Tailor Archive
Thread: Bio Engineer / Tailor question...please help
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Eronsill
Tue Sep 09, 2003 5:03 am
#14
Most of the currently bugged items are getting a fix in the next big update. Medicine use is being removed, and camouflage is getting mask scent added, among other things. Please check the BE boards for the Dev post regarding this. Many of the items already made will become effective.
ArthurDentOnBria
Tue Sep 09, 2003 11:40 am
#15
Oowik wrote:
Yes, the built-in fabric enhancers don't work. The easiest way to test this is to make up a medic use set, and hand it to someone with Novice Medic only. See if they are able to use Stimpacks that they couldn't use before due to lack of skill (C? I don't remember the type). If they look at their medical use stat, it will show that they have two numbers: +10/+15 (assuming they are wearing a total of +5 in medic use clothing) - now, presume they need a skill of 12 to use a certain pack - they won't be able to, because the stat displays but doesn't actually take effect. It's been a bit since I played around with this, so the numbers are just an example, not the real numbers you will see in game.
Well, if you carefully read the BE boards, the report is that biosensors DO seem to increase the amount of damage you heal (substantially in some cases), but are not a substitute for a skill level. In otherwords, no new abilities (to use better stimpacs etc.) but you do get better healing.
I'm going to try this myself very soon and will report back ![]()
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