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Messages - Lotaeri

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Discussions / Re: How many hours in UnderRail do you have? :D
« on: January 04, 2022, 03:33:53 pm »
Steam says I have 1,528.5 hours logged.  I'm quite surprised at the total - looks like I have some additional play throughs to do bring that number up!

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General / Re: Random useful tips you've learned?
« on: August 15, 2021, 07:30:30 pm »
If you suspect hostiles on the opposite side of a closed door, and you haven't engaged in combat against them, you can enter combat, open the door, and move to the side out of LoS and then end combat.  Useful if you don't want to have a 25 AP cost applied to you at the start of battle for opening that door.

The lantern belt item can be activated to stop the dopplegangers from appearing on Forbidden Isle while its light holds up.

The thugs in the GMS compound do not have a key to get into the gun turret control room.  You can enter that room, shut/lock the door in combat and then, once it ends, activate the turret outside which should kill at least two of them as they walk back into the cafeteria.

You can charge items placed on your hot bar instead of finding them in your inventory.  For that matter you can hotbar repair kits for easier repairs on equipment, instead of switching between tabs.

You can export/import a character to earn oddity experience again from quests you complete.  Oddity items found will not grant any more points obviously.

Marsh Honey increases your perception by 2.  The Juice by 1.  Mushroom Salad by 1.  Googles can be found to grant you another 1.  All of this can get you +5 to perception for 50 seconds if you're looking to reveal some secrets.

On that note rathound barbeque, the Power Fist, Rat Hound Armor, and Adren shots can grant you +5 strength for 15 seconds.  Useful to push some blocks or boulders around.  I believe (I can't recall) a certain unique armor found in the jetski dungeon can grant you +3 strength when it's powered and activated, allowing for +7 strength for 15 seconds.

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General / Re: What do you think the best OST track in Underrail is?
« on: March 01, 2021, 08:19:45 pm »
Warehouse Horror is my favorite.  https://www.youtube.com/watch?v=VT4Rd1Zqw2c

The chords seem to draw my attention to the shadows in the areas this plays in and how there are probably, most likely, crawlers or lurkers waiting in those shadows, waiting for me to get a wee bit closer before starting combat and slaughtering me.  I use this in my D&D campaigns as well when my players are moving through areas requiring stealth and subterfuge.

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General / Re: New Stygian Software Developer
« on: August 10, 2020, 03:40:19 pm »
Hey Yogimanz,

I dislike plugging my youtube channel (I dislike shilling) but I figured you may want to watch someone explore the new dungeon (or what I think is the new dungeon) and figure things out. 

https://www.youtube.com/watch?v=Ayv_tlbuCb8&list=PL9bRdWouNEWR7m0qu4q2rgjNihkZAKOte&index=128

At about the 44:00 minute mark I manage to locate the entrance to what I think is it (the waterways behind depot A) unless that area has always been there and I never noticed it before.  The last part of the exploration should be uploaded tomorrow.  Overall - I loved the location and the jumping jetski mechanics.  The area felt like it belonged there too - and I liked the tie in with the Biocorp Undernavy.  It actually managed to kill my main character as well when I bumped into a patrolling greater coil spider.  Good times!

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Hello Underrail forums.  I decided to finally make an account so I could leave some thoughts on the recent changes.  I think... overall... I like them.  I can see potential with the new circuit system.  I don't think it's perfect yet, but I like the direction that I see Psi going in terms of it's being reigned in.

1)- Psi reserves.  This feels... it feels good to have to manage another resource.  It means that long protracted battles will wear down a psion (battles for the aegis incorporated beach for example) but that feels about right.  Other builds need to bring enough ammo or batteries, or risk getting into the thick of it in these situations. Now Psi also has this consideration.  I would like to see the depletion of psi and psi reserves upon innervation to be removed (or lessened) as it feels more restrictive for a heavy psionic user to swap out powers for others when preparing for different situations.

2)- Innervation circuits.  When this patch was first released on the 21st I felt that 3 was way too restrictive.  Even hybrid characters, like the ones I tend to make (pistol psi, sword psi, etc) felt like they could use another slot but for 9 intelligence (and only 6 total) was a wee bit too restrictive.  The recent change gives enough breathing room that I don't see problems for dual spec characters that decide to get to 8 int.  By that I mean - they feel about right; they still will have to make choices as to what to memorize before engaging in certain enemies (bots vs. mutants as in depot A), and the limited selection means carefully selecting the right tool for the job. 

I'd like to see some feats which can be taken for other slot unlocks.  Or maybe a feat that unlocks a specific slot that, whatever ability is placed inside of it, gains a +% to crit, or lowers the PSI/AP cost, or increases it's range, or lowers it's cooldown or some such.  Would be interesting to see theories about which psionic disciplines to stick in certain circuits if such were implemented.  Or maybe a quest (as Sykar thought) could work.  Maybe those twins could give such.  I also think the trade off of power vs utility (in terms of feat selection: gain a circuit or two for a feat or two vs. increasing the power of select psi powers) could be a nice way to balance Psi. 

3)- The increased Psi cost.  I'd like to see this handled a different way.  Instead of penalizing a player for taking 'spells' from different schools why not reward them for selecting fewer?  Like... with only 1 single school in the circuits the cost is reduced to 90% and the abilities cost 2 AP less to use.  If 2 you only get the 90%.  At 3+ no bonuses.  (or something to that effect).

Overall - I like the way this is headed in terms of the psi mechanics changing.  Well done Styg.

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