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OK, so here is the part I’m confused about I heard you can increase the amount of you can befriend from 3 to 6 of each type of clockwork but WX says seven slots so how is that split up Like am I missing something.

16 minutes ago, -Nick- said:

It feels like its bugged? I thought it supposed to let you tame 1+ clockwork for each circuit installed?

Also, do you know what the WX quotes for the auto grabber and possessed chassis are

  • Developer

Wx starts with 9 total clockworks, max cap per type is 3.

Each chessmaster circuit increases +1 total clockworks.

Every 3 chessmaster circuits increases +1 max cap per type.

  • 1-3 circuits => max cap per type is 4.
  • 4-6 circuits => max cap per type is 5.
  • 7 circuits => max cap per type is 6.

So if you have 7 circuits, then that means a total of 9+7=16 clockworks, but no more than 6 of one type.  E.g.

  • 6 bishops, 6 rooks, 4 knights
  • Or 6 bishops, 5 rooks, 5 knights
  • Like 8
  • Thanks 5

So, how do you think? The chess master circuit works canonically does it cause WX move in a way that it’s closer to that of a clockwork so they’re more so seen as kin or maybe it causes them too sent out a signal that makes them like WX more or at least view them as a VIP worthy of being more heavily guarded

also, do you think the deconstruction staff being one of the things that copy can’t be used by WX with a possessed atrium in their chassis just for consistency sake since using the construction ambulance would basically be creating free resources, but the deconstruction staff just breaks things down and just resources you already have or am I missing something?

19 hours ago, V2C said:

Wx starts with 9 total clockworks, max cap per type is 3.

Each chessmaster circuit increases +1 total clockworks.

Every 3 chessmaster circuits increases +1 max cap per type.

  • 1-3 circuits => max cap per type is 4.
  • 4-6 circuits => max cap per type is 5.
  • 7 circuits => max cap per type is 6.

So if you have 7 circuits, then that means a total of 9+7=16 clockworks, but no more than 6 of one type.  E.g.

  • 6 bishops, 6 rooks, 4 knights
  • Or 6 bishops, 5 rooks, 5 knights

Could someone theoretically use each of the circuitsOn one clockwork type.

22 hours ago, V2C said:

Wx starts with 9 total clockworks, max cap per type is 3.

Each chessmaster circuit increases +1 total clockworks.

Every 3 chessmaster circuits increases +1 max cap per type.

  • 1-3 circuits => max cap per type is 4.
  • 4-6 circuits => max cap per type is 5.
  • 7 circuits => max cap per type is 6.

So if you have 7 circuits, then that means a total of 9+7=16 clockworks, but no more than 6 of one type.  E.g.

  • 6 bishops, 6 rooks, 4 knights
  • Or 6 bishops, 5 rooks, 5 knights

My brain hurts trying to understand this lol :wilson_ecstatic:

  • Like 1
48 minutes ago, -Nick- said:

My brain hurts trying to understand this lol :wilson_ecstatic:

Basically how I understand it is it adds one more clockwork you can be friend each circuit but you have to divide it between the different clock works you can pick rather than the amount you can pick multiplying by how many circuits you have

43 minutes ago, -Nick- said:

My brain hurts trying to understand this lol :wilson_ecstatic:

So we have a knight, rook, and a bishop. By default Wx can recruit 3 of each type. What the circuit master does is when you plug one in you gain the ability to recruit 1 additional clockwork from one of the existing types.

Each curcuit adds 1 to the counter for a different type so for example if you have 2 chess masters equipped you could have 4 knights, 4 bishops, and 3 rooks but not 6 knights, 3 bishops and 3 rooks. So if you equip 3 you get to have 1 additional clockwork for each type but no higher than 4 for any type. However on the 4th chess master curcuit you can now have one of the types up to five while the remaining two would cap out at 4.

2 hours ago, Mysterious box said:

So we have a knight, rook, and a bishop. By default Wx can recruit 3 of each type. What the circuit master does is when you plug one in you gain the ability to recruit 1 additional clockwork from one of the existing types.

Each curcuit adds 1 to the counter for a different type so for example if you have 2 chess masters equipped you could have 4 knights, 4 bishops, and 3 rooks but not 6 knights, 3 bishops and 3 rooks. So if you equip 3 you get to have 1 additional clockwork for each type but no higher than 4 for any type. However on the 4th chess master curcuit you can now have one of the types up to five while the remaining two would cap out at 4.

Hey, do you know Wx’s quote for the auto grabber?

4 hours ago, Jakepeng99 said:

Check the wiki 

I checked it’s not there yet

 

4 hours ago, Jussatoon said:

 

Playing and finding out yourself is also an option. 

I haven’t had access to the game for at least a year now there was a mold outbreak in the basement, which is where I play the game due to a leak or general water damage, I don’t remember which but anyway playing the game currently is an option for me and I suck at the game anyway so I probably wouldn’t be able to unlock the shadow of affinity or even get the proper nightmare fuel I always sucked up, fighting shadows and hounds and weather and depth worms

Why not fix robots' weakness against water? Install waterproof chips to raise humidity tolerance, just like Standard-bearer chips. When fully stacked, robots only lose sanity like regular operators instead of taking HP damage. Also, can the drones of Shadow allies add a retract function? Drones block sight when unused.

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