No, but they are the main ingredient in doctors kits, so I didn't bother mentioning themAnd... tendstims. I can't be the only one who had their workshop make 500 Injectors and now wants to fill them?
No, but they are the main ingredient in doctors kits, so I didn't bother mentioning themAnd... tendstims. I can't be the only one who had their workshop make 500 Injectors and now wants to fill them?
Intelligence is really the only stat/skill that is hard to raise. If you're going to boost something at the start, that would be the one to boost. 90 is required for the Master Tactician trait but you get intelligence from some of the books and classes so you don't necessarily need to start with it that high. I think the minimum I would want to start with if I intended to get Master Tactician in a reasonable time would be about 70. I think you can get at least 20 points from books and classes.What skills do I need that are the hardest to level? I was thinking I could cheap out on combat stats and grab diligent and train them myself, hunting also could be supplemented with wildborn. Intelligence seems hard to level but I also dont know what it does.
You can put it in <script> tags before the closing </html> tag if you want to edit the file, or just c+p it in any browser's devtools' js console.Where in the document is this supposed to be pasted?
I don't know if this is your problem, but remember for the latter you have to go to the old Clubhouse and break in to trigger the letter arriving. Only then will Hamilton Jail show up on the map.Need help with two funny problems.
1. How I can move saves to another computer? Where that saves layout?
2. I cant find Hamilton jail location when make brother's quest. Is it bug or sumthing..
Thanks.
Every weapon has a chance to capture, including guns even without the manhunter trait. The real reason to pick it in my opinion (and why I give it a high priority), is that it increases your chance to capture with something other than a whip. This means during tough battles I am more likely to get a capture on that injured hulk in a tier 6 or tier 7 bounty without spending a whole round whiffing away at it with whips. If I happen to not get lucky and get a capture then I'll save an alternate target to use the whip on.Wiki is incorrect.
Whip start at 100% incapacitation chance. So for that weapon it makes no difference.
Staff start at 81%. Manhunter brings it up to 96%.
If you don't care which specific enemy you capture, then Manhunter is a good trait because you will incapacitate random enemies with normal weapons, more frequently.
But, if you want to capture a specific enemy, then in some scenarios, it has the opposite effect, where you may end up incapacitating, wrong target.
If that happens, then manhunter in combination with the limitation that you may only capture one enemy of each sex, has suddenly made it impossible instead of easier to capture the intended target.
So, in practice, it forces you to play in a certain way, because you no longer have the option to kill off everyone else first, and then gang whip the target into submission.
Instead you need to incapacitate the intended target first... And because all his friends are still trying to kill you, it needs to be done quickly... And because of that you need to use the staff or other weapons that may accidentally kill the intended target.
For me personally, that makes manhunter a very negative trait.
Yeah, probably? I dunno, it's currently free though!Wasn't the recent unity drama related to the developer having to pay some cents even for free installations? Maybe I misremeber or they backtracked after the shitstorm it casued...
The reason that knives becomes better is because you have reached lowest possible steel price at Dakota's sisters store.View attachment 3622820
I did some math a few weeks ago. Depending on supply and market location: knives, rifles, shotguns, and plasma rifles shuffle in and out of being most profitable investment. When knife supply is at lowest level, they win out overall.
But for how long?Yeah, probably? I dunno, it's currently free though!
Was curious about this so I actually just tested it. Disciplined has no effect on the stat caps, it just makes it easier to hit the existing caps. Without the dojo the cap is 120. With the dojo the cap is 130. You can hit 130 with or without Disciplined, but with disciplined you can do it fairly easily. Once you get to 130 there's a massive penalty of more than 100 that makes every attempt an automatic failure even with disciplined.It's not that it removes anything. It just looks like the training is based on diminishing returns and the diminishing is now at 30 points higher.
<<if $mctraitdis gte 75>><<set $chance+=30>><</if>>
...
<<set $chance-=$masterstrength>>
...
<<if $chance gte 1>>
...
<<set $masterstrength+=1>>
Basically this: Do dice rolls and lots of adjustments to chance, Add 30 if Disciplined, subtract strength, if end result greater than 0 then increase strenght.
Unless there is a cap somewhere that I'm missing, then it would mean that you can train 30 more points per skill, before it becomes impossible to train further.
I think they have the same caps but more muscular bodies have a better time raising their strength but are penalized in rolls when raising their dexterity past around 90 dex. More lithe bodies are penalized in their strength training rolls starting at around 90 strength. So while they have the same caps, one guy is going to struggle very very hard to get there while another gets there easier.I didn't test the caps for followers. In previous versions the follower's frame determined their caps so for instance Ayden had higher caps than Bud. Not sure if that's still true.
SugarCube.State.active.variables.credit =what the SugarCube.State.Variables for influence
Well, a short look at the code for 8.32 (and 8.31) suggest, that npcs with certain body types do not have any strength cap (via training in the dojo) and that other npcs with other certain body types do not have any dex cap (via training in the dojo). Ie. petite and very petite bodied npcs can get dex of 999+ (yes the chance is slim to raise above 120, but it is above zero) and herculean bodied npcs can get herculean strength of ie. 999+ str (yes the chance is slim to raise above 120, but it is above zero) and in both cases the chance for a raise is the same for raising from 120 to 121 and from 998 to 999 (or with other words, if an npc can raise his/her dex/str from 120 to 121 via dojo training, then he/she can raise his/her dex/str from 998 to 999, meaning their is no cap for the npc and that particular dex/str training).I think they have the same caps but more muscular bodies have a better time raising their strength but are penalized in rolls when raising their dexterity past around 90 dex. More lithe bodies are penalized in their strength training rolls starting at around 90 strength. So while they have the same caps, one guy is going to struggle very very hard to get there while another gets there easier.
I prefer to raise both stats to their hardest soft cap instead of trying to brute force a -120 roll. Time enough for later when your combat teams are set to try and get your NPCs past the hard soft cap. God knows my workaholic Ayden is still capped at 120 strength at day 500.Now the question for you is, do you prefer npcs (as followers) which cannot be hit via melee attacks (from creatures like Goran-Ika) or do you prefer npcs which deal more damage via melee attacks? (Or does that depend on the combat, ie. if you can make sure, that only a certain npc is targeted via melee attacks in advanced fight, then you might want a mixed line-up (where the ultra dextrous female is always targeted but always evades the attack), while your herculean npcs make short work of the enemy).
I haven't looked at the code but from the training I've done with mercs in game this is just not true unless the chance you're talking about is WAY less than 1%. Maybe some kind of critical success is possible that makes the penalty irrelevant but I have never seen it. To me if the chance is less than 1% then it might as well not exist.Well, a short look at the code for 8.32 (and 8.31) suggest, that npcs with certain body types do not have any strength cap (via training in the dojo) and that other npcs with other certain body types do not have any dex cap (via training in the dojo). Ie. petite and very petite bodied npcs can get dex of 999+ (yes the chance is slim to raise above 120, but it is above zero) and herculean bodied npcs can get herculean strength of ie. 999+ str (yes the chance is slim to raise above 120, but it is above zero) and in both cases the chance for a raise is the same for raising from 120 to 121 and from 998 to 999 (or with other words, if an npc can raise his/her dex/str from 120 to 121 via dojo training, then he/she can raise his/her dex/str from 998 to 999, meaning their is no cap for the npc and that particular dex/str training).