Search found 67 matches
- Tue May 29, 2018 6:05 am
- Forum: Feature Requests
- Topic: Purchase walls at Hub
- Replies: 2
- Views: 683
Re: Purchase walls at Hub
Yup, I'm familiar with that one. I was looking in the mean-time as an option to have the walls of Hub purchasable.
- Mon May 28, 2018 11:19 pm
- Forum: Feature Requests
- Topic: Purchase walls at Hub
- Replies: 2
- Views: 683
Purchase walls at Hub
I want to be able to buy the walls of Hub so that I can upgrade their defenses and have a living city. The ability to buy a plot where I can place wells, or a few wells in the town that can be purchased would also be be good.
- Sat May 26, 2018 7:14 am
- Forum: Gameplay
- Topic: Is it me, or is there a shortage of End game stuff to do?
- Replies: 10
- Views: 4144
Re: Is it me, or is there a shortage of End game stuff to do?
Make your own adventure! Free the slaves. Rob the weapons of the reigning parties. Purge the fog. Enjoy the chaos that the relationship engine can generate. I once sold a guy in to slavery, snuck in to break his cell open to turn him in for a bounty, got spotted by a bounty hunter who attacked me, w...
- Sat May 26, 2018 7:05 am
- Forum: Feature Requests
- Topic: Wheelbarrow/Handcart, Slavery, chopping up corpses
- Replies: 3
- Views: 626
Re: Wheelbarrow/Handcart, Slavery, chopping up corpses
Related to the slowed down movement when carrying people, I have a Hiver that I altered to have two Scout class artificial legs and one Industrial Lifting Arm. He can make his full 55 land speed while carrying a body. Try that, wayyy better than a cart. To lose legs efficiently, have a character sta...
- Sat May 12, 2018 5:31 am
- Forum: Bug reports
- Topic: Bark Farm Merchant Dialog
- Replies: 3
- Views: 613
Bark Farm Merchant Dialog
Two problems 1. The shop owner/merchant is labeled "Shop Guard" 2. He seems to have a dialog overlap with the Holy Nation farmers, because he began screaming about the Second Extinction when my character with robotic limbs entered. None-the-less, he did business with me and did not go host...
- Mon May 07, 2018 4:14 am
- Forum: Bug reports
- Topic: Holy Nation's lack of psychotic break
- Replies: 1
- Views: 481
Holy Nation's lack of psychotic break
So, I conducted a science experiment. I kidnapped a Holy Nation paladin and cut his leg off, then replaced it with bionics. When he woke up, he had no reaction to being part skeleton, nor did any of his allies react to the part-skeleton running in their midst. I'm calling it a bug. I was hoping for ...
- Sat Apr 21, 2018 4:53 am
- Forum: Gameplay
- Topic: The greatness Kenshi has become
- Replies: 0
- Views: 878
The greatness Kenshi has become
I took a screenshot while playing the other day, and I had to sit a while and take in everything that Kenshi has become. I've been playing this game since before it had sound, and I want to take a minute to acknowledge everything that has accumulated together to make the moment that comprise the gam...
- Wed Apr 18, 2018 4:17 am
- Forum: Feature Requests
- Topic: A 'max-aggro' AI setting
- Replies: 2
- Views: 706
Re: A 'max-aggro' AI setting
I've given the shift-attack setting some testing, it was useful for my caravan guards to increase their hostility but did not have the desired effect of engaging targets at max range, and did not impact my turret gunners performance at all. I would still like to see a higher aggression setting added...
- Sat Apr 14, 2018 9:15 pm
- Forum: Bug reports
- Topic: Yesterday's update on Experimental branch
- Replies: 0
- Views: 398
Yesterday's update on Experimental branch
I noticed a large download yesterday, I'm guessing it was a below-the-surface type of update. I've noticed a lot less crashing when toggling between squads throughout the world map, which is awesome. I don't think it has crashed once since, actually. It does seem to have made the path finding a litt...
- Wed Apr 11, 2018 7:14 am
- Forum: Gameplay
- Topic: playing limbs
- Replies: 3
- Views: 1015
Re: playing limbs
Seconded... my base is starting to look like a pound because raiders get stuck at the gate and get limbs blown off by the turrets. Then the dogs show up for play time. All of the dogs.
Re: Mensa
I read 'Mensa' and my mental auto-correct turned it in to 'menses'.
- Sun Apr 08, 2018 10:40 pm
- Forum: Feature Requests
- Topic: Surgical amputation
- Replies: 20
- Views: 3523
Re: Surgical amputation
Alternative method for getting rid of characters legs, take them to the Black Desert area with the acid rain. Have them wear rain gear but remove their shoes, their feet will melt off. I have a skeleton named 'The Baptist' that takes people to and from there to be reborn.
- Sun Apr 08, 2018 9:55 pm
- Forum: Feature Requests
- Topic: A 'max-aggro' AI setting
- Replies: 2
- Views: 706
A 'max-aggro' AI setting
I want to be able to set my base's turret gunners, and sometimes my caravan personnel, to begin engaging targets at maximum range. I've noticed my base gunners won't start shooting on hostiles until they're actively engaging some of my base squad members, which feels like a wasted potential for my l...
- Sun Apr 08, 2018 7:22 pm
- Forum: Gameplay
- Topic: [Balance]Tier 3 weapon smithing not profitable
- Replies: 9
- Views: 2168
Re: [Balance]Tier 3 weapon smithing not profitable
I have my crafters make Edge 1 and 2 weapons and it turns out nicely for profit, something like 6,700 cats for an Edge 1 Guardless Katana, which I found to be the most resource-efficient product relative to resale value. The problem you may run in to at that point is that many merchants don't seem t...
- Wed Apr 04, 2018 1:56 am
- Forum: Feature Requests
- Topic: skeleton changing out limbs freely
- Replies: 5
- Views: 1294
Re: skeleton changing out limbs freely
I have this idea hanging around my head of integrating the crossbow technology with an arm to trash their ability to pick locks, but provide a huge bonus to crossbow skill since it's their hand now. Maybe the six-barrel turret as a arm/hand hybrid replacement.
- Sun Apr 01, 2018 10:03 pm
- Forum: Feature Requests
- Topic: Surgical amputation
- Replies: 20
- Views: 3523
Re: Surgical amputation
As for robo-parts not enhancing everything uniformly.. very true, but for specialized purposes, they're great. I stole the Holy Phoenix and ran off at light speed thanks to masterwork scout legs. 27 speed hauling him on the shoulder. For amputations, I've selectively armored my guys to get the limb ...
- Sun Apr 01, 2018 8:03 pm
- Forum: Gameplay
- Topic: Prosthetic are awesome. So is kidnapping.
- Replies: 3
- Views: 1318
Re: Prosthetic are awesome. So is kidnapping.
As an alternative option right now, I carried him to the Black Desert, let the acid rain reduce him to an unconscious level again, then dumped him in town and gave him to my armor crafter to pack around. That didn't trigger the aggro or cause a bounty to generate on the other guy, he's just crafting...
- Sun Apr 01, 2018 6:54 pm
- Forum: Gameplay
- Topic: Prosthetic are awesome. So is kidnapping.
- Replies: 3
- Views: 1318
Re: Prosthetic are awesome. So is kidnapping.
Hmm.. yeah, that is posing an issue. I wonder if an item could be implemented as head gear, like a 'Black bag' item that would reduce perception to a critical threshold at which the person is no longer able to detect what's going on around them? Could be a system similar to limb damage beyond a limi...
- Sun Apr 01, 2018 3:10 am
- Forum: Gameplay
- Topic: Prosthetic are awesome. So is kidnapping.
- Replies: 3
- Views: 1318
Prosthetic are awesome. So is kidnapping.
So, with those scout legs your run speed can still be pretty incredible while carrying someone. I ran a two-man op to stealth K.O. my target, then had a skeleton with scout legs sweep him up. Stealther didn't even get a bounty, unseen K.O., and Holy Nation already hates skeletons.
- Fri Oct 27, 2017 5:24 am
- Forum: Feature Requests
- Topic: Finder's Fee
- Replies: 7
- Views: 1572
Re: Finder's Fee
That's a lot of walking.. there's desert lackies for that.Hatsune_Neko wrote: ↑Wed Oct 25, 2017 8:16 amyou can pick them up and drop them off at a slave building to get your cut.