there's something weird about Helena's skin condition
I've finished first annual having 101 relationship
but I got nothing in "unlock" menu
what are the conditions for job endings? like science, farmer etc.
does it conflict with assassin's job?
do kobold leaders, warriors count as humanoid since bestiary says they're simply mutants unlike regular kobolds?
Billy's shotgun reloads 1 shell per reload action idk if it's intentional just weird
I've tested various rifles on abomination brute and turns out svd and sks suck
consume 2 bullets and output very little damage for that cost
you're better off with using kobold cannon for everyone and AT rifle for tough targets
some equipment don't show stat change except def value even in "status" menu
the only way to find out is through training menu then it shows true values in the menu I mean
Viewing post in Bug reports
There was a typo in the condition check for the outfit from Helena. I fixed it. You will have to get the ending again if you still have the save and it will work now.
Job endings are governed by your highest stat. If you have cooking 10 and everything else below 10, you will get the chef ending. Assassin job is different, because it takes priority over ordinary jobs. So if you kill 150+ humanoids, you will get the assassin ending even if your science skill is 500.
Just to make something clear, this ending system is temporary and in no way perfect, but there is not enough content in the game right now to make proper endings. This will change in the future ofcourse.
do kobold leaders, warriors count as humanoid
Yes. I simply forgot to fill that part of the bestiary out for them. Will be fixed in new version.
Billy's shotgun reloads 1 shell per reload action
This is intentional. Weapons with magazines get reloaded to full in one action. Weapons like mosin nagant or pump action shotguns get reloaded one cartridge at a time.
svd and sks suck
I will be buffing ranged weapons in the future, since they are underpowered compared to melee weapons, especialy for stronger characters.
That said, I want to make single fire weapons cost effective and multi-shot weapons stronger but less cost effective.
For example, Mosin and SKS use same ammunition. Mosin has 140 ATK and SKS has 220 ATK while using two bullets at a time. Obviously, SKS is less cost effective, because two shots with mosin will do more damage per bullet. However, SKS will deal more damage in less amount of time at the cost of more ammunition being used. This makes it useful for rich characters who can deal with the ammo cost, while mosin is good if you are short on ammunition. In that regard, SKS is blatantly better because it does more damage, which means fights end faster and thus less oportunities for your enemies to hurt you.
Anti-tank rifle is an endgame weapon which is supposed to be much stronger than anything else in the game, so it is not really comparable to other firearms. It uses same ammunition as SKS, because I don't want to create realistic ammo items for all the weapons. There would be way too many ammunition types if I did. That said, I will be adding some more ammo types, like RPG rockets, grenades or anti-tank bullets.
some equipment don't show stat change except def value even in "status" menu
This is partialy intentional. In the past, I gave some weapons bonuses to agi or dex to simulate them being more accurate, or faster firing. It doesn't really work like that right now, but the stats are still there and they affect some things like training. I will remove those stats and add a proper accuracy and speed properties to them instead.