technique, which like it’s buffs it works with whatever you use: precise strike (3).
Precise Strike: crit tech, stuns for 2, 40% bash damage bonus, 2x cutting damage bonus.

When you crit with Ninjutsu, it hurts. Otherwise, slight bonuses that work regardless of whatever you’re wielding.

Zui Quan: when unarmed, you get three sweet benefits: you get 12% of your INT to dodge, unlimited extra dodges after attacking, and whenever you dodge, you get up to 2 stacks of half your INT to bash damage and 20% your int to your to-hit. You also get two unarmed techniques: feint(3) and drunk counter(4):
Feint: miss recovery.
Drunk counter: dodge counter that deals 25% extra bash damage (which is going to multiply that INT bonus).

A slime’s best friend. It turns your INT into a great melee stat, and once you hit skill 4, those drunk counters are going to hurt a lot.[/spoiler]

[spoiler=Shaolin]Crane Kung Fu: arm blocks at 3, your unarmed bash damage gets reduced by 20% your STR, but increased by 80% your DEX. After skill 2, when unarmed and you move, you get +2 dodge. Techniques are Crane Wing(2), Crane Flap(3) and Crane Strike(4). All unarmed-only.
Crane Wing: miss recovery
Crane Flap: grab break… no idea if that’s implemented.
Crane Strike: crit tech, stun 3.

Nothing to write home about, but your only option if you’re dex-focused.

Dragon Kung Fu: arm blocks at 2, 80% INT-to-unarmed-bash. When you move and unarmed, you get +2 accuracy and bash. Techniques: Dragon Snatch(4), Dragon’s Vortex(4), Dragon Sweeper(5), Dragon Strike(6).
Dragon Snatch: stun 2, +20% bash damage.
Dragon’s Vortex: block and dodge counter, stun 2.
Dragon Sweeper: down 2
Dragon Strike: crit tech, stun 1, knockback 1.

The other INT option, much more offensive than Zui Quan, but the defense is not as good and it requires much more skill.

Leopard Kung Fu: 15% INT and PER to dodge. After skill 2, +2 hit after moving. Both are unarmed-only. Techniques: Leopard Swipe(2), Leopard Fist(5), Leopard Foresight(4). All unarmed.
Leopard Swipe: twice as fast, -33% damage penalty.
Leopard Fist: Crit tech, stun 2.
Leopard Foresight: dodge counter, +50% damage.

Pretty decent if you can get your int and per high enough to matter.

Tiger Kung Fu: 80% STR to unarmed bash damage, when you hit, you get 3 unarmed bash per hit that stacks up to 8 times and lasts 3. Your only technique is Tiger Takedown(4) that downs for 1.

Say hi to the stupidly high damage bonus. You probably want Taekwondo with this if you need defense, or Boxing.

Snake Kung Fu: 80% PER-to-unarmed-bash-damage. Then you get Snake Slide(3), Snake Snap(2), Snake Slither(4), Snake Strike(4)
Snake Slide: miss recovery
Snake Snap: twice as fast, -33% damage.
Snake Slither: grab break, dunno if this is implemented
Snake Strike: crit tech, stun 2

Nothing to write home about beyond the huge PER-to-unarmed. Like with Tiger, you probably want to nab Tai Chi or Boxing for when things aren’t as kosher.[/spoiler]

[spoiler=Venom Styles]
Centipede Kung Fu: Arm blocks at 3, past skill 1, every time you hit your attacks get faster by 4 when unarmed, the duration is 3 and it stacks up to 8. It’s only technique is an unarmed only rapid strike(2) (twice as fast, -33% damage).

Scorpion Kung Fu: arm blocks at 2, you get +2 to your unarmed bashing and two unarmed only techniques: Pincer Strike(4) and Stinger Strike(3).
Stinger Strike: crit tech, stun 3, knockback 3, 2x bash damage.
Pincer Strike: +25% damage, stun 2

A little bare bones, but it sounds like it’d have a nice damage potential.

Toad Kung Fu: arm blocking at 3, +6 armor, but it gets debuffed by 1 every time you move (it recovers 6 rounds later). It’s one technique is Toad’s Tongue (4), which is twice as fast and dowsn for 1. Both the armor and the tech are unarmed only.

Lizard Kung Fu: arm blocking at 3 and nothing else.

Viper Kung Fu: when unarmed, you get +2 dodge, and when you dodge, you get the Viper Ambush buff, which lasts for 2 and gives 50% bash damage bonus, and allows the next buff to happen: Viper Lock also lasts for 2 and triggers after you hit something with the previous buff on, it triples your bash damage. The techniques are Snake Snap(2), Snake Slide(3), Snake Slither(4), Snake Strike(4) all unarmed-only except snake slide.
Snake Snap: twice as fast, -33% damage
Snake Slide: miss recovery that works with both unarmed and weapons.
Snake Slither: grab break, dunno if this is implemented
Snake Strike: crit tech, stun 2.

You can, in fact, have both buffs active at the same time, and even deal more than one Viper Lock strike provided you’re fast enough.[/spoiler]

[spoiler=Weapon Styles]
Pentjak Silat: +1 dodge (unarmed or armed with whatever), 40% of your dex to your to-hit after dodging (again, unarmed or armed with whatever) that lasts 3 and can stack up to 4 times, and 4 techniques that only work with the style’s weapons: Dirty Hit(1), hamstring(2), Silat Brutality(3) and Vicious Precision(4).
Dirty Hit: stun 2 crit tech.
Hamstring: crit tech, down for 3 rounds.
Silat Brutality: crit tech, stun 1, knockback 1
Vicious Precision: crit tech, +50% damage.

The list of style weapons is really long. Still, that only matters for the techniques (which are all crit techs), the dex-to-hit and dodge bonus work with anything. Silat is good, tho I think it’s overshadowed by others.

Fencing: after skill 2, every time you move, you get +2 stab damage and +1 accuracy for 2 rounds (up to 2 stacks) when unarmed or wielding a style weapon. The style’s weapons are the broadsword (plus the fiery version), rapier, fencing foil, sabre, epee, umbrella, cane and cudgel. The techniques are: Thrust(1), Lunge (2) and Stop Thrust (3). They’re all style weapon only.
Thrust: weighting 2, 10% faster, +25% stab damage,
Lunge: weighting 2, 25% faster than normal hit at no cost.
Stop Thrust: block counter, stun 1, +50% stab damage.

The weapon list is very limited, but it’s a good style. The weighting means it’s very unlikely that you’ll do a regular hit, and if your weapon can block, stop thrust is sweet.

Niten Ichi-Ryu: when wielding your fine 1000folded piece of wapanese steel and after skill 2, you get:

  • half your PER to cut, bash and dodge.
  • When you move or block, your dodge tanks (-10 and -1 bonus dodge) for duration 2, but you get 2 extra blocks.

After skill 4, when you successfully dodge (which means you probably stood still instead of attacking or moving for the last 2 turns), you get the “In-One Timing Set-Up” buff, which all it does is allow you to use the In-One Timing technique.

Techniques: Flowing Water Cut(4), Red Leaf’s Cut(5), Fire and Stone’s Cut(6), In-One Timing(5), feint (2).
Flowing Water Cut: 75% slower, 2x cut and bash damage.
Red Leaf’s Cut: down 2
Fire and Stone’s Cut: crit tech, stun 2, +50% cut and bash damage.
In-One Timing: you need the buff mentioned above for this to show up, twice as fast, +50% cut and bash damage, stuns for 2.
Feint: miss recovery, which is 20% faster than any other miss recovery.

If you’re going katana and the like, you want this one. More for the ridiculous PER-to-everything than anything else.

Eskrima: +20% bash with any weapon. After skill 2, when you hit with any weapon, you get a buff for 3 rounds that lets you deal 10% more bash/cut/stab damage. Techniques: Snap strike(0), Fan strike(2), Round strike(4), knee strike(3), puño strike(3), Combination strike(2). All of them are style-weapon only.
Snap strike: 20% faster.
Fan strike: 25% faster.
Round strike: 40% faster.
knee strike: crit tech, downs for 2.
puño strike: only works if your weapon deals at least 2 bash, it zeroes non-bash damage, but deals 4x bash damage and stuns for 1, crit tech.
Combination strike: only works if you have the damage bonus buff going on, 20% faster, 50% more damage

Amazing style only limited by it’s short weapon list and that even within it, that you want to stick to bash weapons. You continuously attack faster than normal, hit hard, and when you crit, it either downs or hurts a whole lot. Without one of those weapons, it’s still a mediocre bash-damage booster.[/spoiler]

Miscellaneous: Brawling… is better than nothing, particularly when armed. Boxing is damn good, and Biojutsu is not bad.
Martial Arts Training kinda sucks, Taekwondo is the only one worth taking with that perk.
Self Defense has a lot of nice, well-rounded things, krav as backup for melee guys, ZQ for those with massive INT, Muay for those with massive STR that don’t want Tiger, and Ninjutsu for sneaky stabbing.
Shaolin: shaolin seems to have all the high end stat-focused options: Crane for DEX, Dragon for INT, Snake for PER, Leopard for PER/INT, and Tiger for STR. Some are a little bare bones in exchange.
Venom: Viper is probably the best of the lot, probably amongst the best styles if your stats are sucky,
Weapon Styles: all of them look damn good to me.

Thoughts?[/quote][/spoiler]

Damn informative, and a good read. Thanks for this.

Why is ‘house’ not a valid overmap terrain for overmap specials?

Dont we define more than enough ‘house’ in the json mapgens?

Short question.

You can join the fungus, can you join the Triffids? If no is it planned even in the far future?

I remember trying to do so a while back as a full plant mutant, didn’t work.

No. no triffidjoining.

but maybe in the far future you could be neutral to the trifs

[quote=“pisskop, post:16070, topic:42”]No. no triffidjoining.

but maybe in the far future you could be neutral to the trifs[/quote]

The fungaloids actively recruit - the triffids actively kill.

But yeah, I think a post-thresh plant mutant should be able to achieve some level of neutrality with them.

Is getting out of the lab challenge now just about completely luck based with homewrecker having no effect? I got out with a teleporter, but it seems far too luck-based for my liking. Is there another way?

Should be making ID cards a rare spawn for labs.

But it’s about luck a little. There are many ways out of a lab, but none are simple

Like what, besides finding a bomb or teleporter?

The lab finale is guaranteed to spawn a Science ID card. That said, sometimes the map generation is wonky and the finale cannot be accessed.

Edit: I did not want to double post. Is possible to learn biojutsu? I remember reading somewhere that there was something like a 4% chance to learn techniques from the CQB CBM every time you activate it. Is this still the case?

Dont zombie scientists drop the cards too?

I think increasing the monster spawn rate to insane amounts can work too.

Why can’t I wish for or craft diamond weapons? Are they being removed?

Diamond weapons are now just normal bladed weapons with the diamond flag. This has the disadvantage that you can no longer wish for them, but now you can pretty much enhance everything sharp with diamonds.

You might even be able to make diamond-fire swords, I have not checked.

I found an electric jackhammer in a storage room once. Other than that making dynamite is always my go to escape plan.

Yes. But it’s a crazy low chance, like 1/40000 or something.

[quote=“John Candlebury, post:16078, topic:42”]Diamond weapons are now just normal bladed weapons with the diamond flag. This has the disadvantage that you can no longer wish for them, but now you can pretty much enhance everything sharp with diamonds.

You might even be able to make diamond-fire swords, I have not checked.[/quote]
Oh cool.

Diamond weapons are now just normal bladed weapons with the diamond flag. This has the disadvantage that you can no longer wish for them, but now you can pretty much enhance everything sharp with diamonds.

You might even be able to make diamond-fire swords, I have not checked.[/quote]

Aww. Does this mean I can no longer get the vorpal technique on my weeb sword? I’ve been searching for jabberwocks for weeks now.