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I really love this game so far, but I never made it past day 25. I've never played it before v1.1, so I'm not entirely sure what changed. I heard it got harder, but maybe I'm just bad at it.Are there any good new strategies for 1.1?I checked this guide but I did pretty much everything exactly like he did. I really don't want to switch to easy mode, but even after 3 playthroughs, everyone died. I'm barely able to build the fishing rods, to be honest.
By the time I get them, half of the crew are starved to death. Some additional tips:- Don't let condition of a camp station you'll be using go below 90% in general. You want to maximize results anytime you do an action.- Cooking at firecamp can be very useful for stabilizing your camp: fish with 2 good fishermen (or 1 good fisherman + good buddy) in the morning + scavenge wood, and in the afternoon cook fish.- Skill focus: have at least 1 character heavily focused on scavenging skill. It's really useful to maximize gains (in the jungle and in the camp)- Keep a good pace at exploring: if you manage to get 1-2 new tiles per day, the bonus items you'll get should make your life easier.- Keep health states low, they give malus to many skills. I tend to try to keep my guys below 20% on any state.- Play with your characters' strength! If you are lucky, some will get very good Traits like healing sickness every night. You can use that to your advantage (giving raw food to this character won't be a problem, for example)But yeah, it's not easy to survive.;)Getting the fishing rod should be your top priority at first.
Focus on crafting and getting the resources (plane + jungle, if you keep it steady you can get the fishing rod towards day 15 if I remember well)There's a lot more to say, but that should help you I hope:). Thank you very much for your fast answer. I'm always happy to see developers actually talking to the community, even better if they even go so far to give strategy advice.On this playthrough, I got the fishing rod on day 9 by skipping the gathering tools and the fruit basket completely.
I thought I would be able to 'cheat' the game and mix up the order a little bit, but I just can't find enough fruit and wood to keep my fire burning. Now my characters finally aren't hungry anymore, but they're dying from everything else.I gotta say, this game is almost impossible for me, but it feels like it's really well balanced.
You can't just trick the game, I suppose. A tip from me (having played with this update for a few days now) is to give bonus points to a character to aid them in their primary (and maybe secondary) activity only. Keep Yuri topped up with Constitution and Scavenging, then keep him on gathering resources and being your main man in out-of-camp action. Don't be tempted to spread bonus skill points around or give some to intelligence until about day 50 (the main exception to this is Discussion for those who seem to stay depressed). You'll have a hard time gathering enough resources if you don't specialise. I just got this game and was wondering whether i should min-max characters or not.
So it seems consensus is 'yes' even though that's kind of risky (if they die?) - i guess the whole point is 'well, don't let anyone die'!i was wondering if @hiramill wants to share. What's the exact math behind stats? I notice they change color as they go up in value. Does the color mark a mathematical threshold, and how is skill 60 different from skill 99 and does a skill of 100 'do' markedly more than 99.?it became obvious that status will not go down by as great a multiplier the higher they are, so i guess i should ask the same question regarding those too (well. Minus status 100.
That's somewhat obvious). More concrete math, regarding actions:(I'm gonna simplify this, or else I'll have to take the whole day to write it all, how it exactly works:D )actionOutcome = actionBase. action efficiencyactionBase is specific to each action.action efficiency = (nbActorsMult + skillsMult + opinionsMult).
stationCondition%= The first 3 params are sorted in decreasing importance= One can see the station's condition is applied after the rest, as a flat multiplier i.e. Station's condition is 90% = efficiency is 90% of previous formula. So it's VERY important to keep it high.= When dealing with jungle objects, the formula is simplified as they have no condition, and there's always only one actor involved. nbActorsMult: nbChar - (0.33.
(nbChar - 1))i.e. 1 actor = 1; 2 actors = 1.66; 3 actors = 2.33. skillsMult: Sum of involved characters' individual skillMult.A character' skillMult is: ((skillValue - 50) / 100).
1.33i.e. 0 skillVal = -0.66; 50 skillVal = 0; 100 skillVal = 0.66 for each actor.
opinionsMult is: avg(opinions)%. 0.5i.e.100 opinion average = -0.5; 0 opinion average = 0; 100 opinion average = 0.5. More concrete math, regarding states:. Hunger, Sickness, Injury and Depression each effect one skill category (resp.
Utility, Food, Physical and Mental).Their effect is malus = skillValue. stateValue%. 0.33i.e. 0 stateValue = malus = -0; 50 stateValue = malus = -skillValue. 0.165; 100 stateValue (theoretical) = malus = -skillValue. 0.33. Fatigue effects every skills at once, in addition to the previous malus.Its effect is malus = skillValue.
stateValue%. 0.2i.e. 0 stateValue = malus = -0; 50 stateValue = malus = -skillValue. 0.1; 100 stateValue (theoretical) = malus = -skillValue.
0.2I hope this satisfies you!
Child of light stuck at beginning. Once again, use the map to travel back to Populi. Just before the ground, go left past the dungeon door here. Fly up to the right and follow the sign marker that points down to the right and follow the waterfalls down.