In the first instance I won the fight and didn't use a typhon power until a while later and noticed that my powers were locked then. The second time it happened was when I accidentally drank from the tap at The Yellow Tulip. If it helps sort out the root problem behind the necrophotic/unaware bug, the first time it happened was when I was spam-clicking in a fight with low health and it auto-used a psi hypo when I "didn't have enough psi". Endurance gives a little less max stamina, many traits have had their descriptions trimmed down and # of effects reduced while maintaining the purpose of the trait. Guns have had their automatic reloading disabled and should not be giving you any free ammo when you pick them up the first time. Rank II now lets you dismantle weapons, thank god. Repair now works far better- each rank clearly defines what it does as far as spare part consumption, weapon repair % and repair speed goes. Abilities and general tweaks have been made of course. Stack sizes have been introduced, 50 for each junk item, 25 for medkits, 25 for psi hypos, 10 for grenades (unsure if vanilla value?), 99 for normal ammo and 1000 for stungun/gloogun/laser ammo. New icons have been added for the trauma restore items, as well as the unique model for suit chipsets and the mooncrash model for psi hypos (I like seeing the hypo clearly more, but im not convinced, so let me know your preferences). Psi is now capitalized, powers are capitalized, language is more consistent, etc. Drunk is now a status effect that significantly boosts your stamina but tanks your stamina regeneration. Bleed can stack now, which only has an effect on the amount of damage you take when exerting yourself. Likewise fracture makes jumping impossible, exhaustion makes jumping far worse and radiation disables all forms of regeneration. Accumulated radiation will remain between the short sessions you will have with radiation throughout talos I, so you might kinda need the stockpile. From a gameplay perspective this makes radiation an actual problem instead of a minor inconvenience with an easy, oftentimes endless fix (20 anti rad pills = radiation might as well not be a mechanic). Radiation now doesn't drain away overtime, instead it slowly builds up. It's not enough to be game breaking but if it feels overpowered, let me know, even if that means you were sitting around for a while letting it tick. One implant has added passive regeneration, 1 point every 120 seconds. The highest combination is metabolic conversion + endurance I, giving you something close to 10 health per food item, but its pretty slow restoration. Multiple ways to edit these values exist: endurance I doubles the overtime duration, the metabolic conversion implant boosts the overtime by 125% but eliminates the immediate portion, and the fast metabolism trait triples the immediate healing but eliminates the overtime. Food healing overtime is now at half speed and low life regeneration has been disabled. Healing has been tweaked, as food items give 1 health immediately and 2 overtime. Scroll down to the Implants section for a list: New implants have been added that are very powerful and are far more useful, especially for non-psi characters. So every rank of research is viable now and every rank gives an incentive to fight rather than avoid conflict. Instead of each research rank unlocking access to new enemies (rank I for mimics, II for elemental phantoms, III for nightmare), you now can get at least 1 (new) implant from every enemy at every rank. Many will be familiar or completely unchanged, but many more have been added and the distribution is now very different. Tinker has been removed since it was hard to implement but its possible it will return in some form, if not in spirit. The wrench has lost it's damage upgrades since it felt redundant with Strength and Smasher, but it retains critical hit chance. Critical hits are now attainable without modify III and often have anywhere from 25-100% bonus damage, with most sitting at 25%. The q beam power I upgrade makes the damage ramp up faster, power II increases the *maximum* q beam damage by 20% and power III sets targets on fire. New statistics are used that weren't included in the base game or were disabled. The second increases EMP by 50%, third adds 50% range and 100% damage. The first upgrade for Power increases the Stungun's stun duration against organic targets by 100%. This time, there are still basically the same category wise, but each individual effect is different. Weapon mods have been overhauled again and I'm far happier with them now than the previous ones, which were really just placeholders until I bunkered down and did it.
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