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Topics - Quidam Craft

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1
Bugs / Shock Shuriken and Pinning
« on: February 07, 2022, 07:30:37 pm »
Shock shuriken does not work with the pinning trait.

(Unless it's intended, seems like a bug)

2
Builds / Guide - Sniper/Crossbow/Psi Hybrid Build
« on: August 10, 2020, 06:06:07 pm »
Hey everyone, taking advandtage of the latest patch I made a new Hybrid build that is quite fun to play. I made A steam Guide about it, it is still work in progress but I made mostly everything about the build itself. It's a Sniper build, yet I try to force myself to use something else than a spearhead, just for a change.

It is working on dominating, beat the game very recently with it. And there is a lot of margin, making it a build certainly intresting for relatively new players.

Here is the link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2193180857

What's your thouht about it, where do you see possible improvement ?

3
Bugs / 1.1.2.3 - Shooting spree and contaminated bullets
« on: August 03, 2020, 07:42:48 pm »
If you kill a target with the on hit effect of the contaminated bullets (Bio damages), it does not trigger shooting spree.

There is maybe similar issue with other on hit effect.

4
Bugs / 1.1.2.3 - Mutants are hostiles even we mutated
« on: August 02, 2020, 06:57:39 pm »
I just mutated in the new zone accessible through the waterways. There is this passage accessible through a 14 STR check that lead to Junkyard.

There, all mutants are hostiles even if you are also a mutant, they should be friendly !

5
Suggestions / New goggle powered module
« on: July 27, 2020, 03:23:11 pm »
Currently we only have one choice as a powered module for googles : Night vision goggles.

I think it would be good to add something else, to bring some choices when crafting this item, because currently there is no choice, you'll have to build a google with Night vision, and there little to no downside to it.

The idea would be a "powered targeting computer" that would boost the classic effect of the google only when powered.

For instance an Adaptive goggle with this new module would bring +2 perception when powered, a seeker goggles with this new module would increase even more crit chance. The energy consumption and/or the boost should be different with the quality of lense. It would require a lot of energy per turn to boost a seeker goggle with a very hight crit chance. And we can even think of some diminushing effect with very high lenses so that it's good but never OP.

This addition would also bring the "flare gameplay" at the front of the stage, even later in the game. So you'll have a choice between using NVG for 0AP, or use flares that require AP and throwing skills but you'll be able to also use the nice boost on the goggles.

I always thought that not having different choices for the optional module of goggles, and that this lack of choice destroy the flare gameplay in most build is a bit lackluster.

6
Either i'm the most unlucky man in the underrail, or Pyromaniac feat does not work with thermodynamic Destabilization.

I tried multiples times (5 times in a row), on more than 5 targets that should be affected, not once, I got the burning effect. And the description of the psi ability does indicate a 50% chances of burning effect, so it should have happened !

7
Bugs / 1.1.2.1 (Exp build) - Ambush / Burning foe
« on: July 27, 2020, 12:12:40 am »
in some cases, a target with the burning effect (From Pyromaniac or incendary bolt) but in complete darkness, is not burning enough to trigger Ambush feat, it seems like a bug.

The burning effect does make you think it will trigger it, but the lightening effect on the target's tile is not enough.

Sometimes it does, but is inconsistant (a distant source of light even dim, seems enough to able ambush).

I think that the bug occur when the burning target is in complete darkness (except the burning) AND is against a wall wich somewhat limit the light around it.

8
Bugs / 1.1.2.1 (Exp build) - Very small Typo issue
« on: July 25, 2020, 09:16:32 pm »
A very small "bug", certainly older than the last beta patch.

https://www.underrail.com/wiki/index.php?title=Psionic_Mentor:_Telekinetic_Proxy
https://www.underrail.com/wiki/index.php?title=Psionic_Mentor:_Temporary_Rewind

Telekinetic proxy as requirement mention first "Psi Empaty", and then the needed score of the relevent psi school.
Temporary Rewind mention first the relevent psi school, and then "Psi Empaty".

Yeah, that's not really important ... But well, maybe they should described in the same way.

9
Bugs / 1.1.2.1 (Exp build) - Harland Quest
« on: July 23, 2020, 08:36:11 pm »
Small incoherence with Harland new quest involving investigating cameras.

If you discover the hole with high perception, and then investigate until you found the wreckage's survivors, you can't directly tell this to Harland.

The player character will still have to say he did not found anything, then ask for that small bot, then only you could finish the quest.

10
Bugs / [Experimental Build - Psi update] Bugs I found so far
« on: July 21, 2020, 01:40:15 pm »
Just started a new game, to test things in the new update, and found some issue :

-It seems impossible to click on target that are hidden behind a force field. I mean, even if you go around the force field and have a line of sight on the target, the texture prevent you from clicking, and thus attacking.

-Psi beetles tend to attack force fields with neural overload, and it's for them a High priority target. Neural Overload has no effect on the force field, wasting their turn efficiently.

-maybe you could recheck damage of Neural overload and resolve.
Level 4, 3 con, 7 int, 3 will ... Yes I know my character should take a beating from neural overload, but ... 25 damage from a neural overload psi beetle seems too much, I don't remember it to be that much ? Or maybe I'm wrong ?

- I did not manage to access the new death screen, is it working ?

11
Suggestions / Persuasion as a will/int skill
« on: February 16, 2020, 04:10:02 pm »
Persuasion is an easy access skill for high will character a.k.a Psionics.
Psionics are already very strong, do they really need to be efficient whith talking as well ? And they are also the only efficient character with this skill, because I don't see any build with high will that would not be a psionic.

As a result, efficient Persuasion char are only psionic. To remedy that, I think a similar system as melee would be nice.

Either intel or will could be use for this skill.


12
Suggestions / Sure Step and web slow effect
« on: January 11, 2020, 11:17:57 am »
Expedition brought these new Creeper spider with their web effect on the ground that slow our character.

Sure step should work against this effect as it is very similar to acid or caltrops.

13
UPDATE - https://steamcommunity.com/sharedfiles/filedetails/?id=1662842028
I started to update my guide on steam with expedition, still WIP but there is essential information.


I managed to beat the game with a very similar build on hard few mouth ago, and everything went really smoothly.

https://underrail.com/forums/index.php?topic=3881.0

Depot A was piece of cake, foundry beasts was like a walk in the park, nevil and I against an army of bots was done in one go, arena was fairly easy (though with a lot of reload for the final encounter... But once I got the initiative, it was done in one go), DC itself was easy mushroom or army of bots could'nt wistand the powerfull acid entanglment combo + powerfull special bolt in the face.

Every fight was easy... Every but one. The final boss was a pain in the ass (mainly because that big blob bastard could not be snared) and that's the reason why I think this build was not able to finish the game on dominating, even if I'm quite sure it will bring me, even on dominating, in front of the final boss.

And then, come the expedition... And new ideas, and a new updated build i'm first trying on hard, and I hope I'll beat dominating with it.

http://underrail.info.tm/build/?HgMIBwMOAwgjN8KgAADCoGQASwBGWl9fRloALQA3AAAtKxrCowFhFiLCkcKAL0wwS2oqJyTCpCbioaQF4qiICt-_

The whole thing is built around deadly snare + acidic entanglment from acid pistol. Giving access to critical hits with special bolts.
And to do the trick, we'll use pneumatic AA cyclon crossbow + acid pistol plus advanced catalyzing belt

But this only comes at level 14, and it has to be potent enough before hand. And as a matter of fact, it is.

I'll explain every choices made, and how to play the build. But trust me, you'll have a lot of fun playing that glass canon build.

Feat choices :
-Versatility : it's a core feat, used to be able to use both crossbow and acid pistol. Plus it will help early game against rathound, if you come across a knife.
-sure step : it's really important to pull the acid puddle + caltrops combo. With good poisoned caltrops, you can do a ton of damage on multiples target, regroup them thanks to AP reduction and kite them avoiding any melee attackers.
Plus it will cheese a lot depot A, Omega and some early fights. An overall good choice.
-aimed shot : Even if it seems obvious, maybe it's not needed. However, it's nice to have a powerfull attack on a solo target. It's nearly quality of life because most of the time you could "waste" a fragnade instead. Won't be that usefull early game, but late game will prove more usefull once you'll get a strong AA crossbow.
-marksman : well... You'll use a lot of special bolts, so... It's a no brainer. Plus, it will replace strafe feat, once you'll get the specialization for it.
-grenadier : here the big change. At first, one might think it's stupid to have grenadier since all your slots will be used by special bolts. But with the addition of temporal manipulation and a grenade every turn, well it's really potent.
Anyway, you'll have to prepare to every fight by choosing : the most suited special bolt, the most suited grenade and the most suited utility grenade (caltrops, flashbang, emp). And thanks to Quickpocket we'll get later, even with catalyzing belt, easy to get enough slots.
-cooked shot : well... Great feat. You'll be able to ignore targets evasion. You'll do AOE damage and snares. You'll multiply the chance to get acidic entanglement. You'll be able to spread acid over caltrops out of combat.
-bowyer : +35% critical damage on crossbow is a lot.
-Quick pockets : Not needed early game because you'll be using a utility belt. But at one point, you'll use an advanced catalazing belt, and you'll then need that third slot.
-Deadly Snare : everything revolve around this feat.
Once you'll have this, you'll be Deadly.
-Quick tinkering : almost everyone know it's a great feat. And if this build was not that dire on feats, i'll take it earlier.
It's both a defensive feat that allow road blocks especially combined with force field or electronic imprint.
And offensive one if used with a powerful mine you drop in front of targets, run, and then explode thanks to a grenade.
-Critical power : Well, I'll rename it Deadlier Snare.
-Elemental bolts : Let's rename it... Even Deadlier Snare.
-Premeditation : Will give a free action every five turn. Great utility to get a stun with electrokinesis, or a life saving forcefield.
-Pack Rathound : If I could, I'll get this earlier. 3 Str character are a pain in the ass for inventory management. This will help, and you'll need it to get to DC. However, it's quality of life and i'm sure one can do without it. But you'll get to carry less loot and less traps and grenades.
-Nimble : early game, you'll use the Rathound king armor suit, so armor penalty of 0. but you'll be happy to still have armor penalty of 0 with a Phantom Dancer armor or a regenerative tactical vest. But this will only be needed end game.
-Scrutinous : +7 crit chance, with good crit NVG you can reach 30% crit chance with your acid pistol. Very potent with cooked shot if you get an entanglement.
And why I'm not taking +2 perception one might ask... Well I'm not sure. The main issue is that perception do not bring extra damage with special bolts (only mechanical damages are affected by it), so the effect is not that great. It will bring damage on the acid pistol though, but I prefer the crit chance somewhat.
-Opportunist : Extra 30% damage on snared targets, for really really tough targets.

14
Suggestions / Intimidation - Rework
« on: July 15, 2019, 04:34:54 pm »
Now, Intimidation is not really usefull, and the rare feats that make a use for it are not really nice (Including the new stuff we get in the DLC).
Plus, we kinda have an issue as it need will and if you have high will, you'll tend to use PSI, and therefore it is way smarter to take Thought control to have access to fears as well.

So, I was thinking of a total rework of intimidation into something totally new and rework a bit the IA.

The first step of this rework would be to add the possibilities for ennemies to sometimes flee. Each IA would sometimes drop combat if several conditions are met, like :
-Low health
-A teammate just died
-Their abilities are on cooldown
-They can not attack you (Maybe you're hiding behind a force field)
-They need to reload

Some other conditions will prevent fleeing :
-You are low on health
-You used a lot of CD recently
-There is no place to flee (They are cornered or something like this)

If enough "Fear factor" are met, the IA just flee away, try to heal up / Restealth and then come back.

Of course, each enemies would have different behaviors, some will flee easily (Like rathound, that also have that special fleeing away from fire), some other will never flee (bots, for instance).

So it would both help the player sometimes, and sometimes be bothersome.

And Intimidation would come into this mechanic.
High intimidation would make it more likely that an ennemy IA will flee and he will be feared for a longer duration.

Such a mechanic would need a LOT of work, and be tuned a lot to be good. But, I'm sure there is something to do around that.

15
General / What is the materiel of the "Mysterious disk" ?
« on: May 02, 2019, 12:57:51 pm »
http://www.underrail.com/wiki/index.php?title=Mysterious_Disk

I was wandering what what the materiel the mysterious disk was made of ... And from the description it appears to me it's ... Just Wood.

Light - Wood is really a light material.
Not cold - Wood is not cold on touch
coarse - Not worked wood is coarse
Green - Not the most obvious color of wood, but still possible.

And actually, wood seems to be not known in the Underrail as the description of the Tommy Gun suggest.
http://www.underrail.com/wiki/index.php?title=Tommy_Gun

"Some of the materials from which this gun is made feel like nothing you've encountered before."

Do you feel the same about that item ?

And subsidiary question ... If I'm right and Wood is rare / Forgotten in the Underrail.
How the hell do people make paper ? Since there is severals books or other oddities that are made out of paper ?

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