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Messages - WeiJayTan

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1
Bugs / Out of Context Dialogue: Thread
« on: May 16, 2024, 03:14:52 pm »
Sometimes, some dialogue that appears may be out of the game's story context. Here's a thread to compile them for reference.

Spoiler warning: Read at your own risk.

[1] I recall that Gene only mentions the news about Edmund Knight AFTER certain Oligarch quests have been finished, and that Gunnar says that the news about Edmund Knight has not yet gone public before giving the player the task of seeking out the Acid Hunters. I believe the news only goes public AFTER the research facility events have concluded.

[2] Arlene mentions that Gorsky's gathering up his squad even after Gorsky has departed to Core City.
After Lenox's Questline is completed, she still mentions the rumor that Mordre's been acquiring cigars.

2
Bugs / Re: Minor Arch keep bug
« on: May 16, 2024, 03:05:07 pm »
Same case for Lenny the Cook.

3
Title.

4
Bugs / PC walking through non traversable tiles etc: Thread
« on: May 16, 2024, 03:00:34 pm »
Thread: Tiles that are supposed to be occupied by solid objects and are non traversable, but the PC can walk through them. And other similar scenarios.

5
Bugs / Re: Mordre doesn't react to gas
« on: May 16, 2024, 02:48:27 pm »
I've been thinking...

Perhaps this can be incorporated into an NPC's combat AI: They will avoid toxic gas clouds and acid puddles if there is an alternate path available. Take the Zone Rats, for example: I hate it when they run through the toxic gas shroud at the derelict warehouse which is very thick in concentration, or if they return to their original positions and stand there even if there's a pool of acid at the very spot where they are standing. The latter, I think, can be solved with this: "If there is an acid puddle at their original position, they'll stand as close as they can to that position until the puddle completely dissipates, after which they will stand at their original spot once more"

So, in Mordre's case, I reckon that a possible solution to this scenario can be:
If there's a toxic gas cloud that is caused by the player's gas grenade around/near him, he'll walk away from it if he's within the cloud where he'll take damage, and he'll turn hostile to the player, much like how the denizens of SGS's interior turn hostile to the player if they take damage from their gas grenades (mentioned in a previous post in this thread, haven't tested that myself), and changing the Mushroom Cove to a "Partially Controlled Zone".

*I recall in a previous version, the Mushroom Cove was a partially controlled zone. In the current version, it is an uncontrolled zone. Despite being an uncontrolled zone, attacking Mordre directly will turn South Gaters hostile, as after turning him hostile and exiting Mushroom Cove one will find the SGS Sentry at the entrance to Mushroom Cove hostile. Passing the 90 Persuasion check due to circumstances of a certain questline, however, will give the player the option to fight him without turning SGS hostile. (Tested this part myself)
Now, in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction'. Even though it is not directly mentioned in the zone control's tooltip description. Perhaps stating it there can give future players a better idea about this rule.

6
Bugs / Re: Report spelling/grammar errors
« on: May 15, 2024, 05:03:54 pm »
[1] (spacing); sa -> as
[2] treversable -> traversable
[4] has -> is
[5] thin -> thinning
[6]

7
This is inspired by something I've seen in another game I've played: Fire Emblem: 3 Houses (2019).
If a player manages to defeat the highest difficulty of the game (Maddening) without the benefits of NG+ (New Game+, Progress and benefits can be optionally carried over from a previously cleared save file) on any of the four available paths, the game's main menu changes (See attached screenshots) to reflect the player's achievement.
I think something of a similar caliber could be used to reflect a player's achievement of completing Dominating Difficulty in Underrail.

8
Suggestions / Non Repeatable Dialogue -> Repeatable Dialogue
« on: May 15, 2024, 06:46:27 am »
Some dialogue in the game cannot be repeated for the rest of the save's playthrough after they have been played through once. It would be great if some of these dialogs can be made repeatable if one wishes to hear the explanation once more, especially for the ones with complicated explanations (examples: The Ferryman's Philosophy, Character Backstories etc)

Currently, I can think of two parts which could use such a change:
1. Ethan's explanation of Temporal Manipulation in general. Also, not choosing the option: "You're implying that it takes an old person to be a good manipulator, yet you're looking pretty damn young." will result in not having the option to ask about his mentor, and the explanation dialogue is not repeatable anymore.
2. Explanation of the last part of the Ferryman's Philosophy: The Center.

9
Bugs / Re: Report spelling/grammar errors
« on: May 15, 2024, 03:36:56 am »
[1]
[2] rathound -> the rathound barbecue
[3] to -> too
[4] in -> through
[5] I'm -> I
[6]

10
Bugs / Re: Report spelling/grammar errors
« on: May 14, 2024, 02:01:12 pm »
[1] *This description can be a bit misleading for potential buyers of the Torpedo, as it with stock parts only has one engine equipped. It has two engine slots...
[2] (Female player character) she
[3] *I think this is a female sec trooper.
[4] *If he's referring to the overcharged facility, it's below. This part should have been: I've seen it from up here.; coveres -> covers
[5] controler -> controller
[6] Underraill -> Underrail

11
Bugs / Re: Report spelling/grammar errors
« on: May 13, 2024, 05:28:48 pm »
[2] had; his -> this
[3] qualifications; . -> ?
[4] ? -> .
[5] to eliminate
[6] thought

12
Bugs / Re: Report spelling/grammar errors
« on: May 13, 2024, 02:54:28 pm »
[1] message
[2] brought
[3] Tell me about the sinking ship metaphor again.
[4] They're
[5] What just happened?
[6]

13
Bugs / Re: Report spelling/grammar errors
« on: May 13, 2024, 02:46:36 pm »
[1] coming -> going
[2] After a while he responds.
[3] Incorrect Green Text/Dialogue
[4] the girl
[5]
[6] Neither -> None

14
Bugs / Wall not solid during combat
« on: May 13, 2024, 02:15:32 pm »
An enemy is still able to target the player when in this scenario (See attached screenshot)

15
Bugs / No sound effect while searching containers: Thread
« on: May 13, 2024, 02:07:00 pm »
On occasion, we come across certain containers in the game where there is no sound effect when we search them. It's a minor setback, and I thought about making a thread where we can compile these instances for easier reference.

Here's a few from my end.

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