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Messages - ciox

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31
I wonder if this bug is somehow related to the music slowdown/speedup while In Motion, since that was a relatively recent change.

32
Announcements / Re: Underrail: Heavy Duty DLC
« on: September 30, 2023, 04:53:44 pm »
Can haz beta branch?

33
General / Re: Heavy Duty speculation
« on: September 30, 2023, 12:24:41 pm »
Every gun I thought was never-ever going to be in the game, all in one DLC. While that is the star of the show, I wonder what exactly the new feats will be.

Well there's definitely one that procs with every shot of a minigun. I'm kind of hoping for one that lets you entrench in one spot and just let them come to you, firing up all morphines if that's what it takes.

I'm curious about the grenade launcher feats, it seems like it would be hard to crit with the GL, but a lot of crits were shown in the trailer.

34
General / Re: Heavy Duty speculation
« on: September 29, 2023, 04:04:33 pm »
With no cooldowns involved they should be very powerful... no idea how that is balanced except maybe scarcity of 40mm grenades.

I also suspect they might get moved to Heavy Guns, as it is the Guns skill has way too much stuff in it.

35
General / Re: Calling all psionics
« on: February 14, 2020, 09:52:24 am »
That type of Forcefield nerf would be truly hilarious, a total switch in how it works after 7 years, just for the hell of it. It really should be put to a vote or something, because I'm pretty sure the majority of players would consider it a random and stupid change, and would prefer effort put in to provide psi balance that doesn't destroy the old metagame, instead of some kind of hilarious troll in the guise of a patch.

36
General / Re: Merchant inventories
« on: January 29, 2020, 02:04:04 pm »
In game speed boost only goes up to x2, so the best way to speed up the game is with this since it automates the cheatengine stuff and it's less of a hassle, feel free to run virus scans on it but I never had any trouble https://underrail.com/forums/index.php?topic=2867.0

37
General / Re: (Spoilers!) Any unique dialogue for...
« on: January 13, 2020, 12:56:17 pm »
That sounds really interesting, but I'm still the most curious about the crazy sounds you hear in the distance while diving in a certain area, and if they will either be explained or materialize into something in the future.

It's probably just deep sea serpents. Subnautica, anyone? Unless it was all in your head...



I'm guessing it'll take a little while longer until we have this in the main game then.


38
General / Re: Mysterious Disk connected to Shadowlith?
« on: January 13, 2020, 10:22:14 am »
I think it's more likely that the Mystery comes from the disk having a quest cut, but this theory is cool too.

39
General / Re: Locked out of tchort institute 2020
« on: January 12, 2020, 04:56:31 pm »
I did this too a few years ago and it definitely locks you out of the main quest. I think it should be fixed in some way.

The easiest way is for there to be a message that you have broken the main quest, when you kill those guys.

40
Thought it already did that. Damn cave wizards.

41
Suggestions / Re: Sure Step and web slow effect
« on: January 12, 2020, 04:45:45 pm »
I very much support buffing Sure Step and its specialization.


42
Suggestions / Re: How about an MP-boosting food?
« on: January 09, 2020, 08:33:41 am »
Having a feat for that would be cool, it's unlikely to happen though without a massive shilling campaign.

Something like "Pharmacokinetics" to improve the buffs of your crafted drugs. More MP for beans, less fatigue for adrenaline, etc. Would love that.

43
General / Re: (Spoilers!) Any unique dialogue for...
« on: January 09, 2020, 08:11:45 am »
https://rpgcodex.net/forums/index.php?threads/underrail-the-incline-awakens.105387/page-495#post-6427787

https://i3.kym-cdn.com/photos/images/newsfeed/000/562/544/0b4.jpg
I thought he was joking, but looks like codexers took his post at face value.

Anyways, saving the sormirbaeren was never an option. Here's why. I haven't seen any players reaching this conclusion yet, so it's definitely going to be spoilery.

Sormirbaeren are to Flottsormir what tchortlings (tchortbaeren) are to Tchort.
They're Serpentborn and Tchortborn in a quite literal sense. Less literally in the cases of normal sormirbaeren villagers and tchortists, but those groups are also analogues of each other. Unwitting, subtly controlled human pawns. Raw material.

If you talk with Yngwar after Deep Caverns and draw the Institute to him, you get a bit of discussion on the similaries of tchortists and his people. Tchortbaeren is the word he uses. The similarities of their natures are further enforced by the behavior of tchortlings and sormirbaeren once the link to their deity is severed - both fly into bloody rage. You get to see this in-game with tchortlings and the sormirbaeren psionics becoming permanently enraged, and sormirbaeren also get the aforementioned ending slide. ("The destruction of the Shadowlith fragment evoke bloodthirsty madness in the Sormirbaeren, and in their mutual butchery they spared no one." and "The lights turned dim, the villages fell quiet but for an occasional painful cry, and the northern coasts of the Black Sea became redder than they'd ever been.") Also, it seems to me that Oyensorm (Serpent's Eyes) is a very apparent analogue of the Mouth of Tchort. Leviathans really work in similar patterns when it comes to using humans, don't they?

You could say that this whole Expedition is yet another "Deep Caverns" and you fight the "tchortlings" of another, more distant Leviathan.
But not only that, we also get to see the Godmen/Leviathans proxy war playing out right before our eyes. Shadowlith doing its thing and Glowing Canine having appeared at a later date to interfere. And then we have Yngwar shedding Shadowlith's influence with the Glowing Canine's help... man, just what is he and what is his role in all this?


edit: whoops, post got cut off by styg's forum bugs.

That sounds really interesting, but I'm still the most curious about the crazy sounds you hear in the distance while diving in a certain area, and if they will either be explained or materialize into something in the future.

44
Suggestions / Re: How about an MP-boosting food?
« on: January 09, 2020, 08:07:02 am »
https://www.underrail.com/wiki/index.php?title=Coffee it sucks though

I mostly wish there was a way to make better Jumping Beans or something, since a MP bonus that's bigger than 5-10 would be a drug.

45
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 07:35:27 am »
Mercantile is pretty good now because of the numerous skill checks added, the posts that are against it are probably from years ago when that wasn't the case.

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