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Messages - Altos

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16
General / Re: Need help with the new Dude quest (Spoilers)
« on: July 28, 2019, 03:19:13 pm »
Also needing some help here, I'm on the first of his new quests, stuck in the shack and apparently need to find a key (I don't have 100 lock-picking), I've tried ever single interactive object in the place and can't find anything, any hints?

If you're talking about Dude's 1st house in Core City (the one with the zoner lady in it), there's a panel in the back-room that is a different color from all the others. Clicking on it reveals that you can remove it from the wall, which should continue the quest.

If you're talking about his 2nd house (the one with all the tech stuff and the consoles), I think his keycard is like in his desk or something. Or in his bed. IDK, but it should be in a highlighted container.

For his 3rd house, just walk up to the bed and stuff will happen. Save beforehand.

17
General / (Minor Expedition Spoilers) Thief Description for Ray
« on: July 26, 2019, 12:04:40 am »
Hey zoners,

So like any respectable scavenger, I made sure to rob Ray blind of what I could before joining the Expedition (without getting caught, of course). Then, after getting the Scrap Jet, I also made sure to go back to get a better jet ski, but they're so damn expensive. Upon talking with Ray, I was given an interesting set of dialogue choices where I could give Ray a fake description of the thief that broke into his store (which, of course, is me).

What I'm wondering is: does this description actually do anything beyond populate some flavor text with the Praetorians? Ray says that if they ever "catch" somebody matching the description I gave, that I will then get a significant discount on his jet skis. Given how expensive they are (and how little money you have on DOMINATING), I'm more than willing to frame some poor zoner to get a discount. (I know, I know. I'm evil.)

So, with this in mind, I tried to give the most generic zoner description possible. Does anyone know if this actually matters at all?? Or is it all just for fun.

Either way, the fact that you get to do this at all is awesome! I love how much thought you guys put into this game. It really makes it a joy to experience. :)

18
Development Log / Re: Dev Log #63: Expedition DLC is Released!
« on: July 22, 2019, 06:26:58 pm »
Huzzah! The promised hour is here! Rejoice! :D

But in all seriousness, thank you guys for always pouring your heart and soul into this game. Underrail is one big labor of love and it's an absolute joy to play through. I look forward to checking out Expedition and testing my prowess against the challenges of the Black Sea. I'm also looking forward to seeing how many easter eggs you guys have thrown in there. ;D

I still think it's a shame that this game doesn't get more mainstream attention. But hey, maybe that's a blessing in disguise? After all, the last thing we need is more spambots. ;)

I digress. This game is a masterpiece and you guys are awesome! Thank you so much for everything you do!!

Here's to Underrail! Cheers!  :D

Though you come at a price of occasionally having to read through your uncalled-for suggestions and complaints, I must admit that all this would be much more difficulty without you.

 :P

19
  • Added the ability to speed up the game while out of combat
:O

20
General / Re: Expedition alpha testing
« on: June 24, 2019, 08:49:37 pm »
We're counting on you to have the calculator ready for launch! :)

You bet! It's been ready since 2017 and testers have been sharing Expedition builds no probs. Just gotta add the few remaining feat icons and double-check everything for undocumented nerfs changes. No public releases means no handy patch notes.

I can't promise anything about the wiki though. :( I have about 1k icons/pages in various states of completeness prepared, but that's just the beginning. I'm once again trying to coax Styg to open it for editors like a wiki should be, hopefully we can work something out.

You're doing God's work, epeli-senpai. This entire community would be a complete and utter mess without you! :P

21
Development Log / Re: Dev Log #61: Expedition Release Date
« on: June 21, 2019, 06:50:36 pm »
The promised hour is nigh! Rejoice! :D

But in all seriousness, I am glad that development is wrapping up smoothly. I've been looking forward to jumping back into the world of Underrail ever since Expedition was first announced. I'm very curious to see what new environments, characters, and looooorrrrrrrree the expansion will bring to life! ;D

Best of luck with the rest of development! I'd help out with the 2nd round of testing if I could, but these days it's hard to find the time. I'm sure you guys will do well enough without me. ;)

To victory!

22
Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 10, 2019, 01:45:20 pm »
Hey, Altos here. Please note that the SMG build I posted in that Steam thread you linked is no longer viable under the current build of the game. That SMG build relied heavily on the fact that Burst used to be affected by Special Attack modifiers. The last update removed this feature and completely destroyed the build. I am no longer able to beat Tchort with it, whereas I used to be able to take down one tentacle per turn, and Tchort in 2 turns. Now it takes me 3 turns to kill each tentacle, and I can't even beat Tchort before they respawn (and that's with the Mutagen Puzzle solved). Even all the lucky crits in the world aren't enough. I simply cannot do enough damage per turn, regardless of how many attacks I evade. The build is dead. :(

That being said, I can no longer recommend a high dodge/evasion build on DOMINATING anymore. I'm sure there are still some builds that could make it work (critical glove builds, sniper, maybe LoC psion), but I haven't had time to try out any new builds since the last update, so I can't provide any honest input. At the very least, it seems to me that 3 CON SMG builds are now dead on DOMINATING--unless somebody has some tactic I'm not aware of?

As for Uncanny Dodge, I still think it's useful for dealing with Death Stalkers w/o Quick Tinkering spam (esp. since that got nerfed, too), but honestly, with the way things are now, it's not worth the 40 Skillpoints and the 1 feat slot.

I should also admit that I have no idea how the game is going to change once the expansion is out. I'm not on the alpha-testing crew (too busy IRL, I'm afraid), so the only content I know is that in the dev-logs. Maybe the new veteran feats or whatever will revive my SMG build and make 3 CON dodge/evasion viable on DOMINATING again, but as of now it seems like a hard path to take.

Regardless, I wish you the best of luck in your efforts! I hope that my post on that old thread hasn't misled you too much. I've been totally AFK from the Steam forums for the past 8 months because I don't have the time or the patience for it anymore. I'm just glad Styg added a loading bar so I don't have to answer any more of those "black box" threads! Anyway, I digress. Good luck on your build! Sorry I can't be of much help. I have no idea what the meta is these days. :P

23
General / Re: Character motivations
« on: February 10, 2019, 02:24:04 am »
... By the time I get out of Junkyard I've murdered several people who never gave me any trouble, just cause I know there's something in it for me.

("Curse those Protectorate imperialists!", he muttered, dragging M'Lan's corpse out into the cave, away from the light of the outpost doorway.)

A lot of post apoc games promise grittiness, but if they deliver at all it feels forced: INSERT GRITTY SCENE/MORAL DILEMMA HERE. In UnderRail it's perfectly natural. I can't think of another game that pulls it off as well.

This. 100% this. I've always found it deeply unsettling how easily Underrail convinces me to just murder random dudes because they're standing in front of a shelf and their health bar is red. Just the presence of that red health bar alone is enough to switch my brain into "murdering them is justified because the game says they're hostile!" mode. And while Underrail definitely isn't the only game that does this (all of the Fallout games work the same way), in Underrail I find it particularly more disturbing because most of the hostile humans in the game don't seem like disreputable characters. Sure, you've got the Lurkers and the Tchortists and that one crazy guy in the Core City Sewers, but a lot of the human enemies in Underrail are just "Generic Gunman #135", "Generic Thug #1000", "Generic Stalker Lady with a Crossbow #21". Frankly, they're not too different from all of the non-hostile NPCs in the game.

Now, obviously I know this is just a video game, and I'm not in any way trying to pin some moral platitude on the game. This is just how action games are. FPS games are no better. But in Underrail I just find it deeply interesting. Like, M'Lan Ratula is literally just a guy who doesn't want to give up his home to SGS so they can... what? Guard an empty cave? And you just go in there and unless you have high int/pers for some reason at that point in the game, you pretty much just murder him because your boss told you to.

But, hey, at least they don't have wives and kids! (that we know of)

24
General / Re: Mysterious Pillars access requirements
« on: January 26, 2019, 12:54:01 am »
This is awesome! Thanks for going out of your way to figure all of this out for us. :)

Some of these have definitely gone up, because I know I didn't have 10 Will the first time I saw the Institute vision. I think I only had 7-8 Will at best. It makes sense that the Institute vision would be the hardest one to see, though.

It's also good to know that having high Thought Control doesn't aggro the Faceless in DC. I was worried about that for my next run.

25
General / Re: Dude's Quest - I think I screwed up
« on: January 26, 2019, 12:44:27 am »
yeah alot of what he says is just schizo nonsense

I wouldn't be so sure about that. The Dude has seen things. The Dude knows.

But most importantly, the Dude abides.

(But seriously, you should take a second look at his dialogue. A lot of it actually makes sense, especially if you're part of a certain organization and have friends in deep places.)

26
General / Re: "GMS gate w/o power" implemented?
« on: January 18, 2019, 04:42:17 pm »
That is a player-written custom note, though. [...] Maybe you forgot about writing it...

This. You must have written that note and forgot you wrote it, because that is exactly what a player-made note looks like that. It even shows on the map that you made a note on that zone. You just forgot that you made it.

While we're on the subject of doors that can't be opened, are there any plans for us to access a certain corridor in a certain end-game location? A part of my brain is still convinced that if I keep pressing random keys eventually the gate will open. [joking]Maybe that's where the super-secret Siphoner Man superboss is located???[/joking]

27
General / Re: Will we ever meet Six in Hexagon?
« on: January 02, 2019, 03:56:39 am »
Impossible. Dude's always got a clear explanation.

yes lolol, its the brew that drew him there, man

Of course, of course. You're both right. The brew itself is reason enough.

"The Dude abides."

28
General / Re: Will we ever meet Six in Hexagon?
« on: December 30, 2018, 01:50:40 am »
If there ever is an Underrail 2, or any sort of continuation of the main storyline, I really hope that it includes a continuation of the Free Drones / Protectorate conflict, preferably in a way that involves General Melek directly. I would love to be able to depose General Melek in a coup d'etat and replace him as head of the Protectorate, in a "let's make the Protectorate less evil" kind of ending, where they become a force for justice and order in the Underrail, instead of tyranny.

And if you get to meet Six in that bar in Hexagon, there better be a dialogue option to say how the Hanging Rat bar is better, and get the barkeep all pissed off. Like: " 'What the hell is a Hanging Rat?' <You laugh and take a swig of your drink while the barkeep looks at you in annoyance>"

Oh, and Dude should be there, with no clear explanation of how the hell he got there. :P

29
General / Re: Winter Vacation 2018-2019
« on: December 30, 2018, 01:34:09 am »
Merry Christmas and Happy New Year, you guys. Enjoy your vacation! :)

30
Well this is a welcome surprise! And boy are these some huge changes! An assault rifle that doesn't degrade? It's a shame you have to kill (or pickpocket??) Kokoschka to get it, though. Maybe you could implement an optional quest for Free Drones members that rewards you with the AKX, so you don't have to betray your faction to get it?

Also, that value decrease is going to make Dominating even more difficult than it already is, and not in a positive way, I fear. All the more reason to spec Mercantile, I suppose. Looks like you're going to need to take Mercantile if you want to stand any chance of completing a Dominating playthrough now. :-\

The same goes for the Quick Tinkering nerf, but I think we all saw that coming. I just hope that the number of Death Stalkers in the game is suitably reduced to account for the primary method of dealing with them now being noticeably weakened.

(Seriously, tone down on the Death Stalkers. In my entire Dominating playthrough, I only ever encountered one regular Crawler. All the rest were Death Stalkers. I know it's called Dominating for a reason, but 7 in one zone? In the Upper Caves? That's too far.)


  • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
This is an absolutely gigantic nerf to burst fire builds. I always thought the effects from Smart Goggles and Modules really shouldn't stack and so mostly used the Goggles only, but the loss of that smaller bonus alone still represents a significant reduction in damage output. Maybe there's something I don't know, but this seems like an unnecessarily heavy-handed approach. :S

I have to agree with Hazard. I know that burst builds were some of the strongest in the game, but if you're going to nerf burst builds so hard, what about all the other OP builds in the game? (*cough*Locus Builds*cough*) It doesn't seem like psi builds are being nerfed at all, for that matter. Oh well. We'll just have to see how the new feats and specializations change things. That Versatility feat certainly seems like a good one to take! Free skill points! It almost sounds too good to be true. :P

As somebody who used an SMG special attack burst build w/ Quick Tinkering and w/o Mercantile to get through Dominating (barely), this patch has single-handedly wrecked my entire build. :P I don't really mind, because I'll still be more than strong enough to get through Expedition; I just think it's funny how significantly this one patch has impacted my whole build. xD

My whiny complaining aside, I'm still very excited to play Expedition when I have the time. You guys have worked incredibly hard on this thing for years, and I can't wait to see how it all turns out! I know it'll make this masterpiece of a game even more incredible. :)

Keep up the great work, you guys. Merry Christmas! :)

(Digging the new logo, by the way.)

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