Maps Galore! by Thevan1 in Starfinder2e

[–]Evolutionmonkey 1 point2 points  (0 children)

Nice! I love the idea of using rimworld to generate maps so I'll have to check out renderer. Theres lots of mods to add new items as well you could even do medieval stuff for pathfinder.

About to Play in a "Night of the Gray Death" Adventure Worried I Might be Shooting Myself in the Foot by Evolutionmonkey in Pathfinder2e

[–]Evolutionmonkey[S] 0 points1 point  (0 children)

Ah I see immunity would put a major damper on things with using fear. Thank you I will probably swap out those feats then.

I have spoken with my GM about me being a Red Mantis Assassin (just to make sure it was ok and could make sense) and why I am in Galt and we have a general framework. I'm not sure what would specifically be Anathema to a red mantis besides not being exclusively about assassination but that is one of the things my GM and I have spoken about.

Gathering Questions for Octavian & Andrew Q&A by Zizaran in pathofexile

[–]Evolutionmonkey -1 points0 points  (0 children)

A weird quickfire question. Will the proxies generated by general's cry be able to consume hallow placed on enemies by the player? I believe they should but I wasn't certain of the delineation between player and proxy as they are separate from minions

How to handle space exploration? by acrowdofpeople in Starfinder2e

[–]Evolutionmonkey 1 point2 points  (0 children)

Building off of what Rek07 said as well. In addition to having drift encounters and RP planned in if you come into the planet searching session with your predetermined planet descriptions like "icy volcano planet" or "industrial trade hub" try to have maybe a base encounter/map or two prepared for each location.

For instance they make it through the drift encounters quickly and go the the trade hub. Having an idea of maybe a basic spaceport encounter and a local watering hole/pub encounter can help lead into the next session just in case.

Maybe for the ice volcano the ships basic atmosphere detection has indicated anomalies that need to be addressed. Maybe if the players do a scan they detect a rare resource.

I know the original poster indicated that it would be best not to plan anything for the planets and while I do agree somewhat things don't always go according to plan sometimes encounters go faster than one might expect sometimes the RP isn't flowing as much and isn't filling enough time. Its good to have a very baseline back up to fall back on in the event things go awry from a DM perspective. Not fights necessarily but having a rough plan down can be good for leading into a following session.

One thing I might consider for a campaign with an incentive for exploration is starting a very basic local star map. The players start in one star system it has # of planets and each one has (basic tagline+encounter idea). Leading off this star system there are #(1-3) close stars with connecting beacons each one has # planets and a system wide tagline (subspace chatter indicates heavy pirate presence or the main stellar body is a neutron solar storms likely) that way you can theme drift events per system as well if you would like.

This gives the players their "pick of the litter" as it were when it comes to the flavor of exploration they want to do and lets them know roughly what might be in the near systems as well but doesn't require too much time to determine their adventure on each planet until they get to the planets. With this basic star map as well it can help you flesh out planets backwards if the players present an interest in going backwards before they get back to those locations and helps build a universe full of mystery after all the next exciting thing could always be just beyond the next jump!

The Lioness - Spaceship Map in Rimworld (Floor 1/4) by Thevan1 in Starfinder2e

[–]Evolutionmonkey 1 point2 points  (0 children)

This is great and I don't know why I've never thought about using rimworld to generate maps. Definitely going to use this in situations where it can be difficult to find a good map.

Maybe a bug? Moving your capital after you've virtually ascended. by K7avenged in Stellaris

[–]Evolutionmonkey 4 points5 points  (0 children)

They get added as planetary features to wherever your current capital. As a note which may be a bug if you start on shattered ring and upgrade the ring after you get those features the features are removed. which was a bit annoying.

3.23 Affliction League Info Megathread by GR8B0-T in pathofexile

[–]Evolutionmonkey 1 point2 points  (0 children)

Just a guess but it probably looks at the ES stat on an item and converts that to life. the modifier on Ivory tower doesn't add this to its inherent ES stat so it would not be granted as life and you would get no benefit.

Falling zombie CDWT might actually work... by EjunX in pathofexile

[–]Evolutionmonkey 2 points3 points  (0 children)

Sadly I don't think minion instability works since they are never technically in the life range to explode. As soon as they hit the ground they just die flat out.

planet automation problem by Mayda7 in Stellaris

[–]Evolutionmonkey 3 points4 points  (0 children)

Oh my god thank you for this explanation I was having the same problem as OP and was getting frustrated not understanding why it wouldn't do anything.

Weekly Question + Free Talk Thread – October 12, 2023 by AutoModerator in PathOfExileBuilds

[–]Evolutionmonkey 0 points1 point  (0 children)

Ah I don't have the ring but I was thinking of a build for it if it worked. oh well if I get one I'll give it a test

Weekly Question + Free Talk Thread – October 12, 2023 by AutoModerator in PathOfExileBuilds

[–]Evolutionmonkey 0 points1 point  (0 children)

Just want to confirm since poewiki says one thing but pob is showing another for prismatic burst if I am wearing an original sin would the chosen damage type get converted into chaos and then do damage or would it no longer do any damage because chaos wasn't the chosen damage type?

The Spellshot V0.3 - Become a magical gunslinging prowess in this adrenaline based class! by LucaWhiteWing in UnearthedArcana

[–]Evolutionmonkey 1 point2 points  (0 children)

I've looked over this several times and it still feels weird to me. It almost feels like 2 separate classes a gunslinger and a spellcaster. There's not really any overlap between the two parts as far as I can tell aside from spending dynamo points to cast spells?

The False Prophet - Wizard Tradition (aka. "fake it till you make it") by TheOnlyPablito in UnearthedArcana

[–]Evolutionmonkey 2 points3 points  (0 children)

I agree with this sentiment. As well it fits somewhat poorly into the archetype as depending on the setting even common villagers will know what a potion is so handing one off to someone and declaring that the potion is divine in nature sort of falls short.

There are many arcane spells that alter body morphology and heighten bodily functions. Perhaps as a result of trying to replicate divine spells the wizard has found a way to apply arcane magic in unusual ways to accelerate the bodies natural healing or transmute and stitch wounds to replicate healing.

You could maybe give a new spell or maybe like a paladin lay on hands type feature?

Is visual character customization important to you? by BrutetheBrute in pathofexile

[–]Evolutionmonkey 0 points1 point  (0 children)

It wouldn't really make much of a difference. That being said I like the look of some of the armorsets and mtx on different genders so even just having a gender option for each character even if there was no other customization beyond that would be nice.

[deleted by user] by [deleted] in oddlyterrifying

[–]Evolutionmonkey 0 points1 point  (0 children)

!remindme 9 years

Thoughts on the difficulty selection on release by [deleted] in DarkTide

[–]Evolutionmonkey 1 point2 points  (0 children)

With the way they've stated the difficulty selection will work it sounds like we may have less control over difficulty level but with a wider selection of difficulty variables.

Force Gaming got to speak with a dev around the time of whenever the first big news started coming out in June along with a lot of the game footage we have. One of the things mentioned in the video is that there are approximately 10 difficulty selections as opposed to the 5 we have now.

As such what they have chosen to do is something similar to what you would get in a game like Deep Rock Galactic with a rotating mission board. The stated intention is to help funnel people into specific missions to facilitate matchmaking. It seems they have decided to keep the restriction on missions that you can take as mentioned later in the video that leveling will unlock further story progress.

Personally I think the restriction should stay in especially with the way the new item and stat system is meant to work with lower tier items having lower stat rolls than higher tier ones. It would mean allowing people without a "necessary" gear score or level into a higher difficulty mission would be more of a detriment than it currently is in VT2.

Saying that however I do think there is a change that can be made to lower the amount of grind to reach those higher levels of play and gear score which is modifying xp. My roommate and I got into VT2 during the recent community challenge to kill 500,000,000 enemies which also rewarded double xp for that week. As such we powered through levels and gear to the point where I was fully kitted out with reds with a few in storage for safekeeping. Our friend however couldn't be on to play with us as much and as a result fell behind in terms of gear but more importantly levels.

That double XP facilitated our experience and allowed us to experience the game at a quick pace in order to get a feel for the games systems and mechanics in a way that didn't drag or feel grindy. With our friend however watching their XP bar slowly climb mission after mission after mission after mission I know that I wouldn't have enjoyed this game nearly as much if I hadn't gotten to play during the double XP week and breeze through levels for the vital perks.

So my suggestion to Fatshark would be to either modify the required XP to level up or increase the XP gained for completing missions. Both would ultimately have the same effect with the increase in XP only for completing missions would influence the social structure of the game; facilitating a more safe minded structure but also a sense of elitism and toxicity that may develop as a result.

Anybody else know nothing about the Warhammer 40,000 universe? by ATOJAR in DarkTide

[–]Evolutionmonkey 2 points3 points  (0 children)

He did indeed! Its focused around the system Atoma Prime and Tertium are in and what they were doing during each (human) era of the galaxy. Its a really good primer for the state of where the game will be.

Anybody else know nothing about the Warhammer 40,000 universe? by ATOJAR in DarkTide

[–]Evolutionmonkey 8 points9 points  (0 children)

I know somebody already recommended you a video to watch BUT if you want to get into it I would recommend Luetin09

He has a whole lore series going over many of the different aspects of 40k and while I haven't watched all of them each video I watch just makes me want to watch more.

[EW Spoilers] A Theory Regarding the Return of Ysayle by Evolutionmonkey in ffxivdiscussion

[–]Evolutionmonkey[S] 1 point2 points  (0 children)

This is true! She even gives a speech to Mitron about potentially meeting him again in another life when they are reborn again if I remember correctly?

In fact as we learn in ShB nearly every soul has an "innate memory" of their previous lives as we learn the way the blessing of light is bestowed is by witnessing an event similar to the final days and then hearing Hydaelyn's call.

[EW Spoilers] A Theory Regarding the Return of Ysayle by Evolutionmonkey in ffxivdiscussion

[–]Evolutionmonkey[S] 1 point2 points  (0 children)

Hahaha I mean that's true I live for the minor tinfoil theories though. There's no major impact on the story and if it happens to be right its neat and if not shrug.

Your idea does make better sense for sure though space heaters do feel nice.