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Messages - Meladonimi

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1
Development Log / Re: Dev Log #8: Weapons and Trash
« on: March 24, 2024, 07:36:18 pm »
Nice. Glad to see some new.

Great news. Thanks for update

Is it safe to say that more abilities that would have relied on cooldowns in Underrail, will instead use this new stamina system?
And additionally that some abilities will have shorter cooldowns if they consume stamina as well?
We'll see. I'm definitely looking to use stamina as a limiting factor instead of cooldowns when it comes to melee attacks and other high-power physical actions.
Im also think it is best way to limit it.
For psi maybe charging system? Like if you need use fast some ability like telecinetick punch - at start you chouse this skill to charge (maybe not only 1 skill) and wait X turn (based on stats and thype/tier*hardness of psi skill). Premeditate can be changed to fast charge + maybe at start of confortation give acces to some list of psi skills/roleplay. This mechod open doors for some niche build i think.
P/S Hope on some constructor of psi skills at infusion also

2
General / Re: New ways to learn Psi Abilities
« on: July 11, 2023, 06:49:08 pm »
Fist of all - quests.
Like Ezra one with cerebral trauma psi. But in same time quest must show method how realizate it or just be maximum atmospehric.
For example - termo aura. Show some burning comlex or settlement, where you only way to survive - move fast and go sometimes throuth fire. Show in dialog, what fire almost step like human and haunt character. And in end some philosopic ending. Will be this fire own wish, or viev of soul of character. Or maybe other leviathan.

Now abouth new methods - in underrail character may know some abouth past, abouth mytagens and others stuff, but mostly it is never helps again, just for 1 quest for all game and maybe for some tolk in end of game. I think will be good idea, change backstory of hero - like for scientist, or doctor will be helpful some mutagen research data for new stuff and psy. And psy good conect with it.
Like psy lightning - maybe character with high medical and psy skill will understand how posible keep some electro charges in own body and dont die in process. And idea for it, may come in moment when character read or just cook eel, or examine/take samples of coil spider.

Plus i think will be good adition if in dialog's will be used some unepected ways to use of using psi. Maybe throudh some dialoges will be opened some psi, becouse enlightment of character. Like oportunity tolk not only with high ones, but leviathan as well.

And lastone. Psy eye, or second second sight buff of juice maybe will be a key to obtain new psy abbility.

3
General / Re: Underrail 2 ?
« on: August 13, 2021, 07:36:38 am »
Underrail infusion can be named so.

https://www.stygiansoftware.com/infusion/index.html all info there

4
General / Re: Psychokinetic elasticity
« on: July 30, 2021, 07:43:00 pm »
Was added in last update. Pretty neat becouse of range, but other boost not so good.
It is litle funny, but this feat dont required psi emphaty at all.

5
General / Re: Something you wish was different or added to the game?
« on: March 14, 2021, 10:36:43 am »
- NWN like way method with blocked door - just destroy it :D
- For some places in game have sence set stationare machine gun. (expedition camp/thort elevator)
- Some sort weapon what need 1 turn to open up. (same and builds to low mobility weapons)
- Some sort of expedition to randomized dungeon (was real awesome if it is was in style of deep caverns)
- Omega base & story
- Additional psi changes  1) Some old spells need rebalance, like disruptive field just make it smal area where all bullets/arrows droping to ground. 2) More feat for pure psi (additonal slots & regen reserves) 3) Old feats rebalnce like meditation.
- On higher differences - no map. Or done it optional. Game was real more atmospheric at old pathes becouse this moment.
- Maybe need other storyline with "outher visions" there?


6
Development Log / Re: Dev Log #68: The Psi Question
« on: September 02, 2020, 05:30:39 pm »
3) Well pure psi is real bad now,
This is provably false. Some players still do dominating ironman runs with pure PSI with little to no problems.
Those two statements don't contradict each other.
A) Some people can probably do dominating with really bad equipment, yet good equipment is still helpful, and necessary for most players in most situations. What is useful for the vast majority may still work for some people.
B) Some psi abilities are really good, and repeatable. But the update takes away versatility (purposfully so), so while it didn't hit, or just slightly nerfed, some of the better abilities (though some of them got hit quite hard), it diminished the efficiency of other abilities.

I assume for me it just added a lot of tedium (reinnervating), but I can understand that the high end needed to be balanced.
I can agree that pure psions are somewhat less versatile after the update.
But they are nowhere near being "real bad".
Pure psion is still one of the strongest builds overall.


1) The fact is that most have already completed the game. And the sequel is unknown when it will be released, and perhaps it will be a separate game.
2) And who forbids whom to play the old version? In addition, whoever wanted - he left it for himself long ago.
1) There are always some players that haven't completed their current run.
2) Um, that's the WHOLE POINT of having a separate legacy branch. Unless such branch exists, the game will simply automatically and irreversibly update to the newest version.
Bad =/= weak. I just dont like swap psi deck evry 5 mins and care tonns of inhalators at bag. it is just nasty.
With slots was needed change psi skills as well. Old deck was have high cd, and this was fair, now... with slots it is anoing.
Just more comfort now play at other builds, they much fun now.

7
Development Log / Re: Dev Log #68: The Psi Question
« on: September 01, 2020, 08:02:00 pm »
Here we go again.
Changing psi basicly good, but there all time some "but".

1) Niche abbility - is best way to kill game fun, all time start from ability and ended in class (build). Im rly hope on some changes on some psi abbility like d.field in future
2) Psi shools not optimazed now. Only t.control feels rly good as solo shool.
3) Well pure psi is real bad now, need alot of changes to actulizate it. No matter what "deck" you use, problem in CD and old sence of abillity's. Well i think there will be alot of work.
4) Psi was hobo from start - so bring back regen of regen of reserves *anoing player noices*

Psi now look like children's sores. Im shure it is will gone in time.
And i must admit - i like what devs dont forget lore side of changes.

8
Suggestions / Ideas for psi changes.
« on: August 05, 2020, 06:42:40 pm »
New update at experemencial change psi greatly so maybe some of ideas will be actual.

1) Rebalance Premiditate. Becouse psi bar now more precious and imposible use all psi skills - premeditate maybe also need some changes.Some of psi skils rly ussles to innervate right now like disruptive field.
My idea in adding possibility to use some psi skill withouth "innervate" itself. This skill must be selected before, and his psi cost = 0. Premeditate buff ended (no matter was used recorded psi ability or not) - additonal psi skill also gone.
2) Add aditinal veteran perks based on slots psi or up of premeditate.
3) Reserves regeneration - only out of combat. I dont see fun in inventory where alot of stuff, alot of needed stuff. After some moment just hard to found anything. Also psi in past was like hobo style, you was need almost nothing, so why remove it? Amount of regen of reserves may be low, like 1/2 or 1/3 of normal psi regen, it is will be lore and game friendly in my opinion.
4) Thermodynamic Destabilization rebalance - remove target mode. Skill must apply on terrain where after some moment you can explode it with fire based psi or stuff. More time of skill existing - more dmg. From lore side it is can be explaining by "dragging explosive gas around in one point"
5) Expand psi skills in evry shools. Like psyhokinesis - some sort of telek. punch what have more control sence, what a dmg. (mean changing place of target).
6) And again abouth psi reserves. Maybe have sence perk what boost stats when reserves low? Like stoicism but in different manner?

9
New psi bar (reserves) - good, VERY good, now it is rly feel like self power, not bottomless well of some magick power. But no natural recover - is bad. It is just not logical, u can add some minor regen like 1-5 and it is will be enouth. Ppl will still use inhalant, but will be happy see some natural regen. Maybe even done some perks on it (with some mad story in Dude style).
Psi innarvate - not bad idea, but it is give benefits only to some build,where psi is support, not a main instument. But for pure psi it is rly bad, was fun use good amounth of skills for different situation. Pure psi was not best at start, now it is also veeeeery expensive, cost of inhalant is insane for novice, but good for midgame. Also now some psi skills like disruptive field become total ussles, just becouse you dont have slot for it.
Was better if you add some CD between psi schools - like neural swaping or wateaver. Anyway 6 slots is to low for pure builds, there ALOT of of ways to give ppls more freedom - like perks what trade hp for slot, or some other way.
Hope you will listen and done game even more great.
Cheers

10
General / Re: Next expansion speculation thread
« on: March 13, 2020, 10:38:03 pm »
In truth im hope what Styg and friends done new company with same way what was done with spellforce 1.(2 different companing and characters have same goal at ending. And at 3th company (underrail 2) solution of this 2 campaning appears. With tons of lore)
and ofc plasma dogs & DuDe bizzare adventure...

11
Suggestions / Re: Quality of life suggestions
« on: March 09, 2020, 09:28:00 pm »
At my opinion need add some sence and lore based features.
1) - Game have alot of "unique" gun's what was develop in pre underrail period. This guns is one of culture interes of living at undeerail. Founding this weapon and selling if u unneded some is not rly interested, but sending at some sort of museum will be more good. (in case if u dont wanna have ur own at home)
Oskar or JKK mostly will be interested at this. Oskar becouse "dat hardcore" and jkk cuz it is potencial money source.
Sending weapons at this museum may grand some benefits. At my opinion enouth just special odditys, but maybe some player add other ideas.

And abouth place where it is may be setted - upper lvl of core sity (jkk and tchortist side) have deadend road. It is good place becouse at midle lvl it is no sence, high risk of stealing and no one wanna have probleb with oligarchick when it is so clouse.

2) - Adding special mechant of info, abouth non raided facilitys. Im not tolking abouth regular places, but some random generated dungeons for looting.
Like you buying map - use it and teleporting there (or add black screen with stomp sounds).

Both ideas hard 2 realizate, but maybe Styg found this interesting for next updates or new story.

Cheers

12
General / Re: Expedition stash
« on: August 08, 2019, 01:42:12 pm »
Only load old saves. If at stash was to many items, just drop it on ground.

13
General / Re: Expedition alpha testing
« on: June 21, 2019, 09:50:34 pm »
288 hours ingame. Wanna join to testers.


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