Search found 10 matches
- Fri Mar 23, 2018 7:58 pm
- Forum: Gameplay
- Topic: [Balance]Tier 3 weapon smithing not profitable
- Replies: 9
- Views: 2191
Re: [Balance]Tier 3 weapon smithing not profitable
It also depends on the skill of your blacksmith. You have a higher percent chance to get a better weapon the higher your skill is. And if you want to make it more profitable then you just need to control your resource chain. If you are buying the resources then it's going to be less profitable, but...
- Fri Mar 23, 2018 7:41 pm
- Forum: Gameplay
- Topic: [Balance]Tier 3 weapon smithing not profitable
- Replies: 9
- Views: 2191
Re: [Balance]Tier 3 weapon smithing not profitable
You can make high tier weapon with that Weapon Smithing III, like Edge I~II for example, my craftman can smith Ringed Sabre Edge II, which can be sell for 4,281 cat, really worth it. :P Weird, my stat screen says my blacksmith should be able to make edge 1 but he's still making Mk3, I thought the t...
- Thu Mar 22, 2018 1:06 am
- Forum: Gameplay
- Topic: [Balance]Tier 3 weapon smithing not profitable
- Replies: 9
- Views: 2191
[Balance]Tier 3 weapon smithing not profitable
I could make a pretty nice profit with the Weapon Smith II since it used cheap iron plates, but once I switched to a Weapon Smith III and its use of the more expensive steel bars, most weapons sold for less than their materials and even the most valuable ones, like a Mk III Katana made only a 775c p...
- Wed Mar 21, 2018 8:24 pm
- Forum: Bug reports
- Topic: [0.98.10]Workers in town will automatically steal materials from stores and get arrested
- Replies: 4
- Views: 933
[0.98.10]Workers in town will automatically steal materials from stores and get arrested
I've been trying a run based in a city rather than getting an outpost and something made it VERY annoying. Characters at random will go steal items from stores when they need to get materials for their crafting station, even if they have materials available right next to them and will refuse to get ...
- Tue Apr 19, 2016 2:49 am
- Forum: Bug reports
- Topic: Turrets can't hit Beak Things
- Replies: 2
- Views: 396
Re: Turrets can't hit Beak Things
The problem seems to be an inverted skill-based multiplier somewhere in the code, probably a typo. Low level turret users can hit things fine, but any experienced character will have issues and at higher turret levels will NEVER hit. For now I'm rotating turret newbies when I need them.
- Wed Apr 06, 2016 7:28 pm
- Forum: Bug reports
- Topic: [0.91.0] Crashed after New Game (Dual-Core CPU)
- Replies: 36
- Views: 12508
Re: [0.90.8] Crashed after New Game
The problem persists on the latest patch, no change. Here are my files.
- Sat Apr 02, 2016 9:27 am
- Forum: Bug reports
- Topic: [0.91.0] Crashed after New Game (Dual-Core CPU)
- Replies: 36
- Views: 12508
Re: [0.90.3] Crashed after New Game
Same here, no change.
- Fri Apr 01, 2016 1:06 am
- Forum: Bug reports
- Topic: [0.91.0] Crashed after New Game (Dual-Core CPU)
- Replies: 36
- Views: 12508
Re: [0.90.1] Crashed after New Game
Going by the thread here and on steam, I'm pretty sure it's a new dual-core-specific issue. Hope this will be fixed.
- Thu Mar 31, 2016 9:20 pm
- Forum: Bug reports
- Topic: [0.91.0] Crashed after New Game (Dual-Core CPU)
- Replies: 36
- Views: 12508
Re: [0.90.1] Crashed after New Game
I have the same problem, I select to start a new game but don't reach the character creation. I get a loading screen, a sound, and the game stops working and crashes. The game produces no crash dump, but in the error.log file I find the following: "Number of threads: 2 reset game" I am run...
- Mon Mar 26, 2012 11:48 am
- Forum: General
- Topic: Current game features
- Replies: 8
- Views: 1760
What are the current features?
I've found lists containing future features(try saying that fast repeatedly), but I'm interested in the currently implemented features. I've been planning to buy the game since some time before the alpha launch, but I want to give the game a good chance. I don't want to try the game and not have fun...