Silva
Arcane
Wait for the update to fix the patch notes.Even the patch notes contain spelling errors.
Wait for the update to fix the patch notes.Even the patch notes contain spelling errors.
It's also glitched, you can often click on bodies after the final loot screen appears...The looting system... you do get more loot by looting during combat right? When combat is over I always seem to get such meager rewards. Haven't experimented too much with it yet since busy killing the enemies instead.
It's also glitched, you can often click on bodies after the final loot screen appears...The looting system... you do get more loot by looting during combat right? When combat is over I always seem to get such meager rewards. Haven't experimented too much with it yet since busy killing the enemies instead.
Yeah, 1.0.3 just came out and right off the bat, if you create an aristocrat character, the butler is broken and doesn't follow you. Funnily enough I was just about to test how viable is it to get him killed early on.
house of spectres
where do i learn answer to question about spectres given name? Must have missed some clue
I think it's supposed to work that if you loot during combat and then run, you keep what you looted, but if you exterminate the enemy you get all the loot automatically. That's the impression I got from the loading screen tips or wherever I read that. Exterminating everything and looting in combat isn't supposed to give you extra stuff. At least I hope not.The looting system... you do get more loot by looting during combat right? When combat is over I always seem to get such meager rewards. Haven't experimented too much with it yet since busy killing the enemies instead.
Yes.maybe I need to do so after encountering final stabber killing?
Only works after you talk to Keelan, yeahyeah i do mean final answer, interestingly enough i did read that book, maybe I need to do so after encountering final stabber killing? Will give it a tryhouse of spectres
where do i learn answer to question about spectres given name? Must have missed some clue
The penultimate answer is, but the final answer can be obtained if youI don't knowbuy the book about the folklore and read it
C:\Users\<username>\AppData\LocalLow\Cultic GamesWhere does the game keep its saves? Not the game folder, not AppData.
I think it's supposed to work that if you loot during combat and then run, you keep what you looted, but if you exterminate the enemy you get all the loot automatically. That's the impression I got from the loading screen tips or wherever I read that. Exterminating everything and looting in combat isn't supposed to give you extra stuff. At least I hope not.The looting system... you do get more loot by looting during combat right? When combat is over I always seem to get such meager rewards. Haven't experimented too much with it yet since busy killing the enemies instead.
There's a certain skewed balancing in this. Melee is character expansive, as it requires decent physical stats/skills, which are obviously not too useful in a Lovecraftian game. Ranged is resource expansive as it requires bullets, but hit chances seem to be higher? for wimpy characters. And spells seem to be the only real choice for brainiacs, because it's the only kind of combat based on a universally useful skill, occultism; plus sanity isn't that hard to replenish, given dialogue, books, socializing and few other methods. I don't like it still, but that's how I see it....
I'm really not sold on the combat. Melee is just plain better than guns or spells, at least early on, and has no resource cost. Combat also drags on way too long, everybody has a ton of HP and can happily eat a half-dozen bullets before keeling over. This badly needs a whack with Josh's balance stick.
It is pretty annoying how it's impossible to play stern or dignified characters in RPGs, but you get used to it after a while.what progressive SJW wrote this game?
and this is not the first time the game is educating me
and where is the option where I say "yes because that's proper"
From Lovecraft's The Shadow out of Time:I do wonder what HPL would have thought had he known that Turks would be making something inspired by his stories. The man had issues
I'll add to the above comment by saying that the combat is quite primitive, from my experience. I haven't yet finished the game, so take it with grain of salt.
Even though I've been playing a spell-caster, there is very little variation in the system. There are many guns, but they all do the same type of damage. There are many melee weapons, but they also do the same type of damage. You can knock enemies down, but they get up in the same turn. You can stack 3 bleeding wounds, but they amount to just -1 damage for each wound, each turn. The guns have a penalty to point blank shots, but you can freely step away from nearby enemies without any 'opportunity' attacks. I haven't tried crafting grenades or molotovs, but my guess is that they'll do similar damage and perhaps give another 'fire' status which will be mechanically equivalent to bleeding.
The spells break up the monotony, but they limited in number and share certain similarities with other weapons. Your first attack-minded spell will simply deal damage relative to your mind level. You'll then acquire a couple of spells that can turn enemies into stone (basically a stun spell, with the caveat that enemies can be shattered when ossified) or deal sanity damage. That's all good and well, but once you buff your original spell to having an area of effect, there's little reason to use anything else, especially since the spell can be cast on any tile. So far, I've steam-rolled every combat encounter simply by rearranging my party to get the enemies serried in front of me, then having 2 occultists spam their damage-over-six-tiles spell. There's very little tactics involved.
Compare this to something like AoD. You have bows (ie. guns), you have throwables, you have nets (ie. stun spell), but you also have an assortment of melee weapons which drastically alter the fight. You can use a shield to knock someone away from you, a spear to keep them at bay, axes to cleave through groups, hammers to bash their armour etc. There's decisions to be made regarding what armour you should wear, weather to block or dodge, where to position yourself in a fight, whether to hit quickly or slowly and powerfully etc. Or Underrail, which is just on a different planet altogether when it comes to complexity of the combat system, with the myriad of damage types, armours, spells, items etc. Even Arcanum, which could be won with nothing other than the Harm spell, had mountains of (badly implemented) combat mechanics. Maybe I'm missing something, but so far the scope of opportunities in combat has been pretty restricted in this game
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I'm really not sold on the combat. Melee is just plain better than guns or spells, at least early on, and has no resource cost. Combat also drags on way too long, everybody has a ton of HP and can happily eat a half-dozen bullets before keeling over. This badly needs a whack with Josh's balance stick.
melee gets a lot of hype but guns appear to get many upgrades as you progress while melee is stagnant(im close to lvl6 now).
In general Im not too happy with curent save system - but not due to save scumming. I just like to experience various branches and then go back.
As stealthy/talkative character I dotn recall a single situation when there was some chest gated behind combat and it was worth getting.
As such I wish I was into guns instead on my main character and on those rare encounters i would just spray all my love with a shotgun.
Turns out no flappers in the 20s behaved in ways that conservatives found shocking.![]()