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Found 8 results

  1. So I've been playing this game for just over a week and I live it so far, but I am having an issue with diverting the power at the hedge lab. I got to the Lab and found all the password peices to log into the terminal. After logging into the terminal and unlocking the room with the superchip, I seem to have no power switch on the wall. I have watched multiple YouTube videos, read walkthroughs, and looked on forums, but everyone seems to have a power switch on the wall next to the table. For me there are only two computer like screens on the wall and no switch. My game is up to date. I've tried uninstalling and reinstalling with no luck. I've tried starting new worlds and that doesn't work either. No matter what I do I have no power switch or can't find it but I've looked everywhere in the hedge lab. If anyone else has had this issue or knows a solution that would be awesome. I love this game and I want to progress further. Thanks!
  2. I had some ideas for some power generation and powered traps and weapons that could be fun to use and build... SOLAR BANK: This will be one of the renewable power generation methods. Crafted from bug rubber (insulators), smooth quartzite (quartzite + pebblet, the panel), ant parts (sturdy mechanical fastenings) and clay (foundation), they produce power during the daytime. WINDMILL: The windmill is a renewable energy producer that does better in higher or more open areas but not well in other areas. Crafted from bee wings (since we are getting bees), ant parts (mechanical fastenings) stinkbug parts (the tall vane section) and bug rubber (insulation) STATIC TURBINE: Harnesses power from static electricity generated by bodies rubbing against it. You can attract fuzzy creatures like gnats and mites to generate power by rubbing their bodies against it, or walk against the generator yourself to make energy. Crafted with mite fuzz, gnat fuzz (the static parts that absorb static), smooth quartzite (enclosure), bug rubber (insulation) and nectar (food to attract gnats and mites to rub on it) STEM BURNER: A build that burns stems into weed coal. Crafted with pebblets, dry grass, clay and quartzite. Deposit stems inside, it spits out 10 weed coal per stem burned. Keeps bees and gnats away too. COAL BURNER: Burns weed coal to produce power. If placed next to a stem burner, the coal will be deposited automatically. Crafted with smooth quartzite, clay, boiling glands (catalyst to produce higher heat) and gas glands (waste capture) Now some uses... GRUBATTERY: Stores energy. Crafted with grub hide (housing), bug rubber (insulation), grub goo (glue to hold parts), and acid glands (battery acid). BUG LIGHT: A powered light like a smaller one found by the oak tree. Attracts gnats and later the mosquito. Crafted with spider thread (ties the light together), smooth quartzite (glass panes), ant mandibles (the frame) and stinkbug parts (the tower) ZAPPER LIGHT: Same as the bug light but zaps the bugs that touch it. Crafted with ant mandibles, spider thread, smooth quartzite, stinkbug parts, and larva spikes (carries a charge) ANTROID: A wired robotic ant trap that attacks other bugs that come near, or captures tiny bugs by trapping with mandibles. Selectable operating mode Capture, Attack, Auto (kills larger bugs, traps small ones). Requires ant parts, ant head, ant mandibles, wire fragment (obtained by hacking the open wire sections at the lasers or outlets), bug rubber. VENOM TRAP: An automated bear trap esque device made of spider fangs. Stuns and poisons any bug that steps on it and auto resets. Crafted with spider fangs, spider parts, spider silk, bug rubber, ant parts. ATTRACTOR: Attracts whatever larger bug you wish to by burning an item inside to produce a smell. Eg Bees: nectar. Wolf spiders: Poison glands. Stinkbugs: Dry grass. Bombardiers: mite fuzz. Etc etc. Uses energy to produce necessary heat to burn the item. Crafted with quartzite, bug rubber, pebblets, clay and clover leaves. LADYBUG OVEN: Same as the cooking spit but can make 6 items at once instead of 3 and is closed so ants can't smell it. Crafted with smooth quartzite, wire fragments, boiling glands, ladybug parts. ICEBOX: A freezer to prevent raw meat from spoiling whilst powered. Crafted with smooth quartzite, wire fragments, berry leather, bug rubber.
  3. Hello, i would like to ask if anyone can explain how the ,,Power Level,, in Deadfire works exactly. Comprehensively and in detail please. Thank you in advance.
  4. When Lini encountered the Trapped Chest on the Waterfront I used her powers Animal Trick and Beast Form. When I went to roll the dice, the dice would not roll but the animal I chose (crow) would snap to my finger as if dragging it around. The crow was the only thing I could interact with other than the cancel action button. When I tried to cancel all powers the single die would still not roll. After a lot of cancel this, switch view that, I was able to get the single die roll to execute, without powers (so I auto fail), so I was not stuck forever. Answers to requested questions below. * What platform are you on? Stream/Android/iPad, etc. * iPad * What version of the OS are you running? Android 4.4, iOS 9.3, etc. * 10.3.3 (14G60) * What model is the device? Galaxy Tab 3, iPad Mini 4, etc. * iPad Pro 10.5 256GB * What is your PFID#? (Located in the settings menu) * D9A7C6DDF3007E63 * Is pass & play on? Is permadeath on? * No, No * Tutorial, Story Mode, or Quest Mode? (If not quest mode, did you recently enter it?) * Story Mode * Characters in Party * Kyra, Merisiel, Seelah, Seoni, Lini, Amiri * Location of each character * Garrison: Seelah, Amiri * Treacherous Cave: Kyra * Academy: Seoni * Waterfront: Lini * Wooden Bridge: Merisiel * Turn Order * Kyra, Merisiel, Seelah, Seoni, Lini, Amiri * Scenario & Scenario Difficulty. If on non-normal difficulties, which wildcard powers are in play? * Brigandoom! Normal * What card was encountered when the issue occurred? (Or check, or card just played, etc) * Trapped Chest * Did the issue occur on the first explore or a subsequent explore? If subsequent, what card did you last encounter? What was its resolution? (IE, you just encountered an enchanter and failed the check, and on an additional explore you ran into a blessing of the gods but didn't auto acquire it) * First Expore * Did other characters aid the check? What did they use to aid it? * No. NA. * Was the encounter a Horde? (Skeleton Horde, Goblin Raid, Zombie Nest, Zombie Horde, Garrison Location Power w/ multiple characters, Henchmen encounter in Black Fang w/ multiple characters) * No.
  5. What do you think about an oportunity for gaining some superpowers in game ? Im thinking in general something of plot related or complatly optional. For exampe a mad scientist kidnap you and is making some horrible experiments and you become undead, half-demon etc ... Or mayby in visiting a old mantion a Vampire bites you and you become vampire yourself ... Or maybe even you make some secret ritual and became a Lich ? ... What do you think ?
  6. What do you fink about power limits in eternyty shoud it be like jrpg 1 hit everythng burns or more realistic ?
  7. This isn't a major problem, but it is one that sometimes kind of bothers me when I look at the NPCs working with my character in a game. Often I don't think their level of power makes very much sense. So, in Baldur's Gate 2, you have party members from BG, who should be as powerful as you. You have a few local heroes/mercenaries who have proven their worth through their great struggles. Then you have characters like Aerie and Nalia, who should not even be anywhere close to your power. Aerie is just a former circus slave with a bit of teaching in clerical arts and magic, but who has never adventured. Nalia is just another slumming noble. Neither character should be even close to the strength of the hero of Baldur's Gate, even if you fudge it. Another example is Anders in DA2. Anders was a party member of the hero of DAO in a quest that happened after that hero killed the archdemon, presumably one of the most powerful creatures in the world; defeated Loghain, one of the most powerful warriors in Fereldan; and possibly defeated Flemith, a legendary witch, so Anders should be about as powerful as needed to do these things. Even more so, he's merged with a spirit who is about as powerful as all of these things. Now remember, that Connor, a barely trained apostate who became an abomination due to a much weaker spirit than Justice was able to siege and possibly destroy Redcliffe. Combining Anders with Justice should result in an abomination able to perhaps level cities or something like that, one of the most powerful beings in the DA universe, not a being that has much to really fear involving templars, certainly not one with a lot to gain from your barely tested hero. And again, ME1 has the same issue with Liara. Your character is one of the best commandos in the galaxy at the start of the game, that's why he/she's joining the most elite commando squad in the galaxy, the Spectres. Ashley, a random grunt found on a backwater planet, is stretching things to have as a companion, however Liara, a scientist without any significant martial background is really stretching it to the point of question. Shepard, along with all other members of his team, have had to push themselves to the limits to get the experience they have, and despite being at the top, have gained more practice in recent events as well. Then they're joined by Liara who has no reason to really be at the top, and especially not the top of the top, and yet she can jump in and carry her weight. Once again, this isn't a game-breaker to me. I'll live on, even if my party is comprised of novices who can somehow jump into the action against god-slaying abominations. Sometimes some fudging is even for the best. It does bother me though to have this inconsistency.
  8. Nope, this isn't a thread demanding answers about how awesome crafting and enchanting will be, or how will souls augment an epic weapon, but rather I wanted to talk about how much information should we the player get about magic items as we play through it? One of the weaknesses of RPGs with lots of explicit mechanics and lots and lots of explicit detail is that sometimes all of that lore and all of those numbers go so deep and is so precise that it removes any sense of discovery or mystery. It's like when you played in a PnP game as a teenager and finally got your hands on the Dungeon Master's guide and poured over the magic items list, or picked up the Forgotten Realms source book, just because it was so much fun to read ... and then you knew without a doubt that weapons did X amount of damage, and had Y powers and if you found one, you'd give it to your ranger who specialized in whatever that weapon was best at fighting and from then on, a magic item was just a collection of numbers, statistics and dice adjustment. Personally I think it would be refreshing if magic items, even after identification, just had textual descriptions of their history and possibly rumored powers but only through trial and error or long use do full extent of powers get revealed. I played in a long running PnP game where the DM used this mechanic to great affect, It was admittedly a low magic world, where everything could be kept from the player and managed behind the screen, but it really did enhance the game play and sense of wonder that we had. Could this work or is it just too extreme and would it just drive people bonkers?
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