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Tinker in Main Compaign

Posted: Tue Oct 15, 2019 7:57 pm
by Quidix
It has always frustrating me how critical category such as tinker (injector access, physics / chemistry) is locked behind an unreliable escort in the main campaign.

I'd suggest one of the following:
  • Remove tinker escort - at least it's a clear baseline
  • Make each escort only appear once - at least all characters will have a chance (ie same one can't appear several times)
  • Include the tinker trees (injector access, physics / chemistry) in the new World Knowledge prodigy

Re: Tinker in Main Compaign

Posted: Wed Oct 16, 2019 1:39 am
by HousePet
I'm puzzled about how it is critical when it shouldn't really exist in the main campaign anyway.

Re: Tinker in Main Compaign

Posted: Wed Oct 16, 2019 7:33 pm
by Quidix
As mentioned, one option was indeed to just remove it from main campaign.

Re: Tinker in Main Compaign

Posted: Sun Nov 03, 2019 2:09 pm
by GlassGo
That will cut down divercity of builds, cause I have found EoR a bit of boring last time I played it, and like, if I need to play through it in order to play Tinker - well, that's not very inspiring...

Re: Tinker in Main Compaign

Posted: Sun Nov 03, 2019 3:25 pm
by Cathbald
i'm always surprised tinkers are available in AoA, it goes totally against the lore so i would have thought DG wouldn't include it and this would be an addon only thing.
a lot of things people want that go against DG's plan he always says people can just make an addon if they want

Re: Tinker in Main Compaign

Posted: Fri Nov 08, 2019 4:23 am
by Snarvid
As far as I can tell, Select First Escort mod is still working fine in 1.6. Then just go under gameplay options, second tab, pick tinker, and done.