The SPOILERFREE FAQ/newbie corner!
Will put this in the off-topic as its pretty quiet in here for now.
Anyway, welcome to the SPOILERFREE newbie corner, where you as a newbie can ask questions about the game!
The rules are pretty simple, dont put in anything thats too much spoilers in it!
For example if you asks "What happens after XXX does that?" wouldnt be such a good question now is it? But if you REALLY want to know just PM me and ill try to answer the best i can over a PM! (Or we could hope for a spoiler hide button in the future)
Now i think that recipes or tactics arent too much spoiler, For example "Why am i freezing and how can i fix that?" and i will answer it here on the forums, so to recap: If you can handle some slight spoilers like recipes or gameplay survivals without any story spoilers then this is for you!
Now im doing this because when this game gets a lot more famous, the forums will get riddled with newbish questions and if i think the answers is REALLY easy i will probably say it in a hint instead of giving the full answers... (and probably loot your dead body afterwards)
SO! Ask away!
This is a good idea, my first suggestion for newbies would be:
- NEVER SCAVENGE UNPREPARED
In the forums i have seem a lot of people complaining about dead to looters and whatnot, well, unltil you are geared to kill them the sensible thing to do is to run; in this game hostile NPCs are not little chunks of XP for you to eat, they are real threats to your character that if overcome can give you some items, even if you are sure you can kill a looter running might be better to keep you from waisitng your healt/bullets. When you savenge, if your toon is not ready for combat please do it with lots of movement left so you can run if someone comes, scavenging with 2-1 movements left is begging to get pwned.
Which leads me to my second suggestion:
- ATHLETICS IS AWESOME
Athletics will allow you to explore more before getting hungry/thirsty (thus finding more water/food) and to run from all the dangers as long as you don't leap into danger with low movements left.
And finally my third one:
- ALWAYS TAKE FEEBLE
Currently feeble is OP as heck. I normally run around with 2 full backpacks + crowbar or rifle + feeble and loot weight has never been an issue. Till our dear dev adds heavier items feeble should go in ANY toon ALL THE TIME, because currently is just a free ability slot. I also think the same about myopia but YMMV.
How or where I can use such skills as Mechanic and Electrician.
I thought that maybe I can get thoese components from iSlab in crafting but it looks like I was wrong.
Is there any way to craft lockpick?
You can craft a lockpick yes, using the following recipe:
The Lockpicking Skill
I have found a way you can use Mechanic and Electrician:
Well, for the currently worthless skills I would list:
I haven't found a use for those after the starting encounter, strong being probably the least useful skill in the current build as it doesn't even prevent the damage there.
I am also not a fan of:
- Eagle Eye, Tracking, Tough.
But I can see some use in those.... heck, lets make a complete list of abilities, going from * to ***** , the more stars the better IMO.
Hacking ** No current use outside the first encounter
Medic **** Without this, it will take ages for you to recover health
Hiding *** Currently the only encounters are due scavenging, and you can almost avoid them with this skill, but it reduces your loot and there a re better ways to survive said encoutners. If hostile NPCs randomly spawned in the world then this would be gold.
Melee **** Neccesary if you are planning on killing things with melee attacks, early on better than ranged, later on a bit worse.
Eagle Eye ** Again, since hostile NPCs don't spawn it's almost worthless
Tracking *** Good to run from hostile NPCs, Athletics is better though.
Atheltic ***** One of the best abilities in the current build, you can explore more, gain more items, more food, run from enemies, what is NOT to like?
Metabolism ** A little pointless, with Trapping or Botany and regular visits to scavenge forest you shouldn't have food problems. However if you DON'T want Trapping or Botany, this one is a must.
Strong * Worst ability in the current build, even with feeble you won't run into weight problems, making this one totally worthless.
Tough *** Good one, especially if you are going Melee, but if you are going stealth/ranged this one is kinda wasted.
Night Vision ***** More look everywhere, safer scavengings all the time, what's not to like?
Trapping **** In my experience it makes you work harder for food than Botany, but it gives you squirrels! YAY!
Botany **** This and regular visits to the forest and you will never die to thirst/hunger again.
Lockpicking **** More loot here and there, but when it does give you extra loot is stuff that's worth your time. You could avoid this with crowbars, but it's a risky move.
Electrician ** No current use outside the first encounter
Mechanic ** No current use outside the first encounter
Ranged **** The safest way to kill stuff, but bullets might be an issue, not to mention getting your hands on a rifle.
Myopia **** Since there are no random hostile NPCs, this one is almost a free ability slot
Metabolism *** While the game is doable with this ability, you will be forced to buy food and keep visiting the forest at a higher rate.
Feeble ***** Currently, this is a free ability slot, take it ALWAYS, I do and never run into encumbrance issues.
Fragile ** Take it at your own risk, anything will potentially 1-2 shot you with this ability.
Fun trivia: You can skip ALL ABILITIES, and play it al natural, but only Chuck Norris can beat this game that way.
Actually, strong/feeble are more effective than you think
Strong allows you to find more loot when you're scavenging. I've found the ultra-rare nanokits using this, lockpicking and a crowbar.
Feeble does cause you to hit the encumberence cap earlier - I've encountered it several times myself. I'm not sure what effects that has though.
The encumberence limit, gives you fewers actions per day. And other illnesses lowers the encumberence limit even further
I have had a case where I were dehydrated, starving and sick, and I actually had to dump my backpack away in order to move AT ALL.
Trapping also mitigates the risk of searching derilict buildings (I guess you're more able to spot dangerous bits of architecture and avoid them).
Update: I dont think this is the case I allways take trapping and everytime i scavenge a shady spot something bad happens. Fall through floor, roof colapses, whatever else. Do take care when exploring less than ideal sittuations even with the trapping ability!!
As for the lockpicks, yeah, 8 assorted screws + lockpick ability. Also... please don't make the game easier.... if you only take abilites with 4 and 5 stars it is easy enough as it is :D
That recipe doesn't work.
That recipe does not appear to be in the demo; it is in the beta only. If you have not purchased the beta (like me) and are only playing the demo (again, like me) you won't be able to make your own lockpicks (fair - there should be reasons to purchase the beta over the demo).
How do I use a Squirrel Snare?
Put it on the ground and come back later to the tile?
You scavange a forest with the snare in your inventory, I found this out when I made a snare and forgot to drop it.
For the snares you put them into the skill/items being used when scavenging a forest! Like a crowbar or the hiding skill!
Also if you used trapping with a multitool and squirrel body you get pelts! 3 pelts + 3 string + multitool = gloves!! 20 pelts + 10 string + multitool = a tunic!
Cunning tip: Sometimes it's worth ending your turn when you still have moves left, especially if you're about to embark on a scavenging binge. Having spare points to fight or flee can be a lifesaver!
EDIT: Also, there are definitely random spawns in the game. I just died rather swiftly when a looter popped up out of the fog whilst I was beating a raider to death with a saucepan.
I always end my turn BEFORE scavenging. That way if a threat pops up, I have a bunch of moves to run away (works really well with the essential ATHLETIC ability).
Any idea what that jar of eyes does yet? is it just for cash?
"Start the game with the "Jar of Screaming Eyes" artifact. It's power
will protect you while you sleep, but beware of using it for too long!
(Only in Beta and Final game versions. Does not work in Demo.)"
Great thread! This might be documented elsewhere but I thought I'd share some of the things I found by trial and error that might help others..
Keyboard shortcuts i've found so far (I haven't tried any keys with shift, ctrl or alt combinations):
WASD - scrolls your view on the map (finding this was nice b/c i'd often be at the edge of the screen when i was close to finishing my turn and wanted to see what was near me)
Q or I - Items
\ or `- a debuggish mode to see underlying performance of the game
L - rotate attack weapon (mentinoned above i believe)
C - conditions (whats affecting you) SIDENOTE - I Noticed that if you go to abilities and click the abilities (so they show up in the item screen, they no longer show up as affecting you
M - Map (the game tells you this one but including anyway)
0 - toggles volume (from off to half volume for me)
- - decreases volume
= - increases volume
One thing i can think of, is that you don't need the recipes too craft items. For the longest time i ran around collect recipes in the hope that i would get the one that "allowed" me too make a fire:)
If you find a shopping cart, you can place it on the Vehicle slot.
Yes indeed. I once had 4 backpacks loaded with goods, plus an extra crowbar, loaded in my shopping cart. Great for those of us who can't resist HOARDING! :-) They are pretty rare - I've gotten a shopping cart only two times, and I've played until dying at least several dozen times.
Does botany make mushrooms and berries that aren't black/blue safe to eat?
The Red ones seem to be half poisonous, half edible - and yes Botany tells you which are which. The White ones are *always* poisonous in my experience - I stopped using Botany on them after so many in a row proved poisonous
According to an article on survival and which berries are edible, an old adage is that 90% of black/blue berries are edible, 50% of red/orange berries are edible, and 10% of white/yellow berries are edible. It appears that Dan has set it at all black/blue berries are edible, all white/yellow berries are poisonous and red berries are 50/50 split. (I could be wrong and there could be some few poisonous blue berries floating around, and a few edible white berries too, but so far I haven't noticed any of either.)
i think the blueberries (black/blue) are always edible
When you find berries or mushrooms, it's already determined if they are edible or poisonous (****Spoiler alert****hint: look at their value****end spoiler****). Botany only allows you to be able to distinguish which type they are, not change their status.
Has anyone tested what binoculars do, i'm guessing they'd increase your vision when you move? Has anyone tested the impact or if you need to do something with them? Tangentially, I wish I could hang them around my neck.
****Spoiler Alert****Put binoculars in your hand in the item screen and you will reveal hexes one hex further away. I believe that the combination of Eagle Eyes plus binoculars is like the combination of Athletic plus shoes... 2 additional hexes rather than merely 1 additonal hex for only one boost. YOu can walk around with them taking up a hand slot, or you can simply pause from time-to-time and go into the item screen to change out a weapon for binoculars, return to the hex map to have a look around, then back to the item screen to re-arm. ****END Spoiler Alert****
As I understand it, if you have a binocular in your inventory (or vehicle), you get a bonus view-distance over open ground. So that means cities and forest tiles still block the view around you.
Does anyone know what the most efficient trade good is? So far it looks like the refills for the nanobot medikit are the best at $250/3 slots (and the video of you kicking the dogman's butt at the opening is worth $50/2) but I'm not sure if you can carry the refills outside of the medikit and there is only ever one video.
Except that shoes take up twelve slots. That's only $4.17 per slot. A 100% lighter full of fluid is worth $5.50 per slot. The Medikit with 3 refills takes up the same space as a shoe and is worth a lot more. (It's worth around $75 per slot, but it's very rare.)
Identified mushrooms are worth $10 each (both poisonous and edible), and they can be put into stacks of 5, so a full stack goes for $50 for four slots ($12.50/slot). While the price/slot ratio isn't as good as a full medkit, they're a lot easier to find. It does require you to have the botany skill though, as unidentified mushrooms aren't worth much at all.