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Topics - player1

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1
General / So, is the game officially *done*?
« on: July 10, 2016, 09:06:20 am »
I do not see any new updates in last 3 months.

So is the game officially done, and in that case what is Stygian Software next project?

2
Bugs / Black Eels hostile after SRO assault (spoilers)
« on: March 29, 2016, 09:15:16 pm »
So, I did final mission for Free Drones, which included assault on the South Rail Outpost.

I did not enter the embassy after that. Instead, I retreated to Free Drone base, and everything is good.

But, if I go to the Junkyard by the boat, all Black Eels are hostile.

Now, while Black Eels did get help from Protectorate in the past, at this point there were no Protectorate presence at the docks. They all seem to have pulled off Junkyard.

Yet Black Eels still attacked. This seems to be bug.

Also all my SGS credits became worthless after this. With Colton gone, there are no other merchants in the whole game that would exchange SGS credits for the stygs (really?!?)

On the other hand, I find it nice touch that embassy doors, from Junkyard side, are closed and locked after this point.

.

Also, is it per design that after this mission, Protectorate forces will always be hostile to you (with exception of Core City docks)?

While I kinda understand it, it does seem forced, since none of the other anti-Protectorate missions lead to this result.

3
Bugs / Trading pneumatic components
« on: March 06, 2016, 10:54:00 am »
Several traders accept "Pneumatic components", yet none of the items fit that category.

Even Pneumatic Hammer is considered electronics, in regards to trading.

Is this per design, or the oversight?

4
General / Hunting for psionic mentors
« on: February 20, 2016, 09:09:34 am »
These devices that give psi abilities... Are their locations pre-placed or random?

What I noticed for now, is that several doctor traders always have one psionic mentor available. Not sure if it is always the same one, or randomized.

Also, what other places have these psionic mentors?

Anyone compiled the list?

5
General / [NEW CONTENT] Rails section south of Rail Crossing
« on: February 19, 2016, 08:27:29 pm »
There is a rail section south of Rail Crossing that is very dark, if you go directly to the rails (not left walk or right walk).

First section has Lurker ambush at the side doors.

Second section has ladders that go to the compound full of crawlers that connect to the caves with even more crawlers and ladders to the another cave with Black Crawler (not a gang, but a strong crawler).

What I'm interested in, is this original game content or something added with new patch?

While in my previous playthrough I did not explore everything, I'm pretty sure I explored all areas around Rail Crossing, due to other quests being near it, and I do not remember any of those encounters.

6
Bugs / Stack trace in exceptions in logs
« on: February 19, 2016, 05:12:16 pm »
This is not a bug report, just inquiry.

What is point of logging stack trace in exceptions in the logs, for some of more serious errors, like transition failure, if all code is obfuscated in released game?

It does not really help in any way to find the issue.

Just asking...

7
General / What kind of DRM crafting blueprints use?
« on: February 19, 2016, 05:02:15 pm »
Obviously, only single person can use the crafting blueprint, and can not pass it afterward to someone else, so that means "named personal license" is used, that is only transferable if not "consumed". Similar to Steam really.

And it seems there is no piracy either.

So, lets speculate what kind of DRM crafting blueprints use in world of Underrail?

8
Suggestions / Better ways to encourage bartering during trading
« on: February 19, 2016, 04:56:29 pm »
Here is the idea...

Lets say that weapon merchant currently does not want to buy any new firearms (already bought the desired quota).

Why not have ability, that if you buy a gun from him, you gain ability to sell another gun in its place?

Hey, Mr. Merchant, can I barter this gun for that SMG?
How much to I need to pay extra for that?

That would be really cool.

It would encourage bartering, which fits setting nicely.

9
Suggestions / Lets talk about font changes
« on: February 18, 2016, 10:29:47 pm »
Now, maybe this is just me not getting used to it, but I think new fonts are less readable in trade and inventory screens (UI parts that do not have font size settings).

Can't explain this well... Older fonts were just "bolder" and new ones are too thin, and maybe badly anti-aliased, I think. Older fonts just were better readable for small letter size, in my opinion, since letters were thicker.

I'm kinda surprised that old fonts were not left as an option, but completely replaced. Personally, I never had issues with them.

new:


old:


10
General / Psi Reinvigorator?
« on: February 16, 2016, 08:14:32 am »
Is this item actually in the game?

http://www.underrail.com/wiki/index.php?title=Blueprint:_Psi_Reinvigorator
http://www.underrail.com/wiki/index.php?title=Psi_Reinvigorator

Quote
Psi Reinvigorator is a medicine that removes any type of psionic inhibition.

And what exactly it does?
Is "psionic inhibition" some debilitating effect, or it means that it gives psi ability, if you opted out of psi pill at the start of the game?

11
Bilocation and Neural Overload bypass all resistances, yet they are marked as electrical attacks.

This will trick players thinking that galvanic resistances help, yet they do not.
If psi attack is supposed to go over all resistances, then clearly mark is as "psi attack" type or something, do not mark it as electricity attack.

12
General / Sci-Fi and laster/plasma rifles
« on: January 31, 2016, 01:02:43 pm »
While pondering lack of heavier laser/plasma weapons in the game, due to animation budget constrains in the game, I started thinking about one other thing.

And that is the cliche look of laser/plasma rifles in the Sci-Fi literature.

They always look like bulky versions of regular rifles. And when you really think about it, those weapons to not use bullets. They do not need long barrels for high precision.

Thus, heavy laster/plasma weapons will be more bulkier then pistols, due to higher energy usage, but they do not need to be "long" shaped like rifles. In fact, if range is taken out of equation, shorter "barrels" are superior and less bulky overall.


So, this is something to take into account, at least if there is some content pack planned for the Underrail.



EDIT:
This more applies on laster rifles, then plasma weapons. Generally speaking, while lasers are known technology and all above makes sense, concept of plasma weapons is more vague.

If weapon, for example, shoots out balls of plasma, created inside the weapon, then it would make sense to consider shape of barrel. On the other hand, if plasma itself is created outside of the weapon, as consequence of whatever process is done inside weapon, then shape of the barrel is not important.

13
General / Gas the Drones, tactics
« on: January 26, 2016, 01:16:34 am »
Mild spoilers. Do not read if not wanting to get spoiled.

This mission can get really nasty.

It is either too difficult, if you go all hostile before using gas, or gets too time critical if you go with the gas.

But maybe I figured a way how to resolve it with the least stress.

I activated the gas and just waited and waited and waited, until all combatants in first area became Mutants.
Then I realized there is still 1-2 tiles free passage without gas in the corridor, and that gas will not fill every space in the map. But it can get dangerous since gas sometimes randomly expands for single tile, but it can also retract from those same tile, making travel possible.

This should make it possible to pass the corridors and get the keycard on one of the shelves. And there should be at least one tile without gas to proceed to the south area with more guards. Just watch for gas to not randomly expand where you want to walk..

Note that if you do not get this card and do not have good electronics, and progress to the next area, it is a game over, since going back to this area without gassing yourself is impossible.

Now, I'm not sure about speed of gas progress in the second area, and if it is in any way tied to the gas progress in the first area. But even there is should be possible to have 1 tile corridor (with random expansion/contraction of the gas), to be able to pass.

Only gotcha, end game moment, is getting to this area without electronics or keycard, since it is not possible to go back without being gassed on map transition.

14
General / Preparing for Deep Caverns
« on: January 26, 2016, 12:57:19 am »
I'll be soon entering the Deep Caverns.

How stocked should I be with supplies before going down?
Assume completely non-crating build. No crafting... zlich... nada...

I currently have full stash of hypos, bandages, ammo, batteries, explosives, grenades and mines that I do not carry with myself all the time due to encumbrance, but considering that I will not be able to go back any time soon, what would be the best option?

What equipment should be the focus, what is easy to obtain down there, etc... Any trades available?

15
General / Thanks Captain Mareth!
« on: January 24, 2016, 09:05:11 am »
Thanks Captain Mareth!

What a lovely gift to send me Chemical Assault Unit Armor.

http://www.underrail.com/wiki/index.php?title=Chemical_Assault_Unit_Armor

Such a nice guy. ;D

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