![]() You'll wander a dusty geigerworld fighting mutants and grumpy men in makeshift armour, visiting settlements and talking to many people, discovering a sinister plot along the way. America and the USSR nuked each other, and the remnant of a semi-legitimate military/scientific organisation sends you out into the wasteland many years later to explore. The setup of ATOM, and in fact an awful lot of what it does, will be familiar to anyone who's played the original Fallout games. I have a feeling it'll be worth the wait. It entered Steam Early Access on Monday (or you can get it on GOG, if you prefer).If you've not played ATOM, Trudograd is a surprisingly welcoming place to start, but my advice is to give it a while longer in the oven. Happily its developers, AtomTeam, have just released a standalone expansion called Trudograd. I really appreciate your input thank you so much.The heavily Fallout-inspired ATOM RPG has been on my "play more" list for almost a year, since I enjoyed a few hours of it but was distracted by something else. Stealth would be only for a solo play with the dog and then you'll need use the stealth perks for the dog. First Aid should makes healing better, if I remind well, it lower drug addict chance, but if companions can suffer the penalties along a combat, I'm not sure the dog can. Survival is group based and can be used to lower random encounters chance, you can use the dog for that. This include dog healing with rest, which is now ridiculously small. ATOM RPG DOG ARMOR UPDATEAlas for some reason that are out of my understanding, at a point the game get an update with many good tuning and changes, but in parralel the dev was working on another version with a lot of content added, and alas they never added the good changes in this version. Heal the dog with rest was a good trick, not anymore, it's a fair trick only for party heal. It's important to notice that since multiple versions, during combats you can open inventory and switch to companions tab to heal them with drugs in their inventories, this for the dog too, and this cost no extra action point that to open inventory. The problem is this setup was constantly broken when you do a direct order to the dog like attack a target or even stay here, so you need remind set again the setup. Last time I played the game the best way to play the game was to setup the dog AI to be close, not flee nor aggressive. Potentially it can make the game a bit harder if you don't know use it well and bother reload each time it died. That said if it can be handy, it isn't required, but it can make it easier until it died. The first problem comes from getting it, this will be very random, from dogs killed to master of dog not killed, character killed, event trigger requirement not filled (Probably 40 Survival or 50), or event triggered too late when the dog isn't useful anymore. But it can be very handy along first character levels, no point of arguing that. The dog has various design problems that can make it killed fast. Yes areas have random encounters types with various chance, some types are very rare or quite frequent. Moreover even without considering the critical aspect, above 100 allows counter enemies dodging/protections. Even above 199 isn't pointless, some character builds can for some skills. Go over 100 isn't pointless, high enough it starts increase critical chance. 199 and even more is useful for late game and few skills like your main weapon skill, it's not required either, with some character build you can fail reach this max and some other go over. ![]()
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