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Messages - Amannamedsquid

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16
General / New ways to learn Psi Abilities
« on: April 25, 2023, 11:14:44 pm »
Playing Underrail, I've noticed that there are 2 main ways to learn psi abilities:

1. Finding (or buying) a psionic mentor device.
2. Paying one of the four trainers you meet at the start of the game to teach you the basics.

There is one exception however; Bilocation, which can only be obtained by attuning yourself to the mysterious pillars at Silent Isle. (If your stats aren't high enough, you will likely be killed by 5 psionic clones of yourself). Learning to rift-walk also sort of counts I suppose.

We will likely see the return of old psionic abilities in Infusion and it is certainly possible that there will be new ones. What I'm hoping to see is maybe some more unique ways to obtain certain psi abilities. For example, maybe taught to you as a potential reward at the end of a quest or questline, attuning with a powerful psionic creature or entity, witnessing some sort of anomaly and then being able to duplicate it yourself, having it implanted into your brain by some sort of experimental device or mutagen, maybe even locked behind one of those infamous puzzle quests. (Let's face it, there's gonna be another one. Hey, somebody had to say it.)

It would be a way to separate the more common and well known abilities with some that are more unique/powerful/interesting.

Thoughts?

17
General / Re: New PSI ability's or type for infusion?
« on: April 09, 2023, 07:54:00 am »
I too would be very interested to see what else they can cook up, whether it's new Psi abilities or even a new discipline or two. A new discipline that deals with the manipulation of light and dark maybe? Or a temporal manipulation ability that summons an entity of pure entropy (an entropy elemental if you will) that is powerful but hostile to everything (including you), requiring you to use it carefully and tactically. Or a psychokinesis ability that temporarily strengthens or weakens gravity in a set area.

We'll just have to wait and see.

18
Suggestions / Re: Let us make gas grenades with the d5 canisters
« on: February 17, 2023, 03:05:55 am »
Oooooohhh, I like this idea.

19
General / Re: Where is Dude's house in caves?
« on: February 17, 2023, 03:03:54 am »
Wow. Roleplaying a little too hard don't ya think?

Anyways, the location of Dude's cave home is in the northeast section of the Upper caves, south of a Lunatic camp and a climbable route which leads to right outside Hecate Research Outpost. 

20
Other Games / Re: What games are you playing?
« on: December 08, 2022, 05:04:17 pm »
Currently Playing:
Wizardry 8
Starsector (Formerly Starfarer)
Arcanum
West Of Loathing
SYNTHETIK
Elden Ring
Prey (2017 version)

Currently waiting for:
Dead Space(Remake)
Atomic Heart
S.T.A.L.K.E.R 2

21
Development Log / Re: Dev Log #6: New Environment Renderer
« on: December 08, 2022, 04:30:14 pm »
Looking great so far. Can't wait to get stung into a stupor by Crawlers again!

22
General / Re: How do I infiltrate the building on zone E3 in Expedition?
« on: December 05, 2022, 09:20:29 pm »
There are 3 ways to get the professor out. The first is to try to negotiate with Captain Grim, need to talk to Razor and you'll be taken directly to the Captain. The second way is to fight your way to the professor. The main entrance of the pirate base is at G1, which can be reached if you go south of G3 or H3. If you're looking for a more stealthy approach, there is a hidden cave on the island at E4 that leads to a secret entrance to E3 but you need 11 perception to notice it.

23
General / Re: Where do you think it will take place?
« on: July 07, 2022, 02:35:30 am »
It's possible that we could end up in one of the 3 other places settled by New Frontier Technologies or even somewhere settled by one of the other 4 corporations that we haven't seen yet. 

24
General / Re: The Bot Situation
« on: April 11, 2022, 10:01:02 am »
Seems good so far. Wonder how long that will last?

25
General / Re: "brand new Core City questline"
« on: February 14, 2022, 07:56:36 pm »
You can also learn about him by interacting with the various emergency phones scattered throughout lower underrail.

26
Damn. Just started hard difficulty for the first time and was kinda looking forward to running into that guy. Oh well, guess I'll just focus on other stuff.

27
Suggestions / Amannamedsquid's rabbit hole of more ideas
« on: February 14, 2022, 07:27:09 pm »
Thought of some more ideas while playing with the Experimental branch and reading/watching/playing other science fiction stuff. For Infusion or whatever else comes next. Pretty long, so drink some caffeine before reading.

-A botanical lab researching and experimenting with old world plants, trying to modify existing varieties to survive underground without sunlight. Experiments worked a bit too well with mutated plants spilling out of the facility and into much of the surrounding caves. Animal life is abundant as well as several types of rare plants that can be harvested for crafting components and consumables. Also home to a few plant species that are carnivorous, parasitic, or just plain dangerous to be around for various reasons. Inspired by Crimson Meadow Horticulture Center and Vault 22 from Fallout: New Vegas.

-A psionics lab that was attempting to learn how exactly psionic mutations came to be and also how to artificially induce psionic potential. Now overrun by mutated brain monsters with limited physical power but powerful psionic abilities and who feed on the brain juices of intelligent creatures. Inspired by the Psi Reavers from System Shock 2 and the 1958 film "Fiend Without a Face".

-A tribe of degenerated humans that are descended from Biocorp personnel that were trapped deep underground and twisted by alien energies unleashed by a rift experiment gone horribly, horribly wrong. Has a primitive society that regularly engages in cannibalism, ritual scarification, implied incest and human sacrifice and generally makes the Sørmirbæren seem cultured and civilized in comparison. They fight with simple cudgels, blades, and spears made of scavenged metal, stone, and bones and they both worship and are terrified of a horrific being from another dimension that entered ours during the rift experiment. Inspired by H.P Lovecraft's various works.

-An extremely dark, treacherous region that has barely any natural light. Home to plenty of strange and deadly creatures and fungi, some of which are naturally bioluminescent and a few of which can use psionic abilities as a lure or even use bioluminescence as a weapon. Inspired by: the many deeper, darker biomes in Subnautica, Rock Bottom, the trench and the frogfish from Spongebob, Deepnest and the Ancient Basin from Hollow Knight, the caves region from Don't Starve, and the Shaded Citadel region from Rain World.

-A sentient, insane AI that cobbles together homemade robots from various scrap and junk and also turns people into horrific, murderous cyborgs. Inspired by SHODAN from system shock, the 1999 film "Virus", and the Claptrap Revolution expansion from Borderlands.

-A heavily armored rail tank type vehicle/boss that has a ton of firepower and is very hard to destroy. Inspired by the Panzer used by the Fourth Reich in Metro: 2033 and the Red Line Tank used by the Red Line in Metro: Last Light.

-An industrial facility very similar to Foundry but long abandoned. Located in a geothermically active area similar to the Blistering Shores and as a result was powered by geothermal energy. Was where stygian coins were printed and after you get the place operational again, you get the option to melt down supersteel plates to turn into money. Inspired by money.

-An enormous, bug creature/boss resembling an Earwig or a Whiptail Scorpion that can breath fire, leaves webs that scorch you if you touch them and has various fire based metathermic abilities including Plasma Beam. Inspired by that one scene in King Kong (2005) with all of the bugs and by Kong: Skull Island.

-Wererathound. Nuff said. Inspired by rathounds.

28
Suggestions / Re: Melee enemies with poisoned weapons
« on: February 14, 2022, 04:44:52 pm »
There's also a random dungeon in the lower caves that has bunch of Darkdweller with poison knives - annoying as hell as they are all stealthed, with high mobility + crippling strike + dirty kick and can do special movement (jumping down from the ledge to attack you while you can't travel up to the ledge).
I found out yesterday that they don't like flares, similarly to rathounds.

29
General / Re: List of viable uniques
« on: February 07, 2022, 09:12:48 pm »
If you want a unique primary weapon, you best bets are Quake, Red Dragon, Black Blade, Wasteland Hawk, XAL-001, Tommy Gun, RRCh-42, K&HKH416, and Dragunov.

The refurbished Steyr-Auch and Syg MPX also look pretty good.

30
General / Re: How to import character build?
« on: February 01, 2022, 04:47:15 pm »
Quote
You can also use the character builder to plan ahead; what feats to choose and the like.

That's what I do.

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