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Messages - Altos

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31
General / Re: The surface
« on: September 25, 2018, 01:56:44 am »

You... you do realize he's joking, right?

A woosh for me I guess ...

Sorry destroyor. :P You made your post while I was in the middle of trying to make the plot of Chrono Trigger fit Underrail's. xD
By the time I realized you had posted, I didn't exactly want to delete all my work. ;)


You... you do realize he's joking, right?

I really didnt
lol

I was just looking for an answer and i thought it was true lol

Lol, no problem mate. Sorry if I came off as a little rude in writing that. TBH, I was a little confused too when I first read HulkOSaurus' post. ;)


I'm just gonna leave this here

(Inserts actual backstory)

Aww, c'mon Tygrende. Aren't you going to make up your own backstory? :P

Like maybe Underrail is just a part of the Metro 2033 universe, but in Serbia instead of Russia? It could be possible! They both involve metro tunnels and have slavic influences! :P

... Or maybe Ezra did it? :o

32
General / Re: The surface
« on: September 24, 2018, 11:03:27 pm »
Oh.. damn
Thanks !
Really appreciated
 :)

You... you do realize he's joking, right?

What really happened was that a space parasite [Tchort] crash-landed onto the planet 65 million years ago, forming the Yucatan Peninsula, before burrowing down into the center of the Earth to absorb all life from the Lifestream. This caused the equivalent of a nuclear winter, which overtook the Earth for the next 64 million years and caused the dinosaurs to go extinct. In order to escape the never-ending cold, human civilization was forced to dig down into the Earth, where they established an interconnected series of passages between settlements [the "Metro"], before stumbling upon shards originating from Tchort that granted them superhuman powers [the Psi Monoliths]. The largest of these shards was hollowed out by humans, becoming the Oculus.

One day, 12,000 years before today, one settlement, gifted in telekinesis, lifted their kingdom out of the ground and raised it far above the Earth's surface above the cloud-line, where they were able to take in light and heat from the Sun in order to grow crops and expand their population. However, they became enamored with the space parasite and were eventually destroyed by their own greed. The remnants of their civilization then fell back to Earth, and became the Institute of Tchort. However, just before the civilization was destroyed, the princess of the kingdom used her powers to send the space parasite back to sleep, before splitting herself in two and sending her clone far into the future to play a pivotal role in a widely-contested sequel that has objectively better music. (fight me)

Time passed, and eventually the protagonist was born, and using a time machine created by his neighbor, the protagonist escaped into the past to defeat the space parasite Lavo--I mean, Tchort--in order to stop him from eventually reaching his true strength and erupting out from the Earth's core to rain death upon the peoples of the Underrail. He went back in time, stole the Cube from the Faceless in order to give it to Oculus who sold it to the Bakers who had it stolen from them by a gang that sold it to Coretech before the Tchortists stole it and then you took it from Tchort and gave it back to the Faceless. ... Yeah, that was how it happened.



And if you still can't tell, I was also joking when I wrote all that... mostly.

(It is pretty hilarious how well the plot of Chrono Trigger matches the plot of Underrail.)

33
General / Re: Nobody seems to believe you're Invictus
« on: September 19, 2018, 10:31:54 pm »
Don't worry, this is normal. It's poking fun at a common troupe in RPGs where the protagonist often performs all these incredible feats and rises immediately to the top of every guild they enter, and yet nobody seems to recognize them. The best example of this, IMO, is in The Elder Scrolls IV: Oblivion, where (if you complete all of the quests) the protagonist becomes the leader of literally every guild in the entire game--Arch Mage of the Mage's Guild, Master of the Fighter's Guild, Listener of the Dark Brotherhood, etc., basically the de facto Emperor of the whole Realm--and yet half of the NPCs don't recognize you and the bandits still try to mug you with glass battleaxes. Skyrim has the same problem, but at least some of the people seem to know you're the Dragonborn, if nothing else.

I love mentioning the Invictus title to Six, who basically just ignores you and moves on with the conversation. He doesn't give a sh*t about your worthless mortal title. :P

EDIT: Also, if you agree to drink with the guy that runs the Chemistry Dept. in the Tchortist Institute, when you get really drunk you can lament about how nobody seems to recognize you as the Invictus, but the other guy's so drunk he doesn't really even hear you and I think that's hilarious.

All of the lines from that drinking game are hilarious and I want more of them in Expedition. :P "I think rathounds are cute! There, I said it! I know it's weird but it's true!" (paraphrasing from memory)

34
General / Re: Expedition alpha testing
« on: September 10, 2018, 09:40:11 pm »
Al Fabet may not be the most skilled trader in South Underrail, but you gotta hand it to him: the man's got heart.

Upwards of 40 of them.

I received many an odd look in my local library for laughing hysterically at this joke. Well done! :P

Just wanted to chime in to say that I unfortunately will not be able to beta-test the coming expansion, but I wish you all the best of luck and fun in your expeditions! Pun!

Don't forget to use all of the new OP weapons, veteran feats, and psi abilities before they get nerfed into the ground come the public release! ;D

35
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 19, 2018, 02:31:07 am »
Pleeeeease tell me we get access to some of those awesome costumes. I want that bison skull as a piece of headgear!! (And the rest of that sick skeleton costume, too.) I also want to be able to wear the Beast's skull and get hilarious dialogue options as a result, but I'll take what I can get.

... we're really interested to see how you guys use and abuse them to kill our precious NPCs before we nerf everything into the ground.

I laughed my butt off at this. You know us so well!

I look forward to the expansion, and I hope to see many Heart of Darkness references as it concerns the "savage natives." ;)
  (they do actually look pretty savage, though)

Also, obligatory https://www.youtube.com/watch?v=kLp_Hh6DKWc

36
So, this is a really silly question, but in the "kill the beast" quest, there's an entry in the journal for "find another way to kill the beast...".  Is it possible to kill him through conventional combat via Neural Overload?  I didn't try to hard and don't have a save at a convenient place to try it, but a part of me is curious about the possibility of Neural Overloading it to death; with only 810 HP, it wouldn't take too many rounds to do it at a high level, and that does bypass every resistance in the game...

I doubt you can kill it with Neural Overload, but even if you could, you would end up breaking the whole quest probably. There is only one intended way to kill the Beast.

If you're having trouble figuring out what that is, here's some help (semi-spoilers): Capture a borer in a dog crate, get an impure chromium blade, and take both items to the first biologist you meet in the game.

37
Development Log / Re: Dev Log #58: Environments Preview
« on: July 01, 2018, 09:37:15 pm »
Nikola works now some time with us, he does the characters and helps me with some assets so I have more time to focus on smaller details that make the difference. Thanks for the praise and support!

I'm glad that it's not just you anymore! You guys are truly amazing artists! :)

38
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 09:15:44 pm »
Wow. Just wow.

This looks and sounds incredible. I can't remember if Mac is still the only one in the art department, but if so, he has seriously outdone himself! It's crazy to look back on the old alpha / Early Access version of Underrail and compare it to what it is today. It's almost unbelievable that it's even the same game!

I'm just in total awe. And the new graphics for the cameras look awesome!

Regarding the music, I thought it was great. I personally didn't find it bothersome at all. It all sounded just right. :)

Keep up the great work, guys. I'm so proud of how far you've come! :D

39
Development Log / Re: Dev Log #57: The Rig
« on: April 13, 2018, 04:45:03 pm »
Wow. This all looks amazing! The Black Eels just became a LOT more threatening.

All these waterways remind me of epeli's old alpha map for the lower caves. It looks like you weren't too far off, epeli! :P

I do have a few questions, though:

1.) Will the player be able to access Silent Isle and Forsaken Island using these waterways? I don't see any structures that look like them on that screenshot of the lower caves you've provided us.

2.) By any chance, does that village of the "savage natives" have any relation to the elemental twins of Forsaken Island? ;D

3.) Is this content part of Expedition, or will it be released as an update to the base game separate from the expansion?

Thanks for the update, guys! I can't wait to conquer the Black Sea! >:D

40
General / Re: Stealth Build w/o crafting viable?
« on: February 15, 2018, 09:53:02 pm »
Yeah, Thailand is great, i agree.
I've never been there myself, but I hear great things. :P

Gotta love autocorrect sometimes. ;D

41
General / Re: Deep Caverns - Frustration
« on: January 25, 2018, 07:11:20 pm »
I am playing first time on Hard with full PSI build.

I think I may have found your problem. ;)

But, in all seriousness, MirddinEmris offers some good advice. Look for the hatches that are littered around throughout the Hollowed Earth complex. There are 3 of them in total, IIRC. (Four, technically, but the fourth one doesn't count. It's different. You'll understand if you beat DC.)

One is in the center of the zone that has a bunch of dead Tchortists everywhere and a handful of vehicles in the northwest corner. (This is the screen directly north of where you met Six, and directly east of where the Tchortist outpost is.)

Another is southwest of that zone, in the zone with all of the destructible walls and Leo's lost bone knife. It's the most useless of the 3 in my opinion, and the hardest to access.

The third is north of the complex itself, in the northeast corner of the screen with all of the toxic gas and cuttlesnails. You'll know the screen when you see it.

If those hatches are inaccessible to you (lock-picking skill too low, for example), then you can get the Creeping Dread / Eye of Tchort to go away by simply exiting the Hollowed Earth section. This can be accomplished either by exiting to the south back to where you meet Six, or by traveling west-southwest to where the Faceless are stationed. If you're not at least neutral with the Faceless, then you're going to have to dispose of them if you want to make it through the Deep Caverns.

If you think the Tchortlings are bad, wait 'til you meet the Faceless Gaunts and the Mushroom Forest. Oh, and ARKE.

Really, all of Deep Caverns is difficult. It's that last mountain you have to climb before you reach the finish. But it's a rewarding finish, so it's worth completing. Plus, the final boss is awesome, so you definitely don't want to miss out on that.

Best of luck. Let us know if you have any questions. As always, most of your questions can probably be answered by perusing the Underrail Wiki @ http://www.underrail.com/wiki/index.php?title=Deep_Caverns

42
I have also encountered this issue, exactly as Viktor described; loading a quicksave created in lux-b5 produces the "failed to load the saved game" error, but thankfully the autosave produced from the initial transition into lux-b5 is still loadable. Leaving lux-b5 and then trying to re-enter produces the "zone transition failed" error and disables loading of autosaves for lux-b5.

I have no real idea what causes this, but I suspect that it has something to do with the campfire introduced into the zone with the update to v. 1.3.

43
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 28, 2017, 03:47:17 am »

[...]

1) The problem is if you are playing oddity mode there's just no way to bring burrower's accuracy down to 10% with evasion early game on dominating, 50% is just not good enough.

2) My point w/ Grover is that he's a very weak npc, my char was overleveled with the best setup possible for dodge and it STILL FAILED. 50% dodge rate is just not good enough.

[...]

In the past (pre ver 1.0.3) many dodge/evasion builds are without uncanny dodge/sprint/evasive maneuvers [...]. This is either because there are far better alternative and/or just simply can't afford the feat slot. These builds traded skill point in order to save ability points and/or feat slot, with the prime example being crossbow builds. I would argue uncanny dodge + evasive maneuvers greatly enhance dodge/evasion but are not truly the core of d/e builds. You simply cannot activate uncanny dodge when you are ambushed by a lurker (and lost initiative check) assassin. Evasive maneuvers will only save you from aimed shot/shock bolt/burst for one turn while realistically d/e builds need to be safe from those threats for more than one turns. In addition, if you have enough MP for evasive maneuvers/sprint to be effective it's usually far better to run away (outside enemies' weapon optimal range) and/or break line of sight. This is not ... the desired tactics for some special melee build such as a crit brawler/psi monk.


Correct me if I am wrong, but your goal, so far as I can understand it from these quotations, is to see if it is possible -- on Dominating difficulty, mind you -- to develop a Dodge & Evasion build that can push most enemies' chance to hit below 50% (preferably 10%, if not full immunity) by the time that the player commonly encounters them (e.g. a level 5 character dodging rathounds and burrowers in the early-game) without use of Uncanny Dodge & Evasive Maneuvers. Correct? This is what you are testing the viability of?

Doesn't that sound a little... unrealistic? This is the hardest difficulty in the game, mind you. It's called "DOMINATING," in all caps, for a reason. There's even a disclaimer on it that says "We do not guarantee that the game can be completed in this mode so choose at your own peril." It shouldn't be a cake-walk.

Now, I understand wanting to conserve feat slots. Believe me; I've played a crossbow-user and a psi-monk. But... shouldn't the ability to avoid practically all attacks still warrant use over something like Expertise or Recklessness? IDK, call me crazy, but when you're setting your build up around alpha-striking enemies to death within the first round, anyway, 1-turn immunity feats still sound pretty good. ;)

Yeah, putting Uncanny Dodge and Evasive Maneuvers aside, you're not going to be able to dodge more than half of the attacks that get thrown at you, but considering that you're playing on the hardest difficulty, is that really so lamentable? A 50% hit-ratio may not be "good enough" if you can only take a couple of hits before dying, but it's better than a 95% hit-ratio, and I think that difference alone still warrants the use of Dodge & Evasion on Dominating difficulty.

Regardless, I suppose that I am really just squabbling over your use of the word "viable," at this point. After all, wouldn't it be a bad thing if Dominating wasn't a challenge, no matter how hard you try to mitigate it? Remember, Styg only put this difficulty in for crazy idiots like us that feel compelled to try it out even if it destroys us. ;D

And let me state that I mean no hostility towards you at all, destroyor. Truthfully, you are a much better Underrail player than I. I just enjoy debating with you. :P

You do whatever makes you happiest, my friend. :)

44
Bugs / [1.3.0.20] Minor bug with Grover still not fixed.
« on: December 28, 2017, 03:02:44 am »
Update on the bug about the Grover / Treasa showdown quest being left incomplete in the Notes tab:

Well, damn. I thought that was fixed with the release of 1.3.0.19, but apparently I didn't do my QA testing well enough. Sorry, gang.
See http://steamcommunity.com/app/250520/discussions/1/1621724915796437785/ for details.

As I outline in my post to that thread, the crux of the bug lies with Grover's dialogue after Treasa's death.

If option 1 ("We're done.") is selected, the quest is marked as complete and everything proceeds normally. Grover gives his "favorite extortioner" line and all is good. The problem of his dialogue restarting from the beginning is not present. It's all fixed.

If option 2 ("No, not quite. ...") is selected or Grover is killed without any dialogue being initiated, then the quest is left incomplete in the Notes tab. Grover is obviously dead, so nothing more serious than that happens, thankfully.

Also, if you kill Treasa, take the core, and then just walk away without talking to Grover, the quest is left incomplete. So, really, the only way to "complete" the quest is to talk to Grover after killing Treasa and select option 1 (assuming that you don't spare them both or whatever).

Hopefully this time the bug can finally be fixed so I don't have to resurrect this thread for the third time. xD

45
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 27, 2017, 05:03:21 pm »

Ok first some definition:
Dodge/Evasion build - a build with max dodge and evasion, low armor penalty (preferably 0% w/ Nimble) and high AGI
Viable dodge/evasion build - able to survive most encounter out in the open using dodge and evasion, without resorting to other tricks like quick tinkering + bear trap + line of sight abuse. Obviously dodge/evasion does nothing to psi but you should be able to dodge/evade aim shots, burst and shock bolt w/ confidence.


Gotcha. Yeah, with those definitions, it does not seem like one is able to achieve a "viable dodge/evasion build" on Dominating difficulty, at least not without significant power-leveling on Classic.

However, if overall survivability is what you're after, it is important that you don't neglect use of Uncanny Dodge and Sprint + Evasive Maneuvers, which (let's be honest) provide Dodge & Evasion builds with most of their end-game power. I do not consider the usage of either feat to be "cheating" in any way, as they are included within the game and intended for use by Dodge & Evasion builds.

It may not be possible for a 52 effective dodge character to completely avoid every single attack from a rathound on Dominating, but with Uncanny Dodge, they most certainly can dodge everything that gets thrown at them. At 52 effective Dodge, you can dodge 3 melee attacks in a row for one turn, guaranteed. At 135 effective Dodge, the bonus becomes 6 guaranteed dodges for one turn. Similarly, an AGI 10 character with Sprint (for a total of 75 movement points), will get a bonus of 225 Evasion from Evasive Maneuvers for one turn. Granted, most battles are unlikely to last for just one turn, but you cannot deny that these bonuses provide significant survivability for any character.

So I would encourage you to continue your testing with an Uncanny Dodge / Evasive Maneuvers character, and determine the "true viability" from there. I'm doing the same with my own character, but my SMG build only allows for 8 AGI, and I'm not bothering with Nimble or 0% Armor Penalty. And, of course, I have some other tricks up my sleeve. :P


I see Evasion helping somewhat against midgame enemies, like Camp Hathor burrowers. Mitigates about half the shots. My current value is 211.

How many punches does Grover miss out of 20 or more, if you can check? Can we take assumptions on Grover's Melee skill from his bare first damage? Better the sample count (i.e. hits taken), better the estimate we can make. Statistics don't lie.


Yeah, I have to agree with Twiglard here. Some more statistics would be helpful in providing a more representative outlook on the viability of Dodge & Evasion builds on Dominating difficulty.

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