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Messages - Tolstoi

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General / Re: Brown stuff on guns + plant life
« on: October 08, 2018, 02:41:07 am »
Avernum had nice explanation about that, allegedly mages did experimentation and cretated funguses that emit light and those that can be used as food for animals and humans/lizards etc, it was in first game.
Is Avernum good? I've been meaning to try it but I take a long time to get to games (took me years to finally play Underrail after hearing about it here and there, haha)

Also, let's not get too far into environment lore, As  you think about it more -  this world become  less believable.
Undoubtedly true, but nitpicking details is so fun :D

Although it's off topic, I thought the Avernum games were excellent, if very bare-bones compared to comparable "modern" crpgs. They've also been remade twice now from the original series, which was known as "Exile"; Avernum being what they changed it to for both eras of remakes. Each iteration saw the games becoming progressively more streamlined. I know some people that like that and some that don't. Personally I thought the latest ones were just fine, but mileage may vary.

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General / Re: Lora Baker (endgame spoilers!)
« on: February 03, 2016, 04:02:11 pm »
I talked to the Tchortists after befriending the Faceless with no problems in relations resulting. They still returned Lora after the final battle. That said if you run any quests for them, which mostly involve going against the tunnelers, that might change. I didn't actually carry any of them out to see for myself, but it's something you should be wary of.

You don't need to do anything other than talk your want into Cytosine Outpost to trade, however; the Tchortist quests just make gathering supplies to get to Tchort a little easier.

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Suggestions / Re: Deep Caves & Final Battle re-design suggestions.
« on: January 29, 2016, 02:14:00 pm »
Quote
But why would your character care about confronting tchort anyway? That you can leave deep caverns only after you kill tchort, because otherwise your genius-at-mechanics character can't repair the lift is not really good motivation. If anything, I would call it a meta-gaming reason.

Exactly that. Just from thinking a few minutes, I can think of a few alternatives for my character. Like, steal a Tuneller and return to Underrail in it. Or kill all Tchortists and use their elevator (after persuading Faceless to restore power to it, if it is even down, because it doesn't seem to be unpowered to me!).

I'm suddenly forced to wonder why you couldn't just burrow around that damn gate rather than have to go through all the pointless annoyances to get it working. If that cube is so important, and if you're friendly with them, I don't see why they couldn't fix up that abandoned tunneler in the Hollow Earth section and point it at the wall for you. Surely that's a good trade? Not like anyone who lived to get that far couldn't solo all of Cytosine Outpost if they'd be worried about losing manpower beforehand.

Personally, I'd have liked to have the option for a Tchortist ending, rather than having to side with the Faceless de facto. What they preach isn't exactly congruent to what they do, but I could see it in an 'ends justify the means' sense. Or for more mercenary reasons, enemy you know over the one you don't et cetera. Having the two factions be more important/useful would certainly be nice in addition, I agree with the OP on that point. The Faceless drop some very intriguing info on you, but the Tchortists don't really have much of interest to say in return. Even if the ending doesn't change, which I admit would likely be very time consuming to do, I wouldn't mind knowing more about their operations in the Deep Caverns and other relevant things.

As far as Six goes: It kind of felt like a big bait-and-switch, at least if you didn't get into Oculus. I don't really mind that, but I would have enjoyed getting to know a little more before the cliffhanger ending.

Those are my thoughts on the ending, anyway. I thought the battle itself was pretty challenging, but I was hardly running an optimized build. I don't have a lot to say about it other than that.

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General / Re: (Spoilers) Extra Part of Oculus Quest
« on: January 29, 2016, 01:57:49 pm »
The wiki is still incomplete, and some solutions/tips have been deliberately left out; it hasn't been updated much since the game went out of early access.

That seems pretty contradictory to the purpose of a wiki. What exactly is the motive behind that?

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General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 12:36:07 pm »
A note about destructible walls: There's a puzzle at the end of DC that makes the final boss easier. Without spoiling too much, I'll tell you that some of the items you need for that are behind a destructible wall.

So if I just want those special items, how many walls I would need to break?


For the puzzle? You should only have to break one. It's in the same part of Hollow Earth as the industrial bot (this will make sense when you get there), supposing it isn't randomized where they end up. I only beat the game one time so far, so I can't tell you if that's the case. The other required components you'll find in other parts of the DC, but you should come upon them naturally as you dig around down there.

So on that note, loot everything.

And how big is the re-spawning the problem? Especially asking those that finished DC with recent patches that did some re-balancing. If it is too hight, I would probably do heavy stealthing (have around 180 stealth), just to avoid wasting resources. It is not like I can carry all loot and go to shop.

It isn't nearly as bad as it used to be after the latest hotfixes, but it can still be a huge pain if you don't get how it works. While you're in certain parts of the DC, you'll stack up a debuff called 'Creeping Dread', the enemies don't start to mass respawn until that ticks up something like 20 times and changes into the 'Eye of Tchort' status. That's when the Tchortling Boogaloo begins. Up until then you can run around out of stealth and not have too much of an issue, outside of some annoying snail enemies that only spawn in a couple of areas. Oh, and rathounds, not even the DC are free of those.

The Mushroom Forest is a different story. You'll probably want to sneak in there as often as you can because it's full of annoying enemies that deal out tons of bio damage, and the mobs/the entire area both hit you with a debuff that nerfs your max HP. So fighting there in general is a pain.

And then there's the deep worms in the labyrinth...stealth is definitely an advantage in the Deep Caverns. It isn't really worth it to fight anything down there you don't strictly have to, that's my advice for you. They're all annoying bullet sponges.

Regarding enemy resistances, what kind of grenades are most effective? I guess low level frags would suck due to enemy DT?

EMP's are useful in the part of the DC with robots. Frags and HE are pretty useful too, but I'd only bother with MK III's.

How often can repair kits be found in the DC? Are other types of kits important to stock up?

You can find some in the warehouses, and occasionally in other areas. I didn't really watch for them since I ran a full-psi build. If you're worried, definitely bring a ton of your own and just shove them in a locker at the storage depot when not needed. You'll probably be going there a lot. The DC is all about backtracking.

Note that I also have in stock one antitermic galvanic overcoat and good metal armor. Up to this point I barely ever used them. Would it be a waste to carry then to DC? I would think so.

If you have CAU armor I'd just bring that and forget about everything else.

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General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 05:22:57 am »
I'm going to second Davinrarre's recommendation of ditching TNT and bringing a jackhammer. Do keep 4 bricks of dynamite for the final boss fight, though; it may prove useful for you then.

A note about destructible walls: There's a puzzle at the end of DC that makes the final boss easier. Without spoiling too much, I'll tell you that some of the items you need for that are behind a destructible wall. Along with other general supplies. So a jackhammer with lots of batteries will be much more economical for digging around to find all that stuff, than heavy TNT bundles.

In addition to the Tchortist shop, there's another friendly person who can trade with you, Leo, but his selection isn't very good as I recall. He's worth visiting for other reasons though, he'll teach you something that will make the entire DC experience less painful if you do a quest for  him. Keep an eye out for strange knives, hint hint.

In addition to the warehouses themselves, the Faceless will give you some supplies if you didn't act hostile towards them in any part of the game prior to that point. It's a one time deal though, no trading. So ration out what you use. Another not-too-spoilery protip regarding these guys: Go to the faceless BEFORE the Tchortists.

Bring lots of food, too. The rathound kebabs in particular, you'll have to carry a lot of heavy junk around with you to complete the quests down there. As far as armor goes, I used one of those biohazard tactical vests. Having good bio resistances will definitely benefit you all the way up to and including the final boss. Acid would prove helpful as well. I think Tchortist armor has resistances to both, so that might be decent to use. I'd bring a gasmask too, because you're going to be dealing with a ton of that element. In hindsight, I think riot armor would be more useful than tac. vests because there aren't a lot of bullet users down there unless you anger one of the two human(ish) factions. Mostly melee stuff, with the ranged enemies dealing out bio or acid. So keep that in mind.

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General / Re: Broken wall sections and sledgehammer
« on: January 24, 2016, 08:23:24 am »
You can do it with a sniper rifle though, or any firearm using W2C rounds that can deal over 349 damage without crits.

Physics.

Sniper rifles in this game never fail to impress and amuse me.

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Other than that I must say it sounds like a bug if Tchort itself cannot be hit by the cryo-orb.
Might be it. I've assumed that the "ball" (center of the cryo-orb spell) should always hit, and it's only the shards which can miss, but I've never tried it against stationary targets like tchort. I don't have any saved games from my mage playthrough to test it, however.

I can confirm that my own cryokinetic orbs didn't work on Tchort or his tentacles either. First thing I tried, and was similarly disappointed to find it was an utter waste of psi.

9
General / Re: Do some merchant buy any of the following...
« on: January 22, 2016, 04:15:28 pm »
I seem to recall the guy at the Hanging Rat Bar buying scraps, but they don't go for very much and he doesn't buy very many at a time. You're almost certainly going to be better off just making repair kits out of them.

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General / Re: Eurogamer article and video on Underrail's Oddity system
« on: January 22, 2016, 04:13:26 pm »
As useless as modern "reviewers" are, I'm still glad Underrail is getting covered at all. A niche indie title like this needs all the publicity it can get.
It's definitely a welcome change of pace to get something closer in feel to the original CRPGs like Fallout, after having to make do with stuff like Neverwinter Nights and Pillars of Eternity.

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(On a completely unrelated note, does anyone know what's in Tanner 135 Hack box in his secret room? I'm so curious!)


I found a plasma core inside of it, no idea if its a static drop or randomized.

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You need to blow up the mutagen tanks scattered around the area, that will curb his regeneration. I used TNT to do it while hiding in stealth mode, you can duck into those little side chambers and break combat for this.

You don't strictly need TNT but it makes it a lot easier, that's for sure.

Did you solve the mutagen puzzle in the room right before going down to face him? That also makes it much easier.

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I think that the biggest problem I had with the area was the respawning enemies. Or more accurately, the fact that they can respawn on the map while you're still there. At one point, I had the misfortune of bumping into a tchortling in an office and being trapped in there while more and more continued to pour in through the only exit. There were probably about a half dozen devourers dead by the time I finally got out and managed to slip back into stealth.

The high resistances of said devourers partially played into how I got stuck in that chain. I think the enemies are where they need to be in terms of toughness, but they can get exhausting and irksome to have to slog through ad infinitum. Like the OP said, it's only a problem because of how all the other design dynamics interact with each other.

I'm at a loss as to how a build that relies on ammo, or worse, lacks stealth, would make it through this area. I understand the idea of avoiding the Eye debuff, but that is a huge hassle considering how fast it builds up and how long it takes to burn off. Sneaking made it a million times more bearable, luckily.

Just my opinion, anyway. I didn't find the backtracking particularly annoying, but a few more hints on where to go would have been useful. The parts for the door felt very needle-in-a-haystack considering all the time it takes to search the area, while sneaking or avoiding the Eye of course.

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Bugs / Get rid of the Faceless - Mindreader Conversation Broken
« on: January 02, 2016, 03:26:01 am »
Or so it seems to be, anyway. I ran through this quest on the initial release without any hitches, taking the pacifist route of sneaking through the caves to enter Buzzer's shop. I let the Mindreader do his thing and then him and his buddies left without any issues.

I did the same thing on my next run, going through as a psion this time. Doing so seems to break the conversation chain. As it progresses I get a blurb about my talents in thought control letting me figure out what he was up to during the process, but at that point the conversation ends and the Mindreader returns to wandering the shop as if I wasn't there. Talking to him again restarts the conversation at the part where his claw grips your forehead to begin the interrogation, but then as soon as it gets back to the thought control part (the next in line), it ends again. Prematurely, I suspect.

This is on the latest version if that's any help, 1.0.0.6. A screenshot of the part it ends on can be found here: http://i.imgur.com/PKjf1ON.jpg

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