Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pruvan

Pages: [1] 2
1
Bugs / Re: Snooping doesn't always work
« on: October 29, 2022, 10:01:35 am »
No it doesn't, it only requires 11 Perception. Snooping simply doesn't work.

Here's another save with an 11 Per character without Snooping:
https://www.dropbox.com/s/8qcsseb2uepefd8/Bugtest2.zip?dl=0

2
Bugs / Snooping doesn't always work
« on: October 14, 2022, 12:26:39 pm »
A hidden entrance in Core City does not reveal itself without having 11 Perception, even when you have the Snooping feat supposedly pushing you to 13 Perception for this very purpose. This seems to suggest that Snooping won't always work as intended, which is kind of problematic since that is literally its only purpose.

I assume that hidden entities need to be flagged manually to be "Snoopable", which would explain this issue. Either that or something else is going wrong under the hood. The way the Snooping code works probably needs to be looked at again to prevent this sort of thing from being able to happen in the first place. If one of these hidden entities isn't working properly, then there's bound to be more.

I've included below a link to a save file at the relevant location, with a level up ready to be used on the character. You can see how increasing Perception makes the hidden entrance visible, while increasing Snooping's effectiveness does not:

https://www.dropbox.com/s/0oacvnlgevcqptd/Bugtest.zip?dl=0

3
Bugs / Wounded Oculite heals by himself
« on: October 08, 2021, 03:41:10 pm »
The Oculite who broke his arm in Oculus has always healed back to full by himself on my past two playthroughs. Speaking to him will then result in him thanking me for helping him, which I didn't do.

I'm not 100% sure but I think there are other characters like this who are supposed to be wounded but end up being healed already. Not sure if this is an unintended side-effect of a change that was made to NPC's, seems to align with the NPC's now eating food patch maybe?

4
Development Log / Re: Dev Log #68: The Psi Question
« on: September 03, 2020, 09:01:55 pm »
What you just posted proves that steam forces you to update by default.
All option in that list are branches that developer explicitly added.

Ah sorry I misread that, I thought there was confusion on whether or not legacy would be possible on Steam. My bad.

If I'm not mistaken though, turning on the option in this attachment and then running underrail.exe directly from the Underrail folder prevents Steam from updating the game unless you run it through Steam again. In case that's something people want. This works for most games on Steam.

5
Development Log / Re: Dev Log #68: The Psi Question
« on: September 03, 2020, 08:52:12 pm »
Last I checked Steam forces you to update.

See attachment.

6
Bugs / Re: 1.1.2.2 Vanishing Powder Grenade crash
« on: August 04, 2020, 06:10:45 pm »
I've had a crash like this happen before, when I accidentally used a vanishing powder grenade out of combat in a zone I just cleared out. This was months ago though so I don't have any crash logs for it.

I'm not a professional programmer, but it might be an array overflow if I had to wager a guess. Something might be going wrong when it's grabbing all the entities in a zone to check for detection. If the game was made in C++ it would also explain why sometimes the game crashes and sometimes it doesn't. Since array overflowing in C is pretty much a coin flip in whether the program decides to roll with it or not.

7
Bugs / Re: Report spelling/grammar errors
« on: July 28, 2020, 10:18:04 am »
A lot of the dialogue involving the multiple variations of the mushroom scavenger questline has both double spaces and lack of spaces in a lot of lines. As well as some gender confusion with the victim being referred to as both he and she on some occasions, if I recall correctly. I think doing a once-over might be in order for all lines used in this quest.

8
Bugs / Re: Report spelling/grammar errors
« on: July 28, 2020, 10:12:01 am »
Quote
We assume it was designed to prevent the infants from unwittingly harming themselves or those around them.

Should be just infants. Saying "the infants" makes it sound like we're talking about something that isn't human.

9
Bugs / Re: Report spelling/grammar errors
« on: July 28, 2020, 10:09:08 am »
Quote
Furthermore, Roche points out that the structures of the brain in which innervation that allows psionic activity takes place were never studied in such depth.

Should be to take place.

Quote
Even though we know plenty about how brain as a whole works, ...

Should be how the brain.

10
Bugs / Re: Unnecessary dialogue box on some characters
« on: July 28, 2020, 09:51:23 am »
Not fixed in 1.1.2.2, uploaded a save file. Were the fixes properly added to the latest patch?

https://www.dropbox.com/sh/owfn4fb02922dw0/AADnGTOFwmfvZd6V-srglfzsa?dl=0


11
Uploaded a save file to Dropbox. The three shelves shown in the screenshot, the ones closest to the entrance surrounding the locker, instantly restock if you leave and then reenter the zone (not the blue transition, the entire dungeon zone). Looks like they're not saving their status properly. This allows you to repeatedly loot them for the same items over and over.

https://www.dropbox.com/sh/q9oyb8joyn1jr8b/AABdereYRHb5Oju6ck2kKkQCa?dl=0




12
I really don't like this update, mostly new core psi mechanics.If the update comes out like this, then most likely I will quit playing.

Version 1.1.2.2 added a lot more flexibility for psi focused characters in the form of feats looks like. Keep in mind that this update is still in development, so if you have any concerns now is the time to address them. Adopting a defeatist attitude doesn't help anyone.

13
Suggestions / Idea for Critical Power feat
« on: July 23, 2020, 02:46:44 am »
  • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure

Styg disliking the Critical Power feat's unconditional nature prompted me to spend some time musing on what could be done to rework this feat. And I thought of an idea that might be interesting. Feel free to shoot me down if it's a stupid idea though.

So the problem with the feat is that it just triples your crit damage bonus above 100% without any strings attached (when fully specialized). In other words, if your crit damage bonus is 130% it turns it into 190%, for example. My proposed change would be to make it so that for every 1% crit damage bonus above 100%, on your base weapon, you lower the enemy's damage resistance by 0.5% when critting instead (multiplicatively).

This sounds iffy, but I did the math and the numbers look promising. Let's assume we deal 100 damage and have a crit damage bonus on our weapon of 130%. I made a quick graph below for our final damage (y) in relation to the enemy's damage resistance (x). The blue line shows our final damage without any feats, the red line with Critical Power in its current state, and the orange line is my proposed change.



As you can see, this change makes it so that our initial power spike against unarmored targets is much lower than Critical Power in its current state. But when facing increasingly more heavily armored opponents the damage slowly but surely climbs back up to expected values, with 65% damage resistance roughly being the point at which the armor penetration really starts paying off in full.

I feel like this stays in the spirit of what a feat called Critical Power should reward you with. Having the damage increase be proportional to the strength of your opponent also makes the feat at least somewhat conditional. And by using the base weapon's crit damage bonus for the calculation and not your total crit damage bonus you avoid any excessive penetration shenanigans when stacking other crit damage bonus feats. The numbers can be adjusted too of course, so that it's only 0.3% + 0.02% per spec point or something.

I don't know, what do you guys think?

14
Bugs / Unnecessary dialogue box on some characters
« on: July 22, 2020, 05:45:40 am »
Some characters when spoken to will unnecessarily open up a dialogue box with you instead of having the text over their head in a speech bubble. Usually these will incorrectly display the player's avatar as well. Screenshots below of the mushroom scavenger one. There's also a female bandit inside the GMS compound's cafeteria who has this issue (when you pass the persuasion + intimidation checks to pacify the bandits). And I'm pretty sure, if memory serves, that the Praetorian officer who warns you to get back at the Faceless blockade in Core City has a similar issue.



15
Bugs / Re: 1.1.2.0 beta Icon missing from grenade.
« on: July 22, 2020, 05:16:33 am »
Found an unknown grenade with a question mark icon. Probably the same bug. I've uploaded a save file to dropbox.

https://www.dropbox.com/sh/q5si4kjzlr0l2ro/AABRSyMhR5LjJN72xNxlRhWVa?dl=0


Pages: [1] 2