Damianus_NT
Novice
Candide
Thanks, i shall follow your suggestion. Are there any plot repercussions of this decision? Or is this a meaningless choice, resulting only in an optional feat?
normie
Oh... so the detection works only outside of combat? Thats why it appeared to do very little. Time to throw away those googles.
Blaine
Yeah... some of these crawler fights are BS. Especially for an unexperienced player. I tried to deal with the hidden crawler nest near Rail Crossing pretty early and it was definitely quite a frustrating experience. I like tricky enemies in RPGs but im not fond of the crawlers. Anyway, the Expedition has some pretty annoying monsters as well (sea wyrms, insect nests). Crawlers take the crown though.
One extra question. Is there a way to befriend the pirates or gain an access to their base AFTER the negotiations? They are neutral and attack only when you get near their troops/turrets, but there is no way to explore their territory without making them hostile. Not a big deal though. Natives are still alive too.
I regret not investing into persuasion skill early. Missed several quest solutions (SGS heliping Eels, medications for the Muties etc.). The extra levels from the expansion basically enable maxing one extra skill. Hacking, lockpicking, crafting, mercantile... they are all "capped" before we hit 25. So far, i invested 65 skillpoints into persuasion just to pass a single dielogue check (protectorate quest).
Thanks, i shall follow your suggestion. Are there any plot repercussions of this decision? Or is this a meaningless choice, resulting only in an optional feat?
normie
Oh... so the detection works only outside of combat? Thats why it appeared to do very little. Time to throw away those googles.
Blaine
Yeah... some of these crawler fights are BS. Especially for an unexperienced player. I tried to deal with the hidden crawler nest near Rail Crossing pretty early and it was definitely quite a frustrating experience. I like tricky enemies in RPGs but im not fond of the crawlers. Anyway, the Expedition has some pretty annoying monsters as well (sea wyrms, insect nests). Crawlers take the crown though.
One extra question. Is there a way to befriend the pirates or gain an access to their base AFTER the negotiations? They are neutral and attack only when you get near their troops/turrets, but there is no way to explore their territory without making them hostile. Not a big deal though. Natives are still alive too.
I regret not investing into persuasion skill early. Missed several quest solutions (SGS heliping Eels, medications for the Muties etc.). The extra levels from the expansion basically enable maxing one extra skill. Hacking, lockpicking, crafting, mercantile... they are all "capped" before we hit 25. So far, i invested 65 skillpoints into persuasion just to pass a single dielogue check (protectorate quest).
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