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power psi - instead of just not burning out, the discipline would always get released at full power.strong metabolism - the player will also be able to process toxins, so they would eventually fade away like the radiation does. maybe no more hp penalty for smoking.tank - either an extra 10 hp, or even better (as we are talking about being a tank), +10% extra armor.naturally able - maybe make all cyb unit upgrades 10% cheaper (rounded down)?pharmo friendly - maybe a tiny boost, so it would add 5 more psi points instead of 4.pack rat - instead of just unblocking three slots in the inventory by magic, maybe give the player an extra strength point that would not be added to the regular stats, expert tech style.replicator expert - maybe also give a bonus when hacking the replicators (expert tech style).tinker - maybe also give a bonus when modifying/repairing weapons (expert tech style).spatially aware - already fixed in SCP
not possible unless someone makes an unstripped version of the level.
ICE picks and Repair units are definitely on my radar after my French-Epstein device nerf, but I'm not as confident taking the same approach. Locking them to certain skill requirements feels kinda arbitrary, as there's no other item that really works like that. Instead, I might prefer just making them fewer in number on the higher difficulties so as to counterbalance the higher cyber module cost for skills. This is already the case for FE devices on Impossible, but could be more granular. One ICE pick must be guaranteed for the Command replicator hack, but I don't think you ought to be guaranteed that + level 6 crates + SHODAN forcefield on Hard/Impossible, no matter how thoroughly you explore (maybe 5/5/4/3 on Easy/Normal/Hard/Impossible). There ought to be more level 6 crates too, honestly.
Cool idea for Tinker, Sarge.
My original idea for it was to extend the trait to Repair, but reduced nanite cost for those interactions is still boring. Though I'm wary of an O/S trait worth the same as Modify 6 (compare with 20 CMs from Naturally Able) even if it requires management of FE devices. I'll think about it.
Power Psi - I thought it could just allow you to hold the cast at full power, or at least remove the psi cost as well as damage during burnout
Strong Metabolism - great idea. My thought was to have it double the time between damage ticks (50% damage) but this is cooler. Toxins are way more important anyway
Tank - if I can replace the +5/10 HP with 10% damage reduction I'll do it ASAP. Think I saw Secmod add a metaproperty for traits so should be doable
Naturally Able - the one-time 20 CM bonus is semi-okay IMO
Pharmo Friendly - one of the best O/S traits as is, doesn't need a boost
Pack Rat - I think this one's underrated for avoiding upgrading Strength 6 (or 5 with implant), it's just mediocre early on. Weapon/armor strength checks aren't a big deal so having a segregated bonus seems odd
Replicator Expert - already great, no need to buff
we should really get beta5 rolling.
More psi pull items is good, particular those items. AFAIK the only items you can get only via psi pull are the pistol and bullets in the hole on the wall in the Recreation kitchen where an Assault Droid busts out to greet you. Maybe also a handful of nanites in the Cargo Bays if you don't want to fall to your death. Otherwise you can mantle everywhere or just shoot items and let physics do the rest. Especially annoying is that cyber modules have no physics (probably for a good reason, like clipping through the floor or something), so you can't use psi pull for the modules in the Ops heat hazard trap or whatever else.
Cast speed already depends on tier (your PSI stat widens the full cast window), by the way. Maybe I'll consider 5% cheaper for Naturally Able if possible (along with proportional protection on Tank, this would fix the highly difficulty-dependent O/S traits).
Weird idea for Pack Rat - makes food and junk items stackable too? Not sure if doable.
Love those ideas for Exotic. None are trivial but all worth prioritizing.
1. If beakers stack, I hope the filling mechanic works properly. Can easily imagine problems with the game destroying a stack of 2 when dragging over worms to give only one beaker's worth. Might be fixable via custom scripts if so.2. Very nice, I could take a similar approach as I took to spawning spent prisms. Would be a little trickier as it would need to be after a certain count has been fired. Or perhaps it should just be one small beaker when you run out of worms? That's believable, unobtrusive, and provides a cushion for the hapless first timer who invests into Exotic without collecting worms for the whole game. I think I'll do that. Must be careful so it doesn't happen when recycling them for nanites, though! Also, stack splitting could allow for some degenerate cheesing. Hmm.
3. This one's fantastic as it gives a reason to keep WormBlood installed instead of just swapping it to eat worms. Hell yeah. However, I worry that enemies might do anti-human damage (worms? spiders?), in which case significant hackery would be required beyond a simple metaproperty .
WormSkin now requires Research 6, but offers improved 30% physical protection (same as Medium Combat Armor), 30% toxin/radiation protection, and only +1 PSI but with the psi point drain removed. It's pretty good, intended for Exotic + psi builds.
I just implemented the food/junk stacking functionality with the Pack Rat O/S upgrade. Works without a hitch on all items, including those already in your inventory (you'll have to manually combine stacks upon upgrading though).I looked and there are indeed Anti-Human attack stims on worms and maybe some others. I already considered taking the approach you suggested, which is to create a new stim that has the same exact values and vulnerabilities save for in a new metaproperty activated by WormBlood. This is the same approach SCP took to "fixing" Localized Pyrokinesis' protection from explosions. I believe it is now possible for me to add both stims and metaproperties via DML (god damn NewDark is awesome), so this should be feasible.
Just added beakers to the Pack Rat O/S upgrade as well, giving it a special niche application for Exotic builds.
I also implemented the artificial WormBlood immunity to the anti-human setting on the Exotic weapons. My and your idea to create a new stim type and add that to all the existing metaproperties worked out as expected. I tested it out in Body of the Many, and it is rather enjoyable to blitz through Rumblers and Annelids using the optimal setting without worrying about self-damage. Should be balanced by taking up a valuable implant slot, though I may swap its Research requirement with something else (say, WormHeart) considering the new effect.
Also, Tank O/S upgrade now grants 10% protection instead of +10 HP, I standardized Smasher O/S base damage to 1.5x to compete with Lethal Weapon, and I set the Tinker O/S upgrade to allow for FE device modding up to level 2, but I'm unsure of the last one. I'd like to extend Modify to more game objects (e.g. implants, armors) so it isn't overshadowed by a must-have O/S upgrade. If I can't, I may have to revert the suggested Tinker effect so it doesn't become a must-have.
Thanks again, things are shaping up nicely with your detailed feedback and ideas.
the screaming computers