Not at low levels. It can however now be overloaded up to PSI 10 (or 11 with the Power Psi O/S Upgrade), whereas it originally could only reach PSI 8.Did you boost the damage on Cyrokinesis? It feels better than I remember.
My System Shock 2 mod version 2.00 is finally released after a long beta period of almost 2 years
New features include overhauled modification system for weapons and armors allowing you to customize your gear on the fly, heavily reworked psi disciplines with rearranged unlock tiers and expanded overload mechanics, hacking minigame rebuilt from scratch to subtract nanites per node click, new level design features such as power cells to open loot caches and routes, new secrets, and many new radiation hazards.
My System Shock 2 mod version 2.00 is finally released after a long beta period of almost 2 years
New features include overhauled modification system for weapons and armors allowing you to customize your gear on the fly, heavily reworked psi disciplines with rearranged unlock tiers and expanded overload mechanics, hacking minigame rebuilt from scratch to subtract nanites per node click, new level design features such as power cells to open loot caches and routes, new secrets, and many new radiation hazards.
This is purely gameplay so it should work with all those graphic mods that give better models and textures, right?
Clearly you can see that Psychogenic Endurance is the worst of the stat buff powers, so it belongs in tier 1Well, can't say I'm very happy about the agility/endurance psi swap
Maybe if the recoil/alarm (the other two you can get at C. creation at that particular choice) powers weren't hot stinky garbage....well....can't win them all I suppose.
I'm going to try a psionic/energy playthrough. Hopefully I don't hate myself TOO much for it.
edit - Are you still going to attempt at making character creation more modular? The trailer mentions it, but I didn't see any new options available (just some tweaked choices).
2nd edit - I didn't see it in your notes, but is the enemy detection for Spatially Awareness a new thing? That feels way more useful than I recall this upgrade being.
It doesn't contribute to skill requirements, only the Hack/Repair/Modify minigames. I just checked the code and the implant bonus should be supported by the new minigames. You should see a text string on minigame startup that says "ExperTech: +10%" to depict this bonus, and you should see the bonus disappear when you remove the implant. If that's still not working, I'll investigate when I get home and put out a hotfix ASAP.I think something....not sure if it's your mod or the SCP* broke the expertech mod?
It's not adding skills in any meaningful way.
*those are the only two mods I have installed that affect gameplay in some manner.
Ok, I'm seeing it now. Sorry bout that.It doesn't contribute to skill requirements, only the Hack/Repair/Modify minigames. I just checked the code and the implant bonus should be supported by the new minigames. You should see a text string on minigame startup that says "ExperTech: +10%" to depict this bonus, and you should see the bonus disappear when you remove the implant. If that's still not working, I'll investigate when I get home and put out a hotfix ASAP.I think something....not sure if it's your mod or the SCP* broke the expertech mod?
It's not adding skills in any meaningful way.
*those are the only two mods I have installed that affect gameplay in some manner.
My System Shock 2 mod version 2.00 is finally released after a long beta period of almost 2 years
My System Shock 2 mod version 2.00 is finally released after a long beta period of almost 2 years
New features include overhauled modification system for weapons and armors allowing you to customize your gear on the fly, heavily reworked psi disciplines with rearranged unlock tiers and expanded overload mechanics, hacking minigame rebuilt from scratch to subtract nanites per node click, new level design features such as power cells to open loot caches and routes, new secrets, and many new radiation hazards.
That's a very big "if". Going by Nightdive's track record with SS1 Kickstarter, I'd say waiting for SS2 EE is going to be a loooong wait.If Nightdive was smart, they'd contact you about getting your work in their SS2 Enhanced Edition as an optional mode or something.
My System Shock 2 mod version 2.00 is finally released after a long beta period of almost 2 years
New features include overhauled modification system for weapons and armors allowing you to customize your gear on the fly, heavily reworked psi disciplines with rearranged unlock tiers and expanded overload mechanics, hacking minigame rebuilt from scratch to subtract nanites per node click, new level design features such as power cells to open loot caches and routes, new secrets, and many new radiation hazards.
Such awesome work, RoSoDude! We are in your debt once again. Thank you for the hard work you put into your mods. If Nightdive was smart, they'd contact you about getting your work in their SS2 Enhanced Edition as an optional mode or something.
Hey guys, it is that time again. I'm playing through SS2 now, I'm somewhere near the end I guess, but I'd like to share my thoughts so far.
So...honestly, this game is almost unenjoyable. And very enjoyable at the same time. Enjoyable, because it has great atmosphere, a nice setup, Shodan obviously, lots of weapons, psi powers and other stuff to gather. I like the level design, and that blood pumping, yet so frightening techno music. Oh, and hearing Stephen "Garrett" Russel in a different role, but with the same voice was a very strange experience.
But it is almost entirely ruined by the constantly respawing enemies. SS2 is worst than any other modern popamole game in this regard. And if you think otherwise, then you don't know what you are talkig about. Seriously, they spawn in front of you from thin air, they spawn again and again behind you. And because the game is quite hard, you can get a lot of damage from enemies you don't even see, because in one moment they are nowhere to be seen, but suddenly they are hitting you from behind. Sometimes I was strafing during a gunfight, and I didn't notice that a spider or some robot spawned behind me, and killed me. I was near ragequit at that point.
The weapon degredation system is hit and miss. It was enfuriating in the beginning, because you couldn't fire 5 bullets without breaking your gun (literally). Thankfully you can wack the enemies to death with your melee weapons. Oh, melee hit detection is shit. And the repair skill is shit, because even if you upgrade it (alongside with the maintenance skill), you barely repair your stuff. Later in the game it wasn't a huge problem, because I found a lot of repair tools, which maxed out the weapons durability, so they didn't brake too much.
I will finish the game of course, and although I'm happy that I've played it, and was a good experience, it won't be on my best games list.
:flameshield up:
That and the fact that it's nice to have the mod catalogued.I could I suppose... Still might get some more eyes on the mod...Can you create a mod page on moddb.com?