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Messages - mattu

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76
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 10:22:42 pm »
I saw a two headed mutant going through Depot A recently. I wasn't in any kind of shape to fight it (and its friends) at the time. Figured I'd get it later, but it had wandered off next time I re-entered the zone. Bummer.

I had not scoured the rest of early Underrail. I wasn't anywhere near level 12. Probably level 8, maybe 9, maaaaaybe 10. (L12 before entering Depot A? Holy cow.)

My guess is it just shows up rarely & randomly. Have only seen it the once. Would be nice if chance increased with player level, though, then I could go back and hunt one.

77
General / Re: The Future of UnderRail and it's main storyline
« on: October 07, 2017, 05:50:37 pm »

78
General / Re: The Future of UnderRail and it's main storyline
« on: October 06, 2017, 05:07:05 pm »
There isn't much point discussing the potential Underrail 2 at this time, but if we do make it, you will almost certainly be playing from scratch (for many reasons).

I'm quite happy to start from scratch, but I am distressed by that "if". I am quite attached to the world of Underrail and new developments from Stygian. Perhaps to a slightly unreasonable degree.

Styg, I know you've got plenty of other stuff to think about right now, but maybe after the expansion is out you could give us an overview on where Stygian is headed. Allow those of us with excessive attachment to scale our expectations appropriately.

79
Bugs / Re: medical fumble in SGS morgue dialogue
« on: September 26, 2017, 06:29:47 pm »
I don't think you (PhyriganDominant) are wrong. Never thought it was odd when I've seen it in context. Totally makes sense to me that Pasquale would prescribe a placebo if he thinks it warranted. Underrail isn't a modern western first world society.

80
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 15, 2017, 12:28:27 pm »
Yeah, all the music is new. Sounds like the soundtrack is getting a sizable expansion as well.

Oh, that is great news. I love Underrail's music. Josh Culler is so good.


81
Site Feedback & Suggestions / Weird forum bug--I am not Styg:
« on: April 29, 2017, 02:58:30 pm »
The forum is being weird about who it thinks I am. My son has noticed the same thing when he's browsing.

Fortunately me being Styg does not appear to have granted me godlike powers. (Might have caused a previous post to go into the void, though, it doesn't seem to be showing up.)

See attached PNG.




82
Development Log / Re: Dev Log #52: Jet Skis
« on: April 29, 2017, 02:53:14 pm »
Are we still looking at a release date first half of 2017?

83
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 22, 2017, 06:02:23 pm »
We're going to need some new Arena matches to make proper use of these weapons also. Maybe a couple new guys that sometimes swap out for others?

Or maybe Carnifex gets a makeover and swings a machete...

I agree with the other guy that this is a lot! If you'd have split all this content up and sold it as 2 expansions I would have bought both. Anyway, looks great.

84
General / Re: modding the game
« on: January 11, 2017, 11:31:29 pm »
From what I remember from other discussions here, the .NET modules are obfuscated and the game is generally not mod friendly, and modding support is not a priority for Stygian Software right now.

85
General / Re: New player I need help. This game seems unfair.
« on: January 03, 2017, 11:29:32 pm »
I agree that more info would be helpful here. You could type out some details or use http://underrail.info.tm/ to show us your current character. Also you could give some more detail about what you're struggling with.

There's a couple places where you face several rathounds at once. They're kinda hard, but they're supposed to be, this is a game where combats are sometimes challenging. There are ways to deal with these encounters that will work for even fairly weak characters. More fun if you figure them out, but they're out there to find or be advised upon.

Ammo is pricey, especially in the beginning, but the starting ammo when you get your gun plus your starting money should get you off the ground. It is weird that you feel backed into a corner here. Something has gone wrong.

Maybe you missed the starting money in your room? That pocket money helps a lot getting started.

I agree that you can't go around bursting every rathound in the early game (if you have a burst weapon yet).

Also, you can try dropping down to Easy and playing at the lower difficulty for a while. That's what it's for. Once you get your cave-legs under you you can resume your game on Normal (or start a new one since you'll likely have learned a bit about about char building).

86
General / Re: Build for first playthrough
« on: December 30, 2016, 04:50:39 am »
> Unfortunately tin can melee is not viable because you need mobility to get into melee range.

Nah, I finished a metal armor hammer guy recently. Keeping reasonable mobility in metal armor is a little tricky, but it is doable. Sprint + pulling things around corners works pretty well. Don't max out your armor penalty, I got just enough to trigger Juggernaut. I threw quite a few grenades, too, so not pure melee in my case.

87
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 28, 2016, 09:46:52 pm »
These regular updates are great.

88
General / Re: Build for first playthrough
« on: December 28, 2016, 09:44:58 pm »
One thing I will remark on. If you do take social skills, like persuasion, you have to keep them up pretty well like you would a regular skill. Don't expect to pass those checks at the time you encounter them if you've only been trickling in points.

Persuasion skills don't give you anything all that valuable (right now, anyway) and if you're having trouble with the game might be best to postpone. Some builds (assault rifle can) probably have room for a "spare" skill even for a newbie.

89
General / Re: Stealth character - SMG or Xbow?
« on: December 19, 2016, 07:18:13 pm »
I never messed around with Acid Blob Traps much (*), but I will observe that acid bolts will also do ya against bladelings, should you be short on shock bolts for some reason.

(* I'm settling into the opinion that bear traps are all you really need. Sometimes you need a lot of them, but damn the humble bear trap is good. Kinda hoping for some flying enemies by and by.)

90
General / Re: Stealth character - SMG or Xbow?
« on: December 18, 2016, 06:18:14 pm »
Shock bolts Mk II+ were my answer to bladelings (and robots), and I felt them adequate.

If you happen to be facing multiple bladelings (or anything) at once, and you have the Deadly Snares feat, the crit bonus applies to shock bolt splash damage along with the main damage. Sometimes this is noticeable.

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