Power crystals are what you need. At bottom right of your screen there's a "charge" bar, accompanied by a "charge" button. Clicking on the button will deplete one of your crystals and increase your charge, shown in the bar.
l87299
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When adding such retraints to a prisoner they don't seems to block each other, and logically they shouldn't. It seems a catsuit can be worn by an enemy whereas arm encasing can't even be worn by enemies.
Also enemies seem to be able to put on a restraint even if the player is already wearing one of the same type? I wonder what mechanism this is. Yeah this forbids the player from preventing to be bound by putting on restraints herself, but feels kinda immersion breaking. Also the enemies already can take off restraints anyway.
It would be nice if we have UI where we can see how wearables block each other.
Some perks don't feel so hot, but being forced to wear more restraints each level does!
Or, it's nice if we can forbid some perks from appearing in the shrines, by maybe paying the negation of their points? Maybe even stricter, forbidding positive perks doesn't affect points, but to forbid negative perks you must pay.
Yeah shiny objects are important, but in-story they are not so different from ordinary drops, so it's confusing that psychic, and other mechanisms about picking up things such as recover objects won't work the same. Same for exit keys.
I think a good way of doing this is with psychic one just cannot pick up items, but with telekinesis she can pick up one at a time:
- A player can't get "can't touch that" for free by also having psychic. Even with psychic "can't touch that" will work the same.
- This can be explained in-story: psychic abilities won't work on objects the user does not already possess, but telekinesis can, as recover objects already shows.
- For a game with can't touch that but no psychic, getting hands severely bound won't stop a player from progressing: they can unlock telekinesis, while it's much harder to unlock psychic mid-game.
And your "psychic won't pick-up unseen items" idea is nice, too. Either way, I just really want that telekinesis can somehow pick up items with or without psychic, especially the ones that are important for progressing like exit keys.
Another thing: recover objects with severely bound hands and can't touch that won't even open a chest. I think it would be good if in this case the chest gets opened and items just drop near the player character (like how recover objects currently works with normal drops).
By the way, should have said this already, kd's great work and thank you both for replying!
Also wanna ask a question: auto-loot won't pick up a weapon one already has, but having multiple weapons can be useful for players using kinetic lance, or is useful in general since excess ones can just be sold. I guess it's by design? But the auto-loot log makes one think there's a setting for it. So is it by design that we can't have multiple weapons of the same kind or can we toggle it?
Also, since we're already having this conversation, I want to also report 2 things about the spell "Kinetic Slash":
1. It seems that, when the player character's hands are bound, it cannot target helpless enemy. On the occations where an enemy is helpless but still has hp, it seems that we can't use "Kinetic Slash" to "finish them off". I think this is a programming bug.
2. "Kinetic Slash" requires the player character to see the enemy to target them (I found this out playing with "Directional Vision"), this makes a blindfold very punishing on a player relying on it (or maybe it's because I had that perk that makes a player wearing a blindfold only able to see the enemy next to her. Not sure how far a blindfolded player can see without this perk). However, I think this can be changed. On the in-story side, a advanturer with telekinesis abilities can certainly slash with their weapons to somewhere they can't see. On the gameplay side, this better enables a playstyle of wearing arm binding and blindfolds and still progress through usage of telekinesis and arcane knowledge.
I actually didn't think this was a bug. I thought you just didn't think too much about how these things interact with each other, so an oversight in designing rather than a software bug. Looking at what Snoopah said below you did think about this and that's great!
So I think I got confused because normal drops and things like shiny objects and exit keys are handled differently. Psychic can pick up the former (I didn't know it was psychic, I thought it was just how "can't touch that" works with bound hands in general until I saw Snoopah's reply) but not the latter.
Cant touch that perk still lets you pick up items, if you are kneeling with mouth open.
I actually didn't know that!
Psychic perk actually also does allow bypassing it partially by letting you pick 1 item per interact while shuffling the rest.
Oh so this is the effect of psychic? I thought it's just how "can't touch that" works in general, that it has different levels of impeding one from picking up things. For normal drops it works in this way, and one just cannot pick up exit keys or shiny objects.
The perk "Can't Touch That" is great for immersion, but it becomes immersion breaking instead when the perk "Psychic" or the skill "Telekinesis" is on, since with the latter one can do much more complex things without hands than picking up items.
Personal anecdote: I once put on my petsuit, feeling finally ready for it, in a Key Hunt level, and realized that I can't pick up the key! I then looked for spell points to unlock telekinesis, only to realize that it doesn't help either. It would be great gameplay if it does help!
The perk "Unfair Doors" can also be considered similarly, but I think it's less of an immersion breaking problem than "Can't Touch That", and it forces the player to unlock teleporting skills which is great. I'd say "Unfair Doors" should be kept as is.