I downloaded it and started playing it. I find it amazing!!! I thank the developer from there for bringing us this game, very innovative, conceptually speaking.
For a long time Bud was part of the 'crew' which went out to Dockgraves with me along with the Space Marine, Ansel and Rebecca, so he has an 'Attention' score of 61 still as a legacy. Thus yes you can exceed the max with him in that score and it will stay with you. You don't need to play poker to 'Carouse' and get those benefits and they're very much worth getting. INT, WP, and Sci up to a decent cap, well worth it even if you don't have the money to play poker or whip little Kasey.I just ignore Bud's attention whore trait and let him get pissed. I do train him though. He's still got a ways to go but he's currently sitting at 80 aim and using a plasma gun even though he misses a fair amount of time with it still. I may do some poker after I take the classes that give gambling bonuses but I haven't started on that yet.
For the tier 5 bounties I give one to Doyle as well and use one on my main. At some point Grim changed it so that you actually get a small amount of ammo with a gun drop so I've actually never had to buy any plasma ammo. I just randomly find a bit here and there. So if I only use them on the hard fights I'm not really missing the free ammo of the top tiers. Too bad Dexter won't give up that pistol but he's pretty good with it, and Aiko is closing in on high enough aim to be able to use a plasma in a pinch as well.
I do find that money is WAY more scarce now though. It's about day 30 now and I've only bought basic upgrades for my house (maxed out bedroom and garden, 1 upgrade in all the other rooms, plus gazebo and a level 3 shrine. I've also only bought the aim implant, the healing implant, and duraplate for myself and only 1 suit of duraplate for my mercs (Doyle is still my tank). In addition to the fact that I'm doing more tier 1-4 bounties than I am tier 5 so far, it's pretty common for combat to have zero weapon drops. I've had decent luck on the tier 5s so far though and have gotten 3 plasma guns so far.
In addition to the combat, the no F5 thing also means I decided to wait longer to seduce any of the girls. So instead I'm training up stamina on Mae, the valkrie, and Rebecca and those are currently my only girls. I have Mae and Rebecca at 80 now and the valkrie is up next so Rebecca is going to head back to the arena again for a bit, but without F5 Rebecca can only reliably do the $50 ordinary opponents with a weapon reliably. She can't beat anyone with fists. So I don't plan on having her do the arena very long. Trying to scrounge up enough money to buy Aria now so I can alternate between the valkrie and Aria in there while I train them up to be combat monsters. The valkrie can beat the heroic opponents with a sledgehammer 100% of the time but not the legendary. I haven't found a way to use the power katana in the arena. Do you have to give the girl a power katana before you send her to the arena for that to work? I do have a couple.
I can't do the stokke hills or marston ave bosses yet since they randomly hit anyone and me and Doyle are the only ones with armor so far. I also took the crafting perk this time since grinding out crafting increases annoys me. The crafting perk starts me off with enough that I can at least make swords/crossbows/pistols that actually count towards faction donations instead of dozens of daggers.
I'm definitely going to want to spend some quality time training melee with the valkrie soon, both for her arena benefit and also for my ability to capture slaves. Since I didn't start with melee master this time I'm capturing a LOT less slaves. It's pretty common for me to miss with that cane so unless it's an important capture like the valkrie I only try once or twice before just giving up and shooting them.
I just read that there's more planned for The Retreat but for now it really is just a holding pen. They don't work jobs nor go to the Stables either I think.I have a couple of questions about The Retreat. Is this simply a holding pen? Are the slaves living there going to be assignable to jobs in the city or at the academy? Mainly I'm concerned about the slaves being idle. They all have maintenance costs associated with them but it does not look like they can be assigned a job to bring in income to cover it.
edit: Oh .. and is it possible to get the manipulation buttons for the active slaves while in The Retreat so that we can cycle through the slaves to select one we want to switch out?
I might try Dockgraves again sometime but I was kind of underwhelmed by Carousing. I would definitely do it in a rise from the ashes start where I needed a way to randomly raise int to a usable threshold before taking classes/reading books, but I usually go with a scientist start so I don't need the int and I can eventually get WP to 100 with Atheism.For a long time Bud was part of the 'crew' which went out to Dockgraves with me along with the Space Marine, Ansel and Rebecca, so he has an 'Attention' score of 61 still as a legacy. Thus yes you can exceed the max with him in that score and it will stay with you. You don't need to play poker to 'Carouse' and get those benefits and they're very much worth getting. INT, WP, and Sci up to a decent cap, well worth it even if you don't have the money to play poker or whip little Kasey.
Yes, we have ammo drops now and I love them too. If you're judicious in your use of plasma guns like I am you might not ever have to buy another energy cell.
Get that Duraplate everywhere and you can use the easy ones like the two in the lower left corner of Stokke Hills as melee practice. Just have everyone close and use whips, they'll miss most of the time to start with but since rifles can barely scratch Duraplate you don't have to worry much about it. You won't do much damage, except on crits, but that means you're likely to get a few crits for every win there. Keep at it and it definitely adds up. In many combats my MC barely fights, it's the ones with me that need the points so I let them get them.
I find the Health of my mercs doesn't matter as much anymore. There's damned few instances where someone will be firing a Plasma gun at Bud, nor the Space Marine if I've got all the goodies and I will soon enough. I forgo the aim implant and Melee Master as I know I can crit myself up there fast enough with all the recurrings and the Arena and a bounty most everyday.I might try Dockgraves again sometime but I was kind of underwhelmed by Carousing. I would definitely do it in a rise from the ashes start where I needed a way to randomly raise int to a usable threshold before taking classes/reading books, but I usually go with a scientist start so I don't need the int and I can eventually get WP to 100 with Atheism.
You can gain int by teaching classes at the academy. I got a point doing that in my latest Atheism start, but it's rare. You can also unfortunately LOSE stats teaching classes. I lost a willpower that way. From what I could tell you do always get 1 point of standing with the academy per class but you don't always gain devotion. I'm not clear if that's the same as the standing you get from donating stuff to the historical society when it comes to making them a vassal or whether that's just for salary progression for your professor job. The more classes you teach, the more you earn from it. If it also counts for vassal status then that's probably the fastest way to get a vassal. 100 classes taught and you're done.
Bud does become pretty useful if you get his ranged up above 80 even if you ignore his attention whore trait. My problem with him is his health though. Same with Space Marine. In my latest game, as soon as I picked up Space Marine for some reason he became my tank even though Doyle has more health. And although he hits like a truck, he folds like a wet paper bag when facing plasma/coil gun wielding opponents. A plasma crit can almost 1 shot someone with 100 health. Someone with 150 can almost always survive 2 plasma hits.
I have definitely gained a new appreciation for crafting in my latest game as well. By about day 30 I had used up all my stims and new ones cost $2100 per pack vs $200 per pack if I just buy empty syringes and craft them myself. The problem is you need significant crafting skill to make them and while the crafting perk is convenient, I really think the melee master perk is better to start with due to the huge income boost from selling slaves.
With melee master I would usually capture at least 6 slaves per day. With the crafting perk I would frequently capture zero slaves in a day. Occasionally I would get one but most fights I wouldn't unless I was willing to sit there and wait for my main to whiff over and over again with the cane until he finally hit something. With melee master it's one and done.
Bounties have become a lot less important to me if I'm not save scumming since they frequently drop nothing. So once I hit 10k influence I just skip them unless it's a tier 5.
For comparison sake between the crafting perk start vs the melee master start, with melee master I was able to hire Doyle, Dexter, and Felix on day 1 and also buy combat armor for myself. With the crafting perk I could barely afford Dexter.
For me it's the non bounty, non arena fights where health matters. Things like the marston avenue and stokke hills fights where everyone has a power katana or you have a coil gun plus 3 rifles to deal with. I don't bother with the highwaymen. With the stealth mechanic that one is even worse than the bounties since they always get to go first. So I lose someone before I even get to fire a shot pretty often.I find the Health of my mercs doesn't matter as much anymore. There's damned few instances where someone will be firing a Plasma gun at Bud, nor the Space Marine if I've got all the goodies and I will soon enough. I forgo the aim implant and Melee Master as I know I can crit myself up there fast enough with all the recurrings and the Arena and a bounty most everyday.
My plan for crafting is go nuts on combat knives til I hit 30 blacksmithing, then start making swords/pistols/crossbows/etc for faction donations. Once I hit 40 I can start making my own stims. Not planning on reading the crafting books til I reach at least 60 blacksmithing. I do think the combat knives seem to give the best skill gains. Stims can be crafted faster but I have never gotten a skill increase from them. Not sure if that's just bad luck or if it's guaranteed. It seems like the higher value items that take longer to craft should have a better chance for a skill increase but in my experience they don't.I have finally managed to get to 84 Blacksmithing. This took longer than Juno getting to 130 Gardening or even Laika getting to age 18! I am one point away from being able to repair my beloved Duraplate by myself! Hundreds of combat knives live today to get me to this point.
I actually hadn't considered giving everyone a cane. That's a great idea. Just tried it and it works a lot better.I find I can just about always capture a slave. All you have to do is make the last hit be with a whipping cane. That will capture without killing roughly 90-95% of the time. If you have Duraplate and they have a rifle or worse you get pretty much all day to administer that hit. Even five melee newbies will hit often enough you can get that one hit, sometimes I'll just do the last one exclusively with whips to get more points from crits for me and my crew.
Yeah it can be streaky. My last game I had good luck initially on plasma drops with my first 3 tier 5 bounties all dropping 1. Then zero plasma drops for more than a month. My luck tends to be the worst on coil guns. In 3 months I got 1 coil gun, 3 plasma guns, and 10 assault rifles. I get lots of rifle drops but that's about the only common drop for me.I've not noticed bounties dropping less than others, but I do recall Grim saying he was reducing the weapon drops on Grimdark and I can believe it as I seldom get a two plasma gun drop anymore and seem to be shut out more often these days.
Wait, do the weapons somehow get destroyed at the moment a person dies?I've not noticed bounties dropping less than others, but I do recall Grim saying he was reducing the weapon drops on Grimdark and I can believe it as I seldom get a two plasma gun drop anymore and seem to be shut out more often these days.
I've not seen the Highwaymen of Darkmere in a long time. Once they started firing first I became a little more wary about going up there, but eventually they disappeared entirely. I don't know if it's related to the bandit count or what, but eventually I stopped even looking for them.For me it's the non bounty, non arena fights where health matters. Things like the marston avenue and stokke hills fights where everyone has a power katana or you have a coil gun plus 3 rifles to deal with. I don't bother with the highwaymen. With the stealth mechanic that one is even worse than the bounties since they always get to go first. So I lose someone before I even get to fire a shot pretty often.
I drown the market in combat knives, then I build rifles and finally auto-rifles because they're useful. I've never tried a stim, it seems odd you wouldn't get any increase chance from them, I hope that's just bad luck.My plan for crafting is go nuts on combat knives til I hit 30 blacksmithing, then start making swords/pistols/crossbows/etc for faction donations. Once I hit 40 I can start making my own stims. Not planning on reading the crafting books til I reach at least 60 blacksmithing. I do think the combat knives seem to give the best skill gains. Stims can be crafted faster but I have never gotten a skill increase from them. Not sure if that's just bad luck or if it's guaranteed. It seems like the higher value items that take longer to craft should have a better chance for a skill increase but in my experience they don't.
Yeah, both my teams carry whipping canes, I have a whole pile of unused power katanas now. I have been known to forget Ayden will never carry a whipping stick and that works out badly for the poor person who gets his sword instead of the stick. Incidentally, this might just be some bizarre random luck but I've found my MC's Great Sword captures far more often than you'd guess it would.I actually hadn't considered giving everyone a cane. That's a great idea. Just tried it and it works a lot better.
I hardly ever get a coilgun anymore. Remember back when I told you I was jealous of your plasma drops because I'd only gotten 15 but had over a hundred coilguns? Now I have 314 Plasma Rifles and 226 Coilguns.Yeah it can be streaky. My last game I had good luck initially on plasma drops with my first 3 tier 5 bounties all dropping 1. Then zero plasma drops for more than a month. My luck tends to be the worst on coil guns. In 3 months I got 1 coil gun, 3 plasma guns, and 10 assault rifles. I get lots of rifle drops but that's about the only common drop for me.
I've no idea about coding, I can't help with that.Wait, do the weapons somehow get destroyed at the moment a person dies?
In my normal difficulty play through, some times my team of 5 dumbasses can't find a single weapon 5 other dead people where just using in front of their very eyes!!!!!!!!!!!!!
Since this game takes place in a non-magic world, each piece of gear a person was using when they die, should show up as loot.
I hope the coding would be simple to edit 100% drop rate. [unsure if we can get it to drop both melee+ranged from single mob... IF they are equiped with both]
The first one is the most important: you can make anything work these days. Play what you really want to play because you don't have to pick anything in particular to succeed.Any character creation tips for a new player?
Yeah I went and tried the highwaymen once in my previous game and with that stealth mechanic I was like, nope that ain't happening. Maybe if you can eventually gain enough stealth to reliably go first, but other than some very rare encounters where I randomly get lucky, like picking the lock on the door in that first town hall quest, I have never seen a stealth increase.I've not seen the Highwaymen of Darkmere in a long time. Once they started firing first I became a little more wary about going up there, but eventually they disappeared entirely. I don't know if it's related to the bandit count or what, but eventually I stopped even looking for them.
Regarding power katanas, I forgot to add something about them and the arena upthread when you asked. You do need to equip your girl with one when you send her to the Arena. Then she will have one available. Most of my girls fight with fists outside the beginning matches. I usually start with one that yields 400-600 and see how close the score is, then play around with the weapons and a higher-tiered opponent to get an autowin with about a 10 point cushion. I've found you can still lose even if the numbers add up to 100 so you need a little extra over that, about 10 points is enough in my experience.
Here's the layout for the impact of religion:I notice religion says you can convert your slaves. what effects does this have on them? do the slaves get bonuses?
I recall reading that you can get Stealth from hunting these days but I've not actually tried it as I've been working on other things. I might do that next as I finish off this character and get that last Blacksmithing point. I've still not picked a religion, married or done much of anything with the factions outside build my own little force out at Fort Sera so there's still things to do with this character I've now played for 1703 days. Reading your posts makes me want to restart though, I've been playing this same guy for almost seven months.Yeah I went and tried the highwaymen once in my previous game and with that stealth mechanic I was like, nope that ain't happening. Maybe if you can eventually gain enough stealth to reliably go first, but other than some very rare encounters where I randomly get lucky, like picking the lock on the door in that first town hall quest, I have never seen a stealth increase.
I played around quite a bit with different options in the arena and yeah I did eventually figure out the power katana secret. I think you can also have your slave use one in the arena even if you don't give her one as long as you have one in your inventory that isn't equipped but I could be mistaken on that. I'm not willing to take stat losses in the arena so if she has less than a 100% win rate I pick a different opponent.
I find that the valkrie can consistently always beat all of the heroic opponents with a weapon right from the start with no training. She seems to always have at least 2 combat relevant perks in my game. Unfortunately Rebecca can't consisistently beat anyone including the $100 ordinary opponents with fists in my game. So if I put her in there all she does is beat up the ordinary opponents with a weapon for $50 which is actually a loss when you count the entry fee, although you do still get influence.
So what I do now is grab the Valkrie as soon as I unlock Crystal Hills and put her in there doing the heroic opponents until I unlock Aria. Aria is almost always weaker than the valkrie in my games due to bad luck on perks but she can consistently beat the veterans with a weapon in all of the games I've tried so far. So once I get Aria I alternate between Aria and the Valkrie in the arena and whichever one of them is not in there gets daily training in strength/dex/melee. The goal being to eventually get the valkrie trained up to where she can always beat raven with a weapon. Not sure if it's possible to get her to where she can always do it with fists (she can some of the time without any training but not consistently).