Is there any way to add two weapons to the hotkey bar and click to equip? I made a gun using character with a dagger as backup, but I've had to go to my inventory every time I want to swap between them. I tried adding them to the bar but when I clicked one it just disappeared from my hotkeys. Any way to quickly swap weapons would be helpful, thanks.
It disappears from your hotkeys because you equipped it. It's... weird, I know. I just don't bother, I pick a single weapon and stick with it.
See if you can pick up the schematic for bullets. The components are easy to get and you can make quite a lot in a short time.
Is that under gun smithy or explosives, or something else? Don't tell me where the schematic is, I like to find stuff myself, hehe. :lol:
Bullets are under explosives. But just one character point invested in that discipline is enough in terms of the skill required to make them.
I found the schematic, along with some other ones, but I have a few questions: How do you know how much expertise you need to construct each recipe? And also, what do those numbers in the bottom right corner of each ingredient mean? Examples: http://img6.imageshack.us/img6/2816/arcanum.jpg http://img30.imageshack.us/img30/7209/arcanum2.jpg --- One more somewhat unrelated question but to save making another topic I'll ask here: What do those symbols on the target on your combat hud mean? I have seen an eye, and a lightbulb which stumped me. But I have also seen a brick wall which I assume means your line of sight is blocked.
Each time you invest in a tech discipline you get 'points' describing how learned you are in the topic. Those numbers below each ingredient describe the required level you need. You can get manuals in the university of Tarant that'll provide a boost providing the book remains in your inventory. You are right about the brick wall; Others refer to lighting penalties and so on.
brick wall - sight blocked light bulb - lighting penalties eye - target to far to shoot properly weight - not enough strenght to use the weapon properly magic & tech emblem - possible reduction of damage caused by the target's high aptitude of one of the kind (I hope the description is accurate) That's all, I believe, or at least all of the penalties I recall at the moment.
Thanks guys. So if I get the eye I need to move closer, but how do I counter a lighting penalty, hold a lantern?
Yes, I think you can hold a lantern unless you're using a 2 handed weapon. Also, uhhh... I think there is some sort of herbal/chemistry Tech substance that you can take to give a boost to lighting.
I won't guarantee my opinion with my head (I have yet to put attention to the chemistry discipline), but I sincerely doubt it. As far as I know, there are five ways to counter lighting penalties: holding a lantern holding an electric light wearing the Helmet of Light casting Illuminate becoming a melee expert (which causes your character to be completely unaffected by lighting penalties)
I believe you are correct Muro. I remember reading somewhere about a test comparing the lantern against the electric light, as far as combat advantage. If I remember correctly, the lantern actually did better. The article listed the particulars of the test and chances to hit and so forth. I can’t remember where I read this, so I’m unable to cite any proof, so take this with a grain of salt.
That's the one! Thank you, Drog. And it keeping with the tone of that post, I'm still surprised that the lantern is better than the electric light. Perhaps I'm expecting too much from a steampunk style hand held electric light.
I saved my game and put a point into electric, to try the electric light. I didn't try it in combat, but it gave a larger radius of light, so it's confusing how it can be worse. Also you didn't mention the illuminating decoy, how well does that combat the light penalty? I don't have the skill to craft it, but I have the schematic for it.