Pink Eye
Monk
You need combat reputation or (not sure as i always picked combat rep) social skill to choose peaceful resolution for Hargrave.
Sounds decidely Sawyerian.A solution to the "you need to make all easy tasks before you can do hard one" problem, would be something like task 3 levels lower no longer giving you xp.
Thanks to something like this you could try to spec in the skill in a new location, never being as good as og, but also able to become good enough for simpler tasks.
Then again, hardcoding and rebalancing would be problematic most lilkely.
I took all 3 speech on MC, all 3 stealth on faythe, computers/biotech on jed and electronics on evans iirc. The remaining tags went into combat skills.If you want to tag every civic skill, the best way to do it IMO is to tag the three speech skills on your MC, have Faythe tag Computers, Electronics, Lockpick, and Steal, and then tag Biotech on a third companion - Jed works well because he starts out with it at 2 or 3 IIRC. Faythe will be able to get an extra tag once the Maintenance level is added and implant overclocking becomes available, so she can add Sneak to her tag list.
ahhh, looks like i wasnt on test branch. Indeed quick run through habitat shows that there is nothing I can do lol.They're apparently planning to add a stealth-based solution to the encounter after disabling the generator at some point in the future, but the kinds of builds you're talking about get cock-blocked pretty hard later in the game to the point of being a bit of a dead end - there are several important quests in the Habitat that can only be resolved through speech or combat. It's useful to have a stealth-oriented character in a party with diverse capabilities but they don't really work well solo.Did tech sneaky quickie. I much preferred aod bodycount over combat reputation in here. Lets say Im playing sneak stabby. I can infiltrate 2 forts full of guards, kill everyone in there solo, yet im not recognised as murder hobo? Everyone knows I did it, no witnesses as of how it was done, why the difference then?
It quite hurts scenarios where Id like to bypass encounters by showing blood on my hands. Not sure if it was discussed earlier, now there is real scenario to do so after disabling generator
I'm not sure. Doesn't sneak affect the amount of yellow/red tiles that appear? There's a trick you can do with Samuel - that I remember you showcasing - with stealth gadget which results in you being able to kill everyone without triggering a combat encounter; but I don't remember if you need high stealth score for it.Right now, Sneak is probably the least useful skill to tag.
indeed it does. fyi that gadget works only on 1st round kind of, to enter normally yellow/red zones for a killI'm not sure. Doesn't sneak affect the amount of yellow/red tiles that appear? There's a trick you can do with Samuel - that I remember you showcasing - with stealth gadget which results in you being able to kill everyone without triggering a combat encounter; but I don't remember if you need high stealth score for it.Right now, Sneak is probably the least useful skill to tag.
Gee, I don't know... are there?Are there any console commands in this game?
Why did you make me as your MCGee, I don't know... are there?Are there any console commands in this game?
Seriously though, I can't give Silas the message from his predecessor. I rescued a spy and the dialogue said he gave me a drive he hasn't managed to decrypt. Do I need to do it somehow first?
Seriously though, I can't give Silas the message from his predecessor. I rescued a spy and the dialogue said he gave me a drive he hasn't managed to decrypt. Do I need to do it somehow first?
Did I miss something? I went through these motions several times now, including once on the freshest patch and no option still.
You didn't miss anything, that's how the quest is supposed to go. The important thing about the spy's message isn't the specifics of what he was carrying, it's that Silas' predecessor was holding secret peace talks with Hanson. By progressing his questline to the "let him think about it" stage, you're restarting those peace talks and provoking Silas to think about starting a civil war within the Protectors to get rid of the internal faction that wants to continue the war. The rest of that story will then presumably play out when you return to the Habitat later in the game.Did I miss something? I went through these motions several times now, including once on the freshest patch and no option still.i don't know if there have been any updates recently that might interfere here, but starting and finishing the finding-the-mole questline worked perfectly fine for me if i tell Silas the truth about letting the spy go etc.
That can't be right, can it? You learn about the secret peace talks from Hanson, you don't need the secret message for that. Feels like, if it worked correctly, there should be a dialogue option specifically referencing the message. Now that I think about it, the first conversation with Silas has the MC tell him "Matheson wanted peace and the Committee killed him for it" - is that it? Spy says as much when first met, without the need to get the message from him. Confusing is what this all is.You didn't miss anything, that's how the quest is supposed to go. The important thing about the spy's message isn't the specifics of what he was carrying, it's that Silas' predecessor was holding secret peace talks with Hanson. By progressing his questline to the "let him think about it" stage, you're restarting those peace talks and provoking Silas to think about starting a civil war within the Protectors to get rid of the internal faction that wants to continue the war. The rest of that story will then presumably play out when you return to the Habitat later in the game.
I'll take another look when I have time.That can't be right, can it? You learn about the secret peace talks from Hanson, you don't need the secret message for that. Feels like, if it worked correctly, there should be a dialogue option specifically referencing the message. Now that I think about it, the first conversation with Silas has the MC tell him "Matheson wanted peace and the Committee killed him for it" - is that it? Spy says as much when first met, without the need to get the message from him. Confusing is what this all is.You didn't miss anything, that's how the quest is supposed to go. The important thing about the spy's message isn't the specifics of what he was carrying, it's that Silas' predecessor was holding secret peace talks with Hanson. By progressing his questline to the "let him think about it" stage, you're restarting those peace talks and provoking Silas to think about starting a civil war within the Protectors to get rid of the internal faction that wants to continue the war. The rest of that story will then presumably play out when you return to the Habitat later in the game.
It's not that I think it needs revision. I was convinced I'm missing some portion of the content because the game never outright says "You hand the drive over to Silas and wait while he reviews its contents with a cogitative expression on his face." or something like that. The spy mentions that Matheson wasn't a traitor to the Mission, so much as he had a different vision for it in mind than the Executive Committee and that's what MC tells Silas - so I reasoned this is something you would be able to tell him regardless of acquiring the message and the eventual fate of the spy. When no further dialogue made reference to the message, I thought I missed something.I'll take another look when I have time.
Improvements
- Added death animations.
Feat Changes
- Master Trader now requires CHA 7.
- Poison grenades now apply immediately and on entering the cloud. Replaced -1 CON with -1 PER.
- Aimed torso renamed to Aimed: Weak Point. Can be used on turrets now.
- Tweaked turrets, they now have more HP and DR, do a bit less damage. Aimed burst works against them.
- Failing a speech skill check now gives -1 disposition (instead of -2).
Fixes
- Fixed some issues with quests alternate solutions not dividing XP.
- Fixed the game thinking Jonas is in charge in the Shuttle Bay when Mercy is the leader.
- Fixed Jia's quest turret door being closed after loading a combat autosave.
- Fixed turrets missing penetration.
- Fixed implant dialogue not filling the screen properly on all resolutions.
- Fixed party screen getting too compressed on smaller resolutions.
- Fixed an AI freeze with MoveStealth cmd and 0AP left.
- Fixed hovering over the enemy and the placement tile at the same time resulting in overlapping controls.
- Fixed AnimBP_Male crash when the character is killed with no weapon (gas, for example).
- Turrets in stasis could still be attacked, fixed.
- Spore clouds, created by Starfish, will be considered dangerous tiles and avoided by pathfinding.
- Fixed a bug when identical weapons are equipped, but only the first one (WeaponHand1) is reloaded.
- Fixed a bug when characters who died on combat start (poison) could still apply Regen stim and break the combat queue.
- Fixed typos.
End of Jul - ECLSS and the maintenance deck
End of Oct - The Pit (chapter 3 content)
End of Dec - Heart (the mutant town)
End of Feb - Hydroponics (Yellow and Red Zones), Mission Control (lower levels)
End of Apr - The Armory (level 3), Bridge and the end of chapter 3, all locations are done.
End of Jun - Endgame (chapter 4)
Tithe? Money is but a small price for your immortal soul.It has been said that the Church pays best of the Habitat factions, implying that it is the most affluent. My question is, where does this wealth come from? What service or goods do they provide that money is flowing their way?
Tithe collected from whom exactly? Their own people? They have fewer of those than the Protectors or the Brotherhood, who are very well capable of collecting their own taxes. Tithes from members of other factions? "Conspiring with the enemy"/"Undermining social cohesion" - other factions would never allow it.Tithe? Money is but a small price for your immortal soul.
Good point. One thing to consider however is that all colonists are descendants of Christian zealots. So church has monopoly on faith.Tithe collected from whom exactly? Their own people? They have fewer of those than the Protectors or the Brotherhood, who are very well capable of collecting their own taxes. Tithes from members of other factions? "Conspiring with the enemy"/"Undermining social cohesion" - other factions would never allow it.Tithe? Money is but a small price for your immortal soul.