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KickStarter ATOM RPG - Wasteland Soviet style! - now with Dead City update

Will you back?

  • I will consider it!

    Votes: 39 54.9%
  • No! I would never!..

    Votes: 9 12.7%
  • kingcomrade

    Votes: 23 32.4%

  • Total voters
    71
  • Poll closed .

krilcebre

Scholar
Joined
Oct 13, 2018
Messages
154
Yeah, those quests should have been connected. I feel like finding out they are involved in slavery should have offered more dialogue options if you haven't already resolved the politics quest. Or at the very least tell someone else other than creepy postman, who seems to be in a slave dealer organization himself, judging by the last sentence he says to you. It could branch into a huge quest involving slave dealers AND influence political scene in Peregon. That would've been awesome.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
OK, I think there's a bug with Dr. Mikoyan - after asking for his help to treat a patient, he returns to his shop but his store inventory never has any medical supplies. I visited him days and weeks later and he still does not carry and medical supplies.

Also Atomboy , I would not dismiss Luckmann complaint that easily because this shit happens:



Can you point out what could've been done to avoid friendly fire in that video? I really can't see how to avoid that.
My party members always move first in combat, and they take shots when everyone is not in optimal positions. It really cannot be avoided.

Anyway with DEX 6 - I have very low Sequence, so my solution is this: equip the soviet army knife or machete that gives +5 Sequence. This lets me move before Hax and Fidel. The turn order will go from Me, Hax and Fidel. So it's entirely possible to move Hax prior to him ventilating Fidel or any friendly by accident.
There are many ways this situation could be improved, such as adding more commands, such as "Hold position" and "Go there, hold position", or "Go there, fire only in this direction", and also add the ability to give such orders before combat, and also have a function so that CNPCs don't lag behind so much when running, or make sure that they don't all end up on a long train as they often do, and so on and so forth, but at what point are we just dancing around the issue, somehow trying to save a fundamentally bad system?

At what point have we added enough commands and circumstances to avoid the issues, and how will that be meaningfully different from actually having direct control over the actions of the CNPCs?

This lack of control was hands down the biggest unambiguous and unquestionable flaw of the original Fallouts (and Arcanum, to boot), and it frankly weirds me the fuck out that someone would try to replicate it. I just don't understand why it's even something worth trying to hold on to, other than possibly to create a sense of a truly artificial difficulty, fearing that players would otherwise cheese encounters. Which could be true, but that speaks of some other, different, fundamental issues.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
How's companion AI behavior in general? It would be weird if companion AI behave differently than enemy AI. The enemies are smart here, right? A newfag actually complained at NMA that the enemy would run back and forth to hide behind covers :lol: I would say keep the AI for companions and enemies exactly the same for both melee and ranged behavior, while STILL give players the options to command the companions manually.

Though, there's the question of fun and balance, would the game break if companion AI behave exactly the same as enemy AI? Or would it not matter here because the enemy would also stupidly tries to fire right behind their allies?
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
How to get Golden Fish
OK, here is the moment we've all been waiting for...

e7i8zU5.jpg


30 minutes of reloading later because fishing takes time and alcohol duration only lasts 30 mins in game....

5I88z1R.jpg


:lol: Yippeee...

9a6QgN9.png
 

commie

The Last Marxist
Patron
Joined
May 12, 2010
Messages
1,865,260
Location
Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
How's the sales and the attempt to get sites to review this thing going? Over 1200 reviews(mostly positive) on Steam suggests that the game is selling pretty well(since actual reviews account as only a tiny percentage), so I'm hopeful that the Comrades from Soviet Russia are getting their just capitalist rewards in order to have enough kopecks for vodka and a sequel!
 

krilcebre

Scholar
Joined
Oct 13, 2018
Messages
154
Anyone tried melee only build? I was thinking of doing it in my next playthrough, but seeing how you can drop dead from one burst, I'm not really sure if it would work at all.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
I think that melee is very deceptive, because for much of the game, you'd probably do amazingly. I'm not even melee-specialized, and I did extremely well for much of the early game with just the starting dagger, and even around level 12ish, I could routinely break out my melee and just start stabbing things to death.

But now, as I just got to level 15, the level-scaling of the game has just absolutely floored me, and I regularly run into armored bandits with automatic weapons catching me in cross-fires assisted by other members of the party, ripping me to shreds.

Again, though, I'm not actually specialized for melee in any way. It is entirely possible (I think) to make a melee combatant, unless there are more major game changers like that in the game, also assuming that you keep your gear tippy-top.
 

krilcebre

Scholar
Joined
Oct 13, 2018
Messages
154
Getting a good gear wouldn't be a problem I think, moneywise at least, since I'd be saving a lot by not buying guns and ammo anyway. I was looking at the perk tree, and to be honest I'd need to put A LOT of points into melee and defense. I'm not even sure I'd have enough levels to make a fairly good melee build. I guess I'll try soon, see how it goes.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
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Messages
28,396
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Not Here
Dead State Divinity: Original Sin
I did not even take a single perk from automatic weapons, just max 188 Automatic and this is the result.

rC5io8w.png


If you really want to go melee, be prepared to eat a lot of bullets and use stims from inventory.
Your best bet is your main weapon on one hand while the other has a grenade ready to knock down multiple targets.
 

krilcebre

Scholar
Joined
Oct 13, 2018
Messages
154
Yeah I was thinking of adding grenades too, knocking down enemies should be a priority I guess. I'm thinking of going for that 50% to ignore armor perk, and then invest everything into shield perk. Or should I go the other way around, go defensive and then build offense little by little?
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
How's the sales and the attempt to get sites to review this thing going? Over 1200 reviews(mostly positive) on Steam suggests that the game is selling pretty well(since actual reviews account as only a tiny percentage), so I'm hopeful that the Comrades from Soviet Russia are getting their just capitalist rewards in order to have enough kopecks for vodka and a sequel!
Seems so hopefully the dev team will be able to mke Atom 2 and afford the GAZ 20 sg 1 of their dreams too !
 

pm_675

Arbiter
Joined
Mar 14, 2017
Messages
232
The game is very good and interesting but the mechanics explanation is inexistent. Aimed shoot does what exactly? I think shooting the eyes does more damage and can blind so shooting the head does what precisely? And the legs or arms.
It's not clear at all what aiming does and like that other thinngs aren't explained at all. Dodge what is it? A 15 dodge means a 15 % percent chance to take no damage? I can craft two different kinds of bulletsfor the zip gun, one gives me 19% armor penetration the other 26% I think, wich one is better and for that matter what does the armor penetration do.
Like that, there are lots of mechanics without explanation or worse, badly comunicated mechanics. For example, that you can give from food or drug to companions. Or that sometimes you can try again to lockpick and other times it's jammed shout and you can't try again. Fuck, you can use more of the log sice the game bareky uses it, unlike Fallout.

Atomboy is there any plans to improve that part game? It's what Atom need to become a classic. In any case, warts and all, a fantastic game
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Alright, so, AtomBoy, legitimate bug this time: Explosions caused by propane tanks and the like seem to count as damage done by the player.

Now, "Propane tanks?" some of you might be asking yourselves. Yes, it is the first time I run into them too. Interestingly, this is also the first time I'm involved in mass combat where everyone can suddenly turn hostile on you in case you do damage to them, and the map is full of fragile propane tanks that, should they explode at the wrong time, will turn your allies hostile against you. Good times.

Here's a save, for reference: https://www80.zippyshare.com/v/7FdQ6Gc3/file.html
Notice how if one of the "Mutants" in front of the player character is killed, the other will throw a grenade and explode the cannisters, turning the "Fighters" hostile. Notice how there's no way to resolve this without cheats, because there's multiple mutants there with grenades, and if anyone is taken out, some other mutant will throw a grenade and turn everyone hostile.

I would categorize this bug as fairly severe, considering that there is absolutely no indication as to why everyone suddenly turns hostile, and it took me several loads before I realized what was going on, and also because this is both the only place so far where I've seen these kind of destructible propane canisters and the only place I've been that has had this kind of zero-control-of-the-situation mass combat.

And while not a bug, there is another oddity: When you choose which group is to attack "first" (although it seems everyone attacks pretty much at the same time anyway), the player character is teleported to that position (but it is never indicated that you will be leading whomever attacks first). But more importantly, should you choose to pick any other attack route other than the frontal assault, your team members will not be going with you, leading to them running straight into the base as part of the frontal assault while you're left in the back of whatever charge you partook in, which will inevitably lead to you not being able to meaningfull contribute to the battle, as well as almost guaranteeing that one or more party members die, since they all love shooting eachother up.

Edit: Also, party members do not seem to be "in combat" at the same time as the player. When they go "out of combat" (such as after killing the last opponent in their vicinity, at some distance from the player), they seem to disregard any orders given, and beeline straight for the player character, without any cost to AP or limitations otherwise, making it impossible to actually set anything up in this battle, rendering what abysmal CNPC controls exists literally unusable. This can be observed in this save. Notice how the player character is in combat, but the CNPCs will still follow him real-time.
 
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Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
So the scanner helps to find hard to spot stashes?or i can spot anything my own?
The way I understand it, the scanner highlights anything that can be looted. It doesn't seem to do anything you can't do by holding ALT, but it is constantly on (so you won't have to worry about missing something) and it allows you to tell the difference between an empty container and a container with something in it - consequently, this also means that stashes that may appear as lootable rocks, will be highlighted.

I keep it in my inventory for when I want to run around detecting stuff without the hassle of stopping every couple of meters and checking with ALT.
 

krilcebre

Scholar
Joined
Oct 13, 2018
Messages
154
Are shields even working. After equipping one, dmg reduction % didn't change and I'm not getting any blocks during fights, even after specializing for them. Pretty much every gun shot hits me regardless of having a shield equipped or not. I've put it on my back, not in a weapon slot.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
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Not Here
Dead State Divinity: Original Sin
actually the best perks for burst builds are the ones that give armor,the automatic perks are not worth it (maybe the last one).

You don't really need armor in this case - just the knockdown resist is sufficient. Then follow it up with good defensive gear. Treat the Krasno elevator guard to cigarettes for a nice DT7 armor and AK rifle and you're set. You can even Aimed shot/3-shot burst which makes it more versatile than the ammo hungry RPD.

IMO for auto burst builds, all you need is raw skill points, and at the very least 8 AP. I had Luck set to 1 and didn't feel it affected my damage output at all since it's 7 AP = 7 Bullets. STR 3/4 with the backpack is mandatory for carrying comfort.

For the devs to fix martial arts, I propose the following:
1. There needs to be additional close combat moves that gives guaranteed results at higher skill level. You must be crazy to do a SINGLE aimed melee attack at 4 AP when I can short burst 7 bullets with 7 AP that doesn't need a critical to destroy people AT RANGE.

2. Close combat skills should give % of its values to Dodge. This way an experienced melee guy is VERY hard to hit and gives specialists like the Dog more chance to survive. And for crap sakes - just merge them into 1 skill already. No one is going to take UNARMED AND MELEE skill. It's just dumb.
 
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