- Sep 29, 2019
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What do Linemod?Under option on the second page you can now turn on Linemod.But there is no explanation on what that thing will do.
It changes the interface inside your house. It changes a lot of the nested stuff to a flatter layout with more of the stuff on the main interface. It'll be pretty obvious when you turn it on.What do Linemod?Under option on the second page you can now turn on Linemod.But there is no explanation on what that thing will do.
Afaik it's not implemented yet. I cannot seem to interact with her outside of the initial meeting and Dakota's quest.How do you raise Aimee's corruption?
Why do you have to wait to hire Bud? It's not like he cost much and after you get him with the guaranteed trait you want you can just release him again if you don't want him in the house right away. He'll still be in the weapon store afterwards. Or did something change about hiring and firing mercs?Was talking about locking in their traits which are determined the first time you enter the same area they're in, whether you talk to them or not. So if you walk into the bathhouse, Ayden's traits are set even if you ignore him. But now that I know you can train up workaholic by setting people as janitors I'm not really concerned with any of the mercs except Bud. Bud can get scavenger but it's not guaranteed. So I won't step into the weapon shop until I'm ready to hire him and guarantee that he has the scavenger trait. Techie is nice to have but it's not really needed. You can duplicate the effect by just training science skill on someone. It's just nice not to have to.
Hmm, at least here you are not paranoid. As it is the normal jobs all use the dayblock variable and follower set the dayblock variable to 999. This means that for nearly any and all jobs (but not titles) you do need to remove the follower from its slot before the midnight calculations happen - with the sole exception being Nicole working in a newsroom (which she will do, even if she is following the mc/pc around all day and even at midnight).What I do is I remove them from followers before midnight calculations roll around, on the paranoid chance that keeping them as followers when midnight hits means they are not treated as janitors.
As recently discussed. Manhunter increases capture chance from 81% to 96% when MC is using staff and no change when MC is using whip or when other party members try to capture someone...View attachment 3614761 this is my graduation works of furry trvern collge.red mean first,blue mean good if you have ample points.
of course if you star the game with huntmaster wildborn may also be red
I mostly agree although the list can change depending on what start you're using. For instance you can't get all of those in a Rise start unless you take a debilitating number of disadvantages. You CAN get all of these though so I would reluctantly drop Deadly Strike and Wildborn in a Rise play through.Patch notes are out on the wiki for the upcoming version:You must be registered to see the links
Re: Traits
My tierlist:
I should explain Tier I Badly Want To Believe In It. Here, I list the traits that provide bonuses you can never get otherwise, traits that should flat out add value to your rolls independent of your trainable stats but I also do not see them as being too valuable or sometimes not even useful currently. Teen subduer, for example, is an always present bonus to your rolls if the description is to be believed. As long as the girl is 19 years old or less, it always applies. Especially helpful with an early Rebecca for Skullduggerist. But there's only so much points to go around.
- S Tier: Manhunter, Debt, Brainy, Deadly Strike, Unlucky
- A Tier: Party Animal, Tough, Wildborn (conditional)
- Tier I Badly Want To Believe In It: Teen Subduer, Attractive, Crackshot,
I think Crafter belongs on the 'S' tier, that saves you a lot of grinding combat knives if nothing else and is dirt cheap.Patch notes are out on the wiki for the upcoming version:You must be registered to see the links
Re: Traits
My tierlist:
I should explain Tier I Badly Want To Believe In It. Here, I list the traits that provide bonuses you can never get otherwise, traits that should flat out add value to your rolls independent of your trainable stats but I also do not see them as being too valuable or sometimes not even useful currently. Teen subduer, for example, is an always present bonus to your rolls if the description is to be believed. As long as the girl is 19 years old or less, it always applies. Especially helpful with an early Rebecca for Skullduggerist. But there's only so much points to go around.
- S Tier: Manhunter, Debt, Brainy, Deadly Strike, Unlucky
- A Tier: Party Animal, Tough, Wildborn (conditional)
- Tier I Badly Want To Believe In It: Teen Subduer, Attractive, Crackshot,
As of now there's no value to hanging on to it, just take the money.Hi In some of the quests Professor Wolf offers to buy items. Is it ok to sell them or should I hang on to them? Thanks
I've tried crafter before but every time I do it, it doesn't seem worth it. It's not required because of the workshops until you get to the point where you're trying to make/repair hulk armor or something that the workshop can't do. It does require an annoying amount of grind if you want to get it to a usable level but you could skip that for 6 months, or a year, or ...forever.I think Crafter belongs on the 'S' tier, that saves you a lot of grinding combat knives if nothing else and is dirt cheap.
Manhunter I can take or leave, I'd rather have Party Animal for 15. Brainy isn't required in my view, I've done a lot of runs starting with 25 INT and as long as you keep at it your INT will raise anyway, but I do consider the characters I build with it to be superior in the long run at least.
Teen Subduer is one I often take but I'm kinda on the same page as you are. It doesn't seem to help the dialogue charm attempts like I thought it would.
Attractive is worth it I think, for one thing it means that odds are I can strip most strumpets in three days or so with that bonus and you can use to it ask for sex and often that's the point you can change a girls whole demeanor towards you and being a slavegirl in generally. It's the gateway drug to affection and corruption.
This turned out to be the best long term build, that I could think of:I think Crafter belongs on the 'S' tier, that saves you a lot of grinding combat knives if nothing else and is dirt cheap.
Manhunter I can take or leave, I'd rather have Party Animal for 15. Brainy isn't required in my view, I've done a lot of runs starting with 25 INT and as long as you keep at it your INT will raise anyway, but I do consider the characters I build with it to be superior in the long run at least.
Teen Subduer is one I often take but I'm kinda on the same page as you are. It doesn't seem to help the dialogue charm attempts like I thought it would.
Attractive is worth it I think, for one thing it means that odds are I can strip most strumpets in three days or so with that bonus and you can use to it ask for sex and often that's the point you can change a girls whole demeanor towards you and being a slavegirl in generally. It's the gateway drug to affection and corruption.
Crafting bolts only takes 30 minutes each, and gives you chance to improve skill each time.I've tried crafter before but every time I do it, it doesn't seem worth it. It's not required because of the workshops until you get to the point where you're trying to make/repair hulk armor or something that the workshop can't do. It does require an annoying amount of grind if you want to get it to a usable level but you could skip that for 6 months, or a year, or ...forever.
Maybe Crafter isn't that mandatory, but it is kinda nice to be able to make pistols right away and not have to grind yourself out of the hole of starting with a '10' where it seems to take forever to get to where you can craft Duraplate and the really interesting ones.Crafting bolts only takes 30 minutes each, and gives you chance to improve skill each time.
If you have lots of stamina and spend most of the day doing that, you will get very high artisan and blacksmithing stats already within a month or two. But it is still a drag, and also very anticlimactic when you realize that you need high science skill on top of that to craft the good stuff.
There was a version awhile ago where 10 blacksmith/artisan wasn't enough to even make combat knives. You could make whips, but you couldn't make the components for it which means you couldn't make anything. So literally the only way to gain skill if you started at 10 was to read the books. I'm glad Grim tweaked that.Maybe Crafter isn't that mandatory, but it is kinda nice to be able to make pistols right away and not have to grind yourself out of the hole of starting with a '10' where it seems to take forever to get to where you can craft Duraplate and the really interesting ones.
I recently experimented with different crafter starts.Maybe Crafter isn't that mandatory, but it is kinda nice to be able to make pistols right away and not have to grind yourself out of the hole of starting with a '10' where it seems to take forever to get to where you can craft Duraplate and the really interesting ones.
Yep.Is there any reason to give more money to Fort Sera once you are the leader?