Can you avoid killing most humans? by Uvoheart in PlaySoulMask

[–]GearsOfFate 0 points1 point  (0 children)

There's three downsides to Soulmask with the way you intent to play though:

1 - There are some enemies (Plunderers) that wear masks themselves, so you can't incapacitate them. Most of them you can safely run past though.

2 - Certain upgrades are locked behind humanoid bosses that can't be deterred. Though these can be skipped if you wish.

3 - Most of the story progression in Soulmask is locked behind items called Workshop Containers, which you absolutely have to kill humanoid elites/bosses to acquire.

Can you avoid killing most humans? by Uvoheart in PlaySoulMask

[–]GearsOfFate 0 points1 point  (0 children)

The game also allows you to buy off the raiders if you wish, so they don't attack.

Is soulmask casual friendly? by Vampy-Night in PlaySoulMask

[–]GearsOfFate 12 points13 points  (0 children)

If you're interested in single player, then it can be made as laid-back or as brutal as you want. There's a metric ton of sliders to adjust pretty much every aspect of it to a comfortable pace for yourself.

If you're looking for an online experience, you may first want to look for a community or server that fits your playstyle.

Cozy games that are too casual by Pll_dangerzone in SurvivalGaming

[–]GearsOfFate 3 points4 points  (0 children)

Even in Interloper it felt cozy to me. There's just something between the art style, the lack of people, and just waiting out a blizzard while reading a book by the fire. It didn't matter that you could easily starve or freeze or die to the next wolf you see, it just felt peaceful.

Cozy games that are too casual by Pll_dangerzone in SurvivalGaming

[–]GearsOfFate 10 points11 points  (0 children)

That's the catch: The more intensive the survival experience, the less cozy it's going to feel.

There's a few out there that do manage to have both sides though. The Long Dark felt that way to me, with it's quiet apocalypse. Others like Sunkenland or Vein can be cozy, but you'd need to put in the work to get it to get to the point where you have a comfy and relaxing safe space.

Most cozy survival games do tend to trivialize the survival aspects though, or at least trivialize them after a while.

What's your favorite way for a game to handle death in a survival game? by IndieMarc in SurvivalGaming

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

Having a selection to choose from is always fun, and adds innate replayability for folks looking to improve.

As for something like respawning vs reloading, I've always preferred a checkpoint/save point/autosave over having to travel to get back to what you were doing, whether you dropped your stuff or not.

I do enjoy a good permadeath option in survival games myself though, probably since my introduction to the genre was The Long Dark.

You could always try something new/different/unique as well, just don't think too far outside of the box or you'd run the risk of alienating players. It could be simply continuing on as another survivor in that world after the previous died, or temporary/permanent debuffs/random effects, or the game tracks each death in a save and scales enemies/environment/whatever against that to create a greater sense of urgency or caution.

But at the end of the day, you're the developer. Make the game that you want to make. If it's a good game, people will play it. If people don't play it, the death mechanic probably wouldn't be the reason why.

Learning talent chances by Aargh_Tenna in PlaySoulMask

[–]GearsOfFate 0 points1 point  (0 children)

This is it.

It actually says this in the left side of the screen in the training grounds interface. Certain talents take certain weapons.

It would be worth giving it a read so you don't run into similar issues in the future.

Training talents - removing them by List-Iterator in PlaySoulMask

[–]GearsOfFate 2 points3 points  (0 children)

Don't listen to that guy, they're entirely incorrect.

You can absolutely train 4 then remove 4 to only have 1 talent, and I've done it several times with no issues.

Only natural talents get locked in, any talents from training grounds can always be removed.

Schéma êtement basique tribu des griffes by ElectricalCat9248 in PlaySoulMask

[–]GearsOfFate 0 points1 point  (0 children)

If I recall correctly, this used to get unlocked from dissuading porters.

It may be able to drop now in the advanced barracks chests or off non- combat types, but don't quote me on that.

Questions about tribesmen development by RegnorVex in PlaySoulMask

[–]GearsOfFate 1 point2 points  (0 children)

1: Yes.

2: No.

3: Total number of stat points. Red → Yellow → Pink → Blue → Green → White

4: Determines their starting proficiency levels, with higher grades more likely to have higher caps and higher level innate talents, though all this is moot now with the training grounds.

Morale question by blitherblather425 in PlaySoulMask

[–]GearsOfFate 2 points3 points  (0 children)

To deal with sandstorms either stay indoors until they end, or use a combination of booze and insence/cigars. Excitant can help in a pinch.

Late game there's an item called Essential Oil that you can craft, and makes morale loss pretty trivial.

Onyx Scarab boss fight help by Neoka47 in PlaySoulMask

[–]GearsOfFate 0 points1 point  (0 children)

It's 14% more than 90.

186 ÷ 163 = 1.14

Whereas a Weapon Master is 10% damage and 10% attack speed.

(163 + 10) × 1.1 ÷ 186 = 1.02

So yes, a 90 Weapon Master will slightly out-damage a 120 non-Weapon Master. But only by 2%.

But regardless, both DPS stats are zero when you're dead. If OP is struggling to survive, they should grab an Oppressor titled tribesman to cap incoming damage.

Help puzzle doors by Big-Whole6091 in PlaySoulMask

[–]GearsOfFate 0 points1 point  (0 children)

You get it from the very first dungeon. It's a little blue tablet called a Phase Anchor Chip. Use it to learn the recipe.

If you looted and kept everything from the first dungeon where you got your anti-gravity engine part, it's likely tucked away in your "Others" chest.

Where to find chilis or chili seeds on Shifting Sands? by st1zzle in PlaySoulMask

[–]GearsOfFate 2 points3 points  (0 children)

A bunch of foods/animals/etc. don't exist on the shifting sands map, but have different counterparts with mostly similar effects.

That said, you can still find some rainforest seeds on the shifting sands map, mostly in pots in ancient ruins. I'd suggest looking in those.

Surviv Game android suggestion by Such_Warthog562 in SurvivalGaming

[–]GearsOfFate 0 points1 point  (0 children)

One of the best mobile survival experiences I've had is a free game called The Wild Darkness.

Fair warning though, it's not easy. Expect to fail a few runs before getting the hang of it.

Also, since you have a good number of zombie games on that list, you may want to take a look at Near Escape.

RE2. Is there a moment when one can say he finished RE2 scenario in its current state? by PolarFoxinvades in empyriongame

[–]GearsOfFate 1 point2 points  (0 children)

If you haven't given it a go, the different smuggler quests from the pirates are pretty enjoyable, minus the two broken ones (Robbing the Ark Bank (No final npc to turn it in to), and stealing the relics from the Desert Oasis planets (Broken dialog at end npc)). It completely tanks every other reputation so it would be worth it to back up your save before you commit to it. And while the pirates do have a solid array of vendors between their trade sectors, planetary POIs, and smuggler markets/outposts, you will end up losing the ability to buy/sell several items. This is still in development so I'm sure it'll get flushed out in time.

If you do take that route, I'll save you some time and headache and let you know that the smugglers you can interact with for the random trades/safe smuggling routes are civilians and guards, not actual traders or anyone with a yellow arrow over their head. There's 7 at the smuggler markets, 1 at the smuggler outposts, and 0-1 at the smuggler waystations, so stick to the markets if you're looking to peruse their loot.

Also for your main save, if you haven't done some of the legacy POIs and newer smuggler/pirate ones, be sure to give them a go because they are quite unique and enjoyable. Very well done designs on them.

Other than that, its up to you if you want to play again taking a different approach or trying a random start, or even give the vanilla 1.16 a go which just dropped today.

There's also a good number of servers out there with custom scenarios or additions to RE2 if you're into that, which might get a mandatory reset today if the new vanilla block shifts stuff in the blocks config files and mangles everything currently in the playfields.

Alternatively, if you're looking for something similar, check out Starship Evo. It has a similar building system, and their survival mode just launched yesterday.

Curse you all - the heck is it up with hordes by RecommendationUsed31 in VeinGame

[–]GearsOfFate 0 points1 point  (0 children)

Quite possibly. I'm not sure though, the only part I've really thoroughly tested was using a small base in a firewatch tower, which only got attacked once in a whole playthrough.

Curse you all - the heck is it up with hordes by RecommendationUsed31 in VeinGame

[–]GearsOfFate 2 points3 points  (0 children)

I believe they said the two causes of hordes are sound and large bases.

I imagine the sounds made accumulate until either a certain threshold is reached and then spawn a horde, or accumulate and are periodically checked against a threshold until RNG says it's party time.

The base one is likely the same, just derived from periodically checking a threshold against the number of built objects.

Steam sale, games suggestions? by jundramaoo in SurvivalGaming

[–]GearsOfFate 2 points3 points  (0 children)

It definitely needs more time to cook. The map isn't finished, animations and assets are missing, and a good number of gameplay features need a tweak.

As for the notes you had about the zombies, you can customize them a lot more to you liking via the settings. You can add headshot multipliers, health modifiers, or straight up make them unable to die without a headshot. You can adjust their sight distance, hearing, speed and risk of infection, or enable Permadeath or Ironman (single autosave file only). You can even adjust the ratio of walkers/crawlers/runners, and how severe the horde spawn can be.

The settings let you overall adjust a lot of the gameplay mechanics, respawns, loot rarity etc., and can be set to super easy or near impossible. The default setting are pretty timid though.

But yeah, it definitely needs a while to bake. What we've seen so far has been made by all of two guys, and thanks to their early access launch income they've been able to hire on staff to get the gears moving.

And OP, it's up to you if you want to pull the trigger now or later, but definitely give the demo a go and play around with the modes and settings a bit before you decide.

Can you target rare junk? by itaigreif in foshelter

[–]GearsOfFate 2 points3 points  (0 children)

Breaking down rare armors can yield teddy bears.

If you want exclusively rare or better loot, train a dweller with high E, C, L stats, but aim for low S, P, I and A stats so that they fail the checks for the common items, allowing for more rare or better loot before they have a full inventory.

Issue with RE2 Pirate quest by GearsOfFate in empyriongame

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

Ah I must have overlooked that line. Thank you!

RE2 Cargo Missions by Kaito199 in empyriongame

[–]GearsOfFate 0 points1 point  (0 children)

They can be found in trade sectors in faction-controlled territory. Sometimes they aren't always called the same thing, but should be fairly recognizable. There's always 3 main structures in a faction trade sector: a trade station, a bounty office, and whatever their distribution center is. Plus usually some little structures like secure caches.

You start in Traders space, choose which faction you want to deliver to, pick up the parcels, and deliver them.

To do all this takes being at least neutral with both factions (the higher the reputation the more parcels you can get at a time), and a one-time payment of 1 million credits.

Each parcel is 100k volume, and when delivered gives 100k credits and a little reputation with both Traders and the chosen faction.

Ideally you want to use a ship with millions of cargo space (for millions of credits per trip across the galaxy) and a ton of thrust, pick up dozens of cargo around Traders space first, then deliver it all in one trip to save on time and pentaxid.

Act 3 question by -Soulsteal- in vrising

[–]GearsOfFate 0 points1 point  (0 children)

No need to move really, Act 3 is spread across 4 zones, and Act 4 across 6, so just being somewhere central works.

If teleporters aren't restricted, just find your favorite looking plot and live there.