


It would be so much better if the thing would be either accessible in the latest stage of the game only or designed as a massive trade-off. So you just buy that goddamned armor rather sooner than later.
#Atom rpg trudograd dental problems free#
Sure, the armor isn't cheap by all means but accumulating money is a natural process in Trudograd: you really don't have to spent them on anything, you're swimming in quest rewards, free loot, if you got some basic gear and develop combat skill there's the whole random encounter's gold mine. I mean, pretty sure they wanted to add that thing long before the actual expansion-turned-out-to-be-sequel development but then either things gone off the rails too quickly (the tier upgrades, the modifications, the special moves/features - it's all so cool! let's add this, let's add that etc etc) or the idea of so called agent walking around Trudograd in that most of the playthrough and smashing pathetic thugs or bums if desired left and right was theirs all along. I honestly don't know what they were thinking. But before we talk about that, we should address the elephant in the room or should I say the metal beast in the room: the powerspecial armor. So, the perk tree has been revised, but what else? What about the encounter design, what about combat in general? I'd lie if I said there's the same old, same old they added a few actual tactical tools like smoke grenades or now there's the new awesome piercing mechanic. So in practice, while you see a lot of options, you actually want only a very limited amount for whatever your char's archetype and there's no shortage of points for that. You have your chosen weapon tree and trust me: the game is unable to encourage you to develop more than one combat skill, you have the survival tree for your char to become tougher and you have the crafting/thievery/general tree where you might also wanna learn a few perks right away like +20% XP perma bonus. Sorry enough, said point may be reached quite early even in case of starting a new char because the starting level is 15 which means you can buy a handful amount of abilities initially not to mention import cases of 20, 25 or higher level chars. With the new one I see the opposite problem: at some point you just don't know what to learn anymore despite the apparent abundance. The main problem with the old perk system was that for the entire game player could learn just a several mostly non-impactful abilities therefore enhance his char only so much, it was simply no fun. Coincidentally, their new perk system was considered the weakest game's point so it underwent a major revision in Trudograd. With that out of the way, let's proceed to the game mechanics and what has changed since ATOM RPG, which was in itself mechanically wise pretty much a carbon copy of Fallout with the exception of the completely reworked perk system. Mind you, I have some questions regarding "big" things in it as well but rather not to talk about them. I'm so tired of zany stuff, overly expressions and excessive wordiness in general of the Russian version that I just will simply say one last time that I consider the writing aspect abysmal and be done with it. Second, many by now know my opinion on ATOM's writing but I won't delve into that anyway because I've played in Russian and from what I've seen the translation might vary quite a lot in the little things that matter. First off, the game looks and sounds really great albeit funnily enough, the location guy overdid things here and there. Ok, so I finished and have some thoughts. But this is only for Grandmasters, the rules are completely equal for all other NPCs. But now, more and more, it turns out that this was overkill for an average player. Then someone made the Hard AI and we started destroying it utterly, so as a last ditch effort we made it have a better hand to create a challenge. When the app became public knowledge, we all soon got a 2300+ Elo rating which equates to chess grandmaster but in Bombagun.
#Atom rpg trudograd dental problems android#
When I made it everyone started playing it instead of working, and we added local multiplayer for it (which later turned into an android app) and played one another, so we became really good, then one after another we learned to count cards and predict what the opponent will play. Just survive their first few turns! Bombagun difficulty is a huge thorn in our side. On grandmasters: they have a harder AI version, they count cards making longer chains of decision like a chess AI, but they also have their chance of getting a better starting lineup increased. I still don't know if that's the same беляш. I also only learnt that беляш fact recently.
