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Topics - omphaloskepsis

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Suggestions / Hide Dialog for Quests that Haven't Started
« on: January 08, 2016, 08:01:31 pm »
I don't know if this is a matter of a few bugs, but several times I've run into dialog that makes no sense for the current state of my character.  It's also an issue because it acts as spoilers for quests that I don't even know about.

Most recently, in the Foundry prison I can persuade the warden to let me look at prison archives.  No idea why I would do that, except that there must be a quest that I haven't started. 

Should I make a list of every time that happens?

2
General / Mysterious Pillars in Silent Isles - Willpower Fail
« on: January 07, 2016, 10:23:45 am »
I've had a 10+ willpower character succeed, and a 3 willpower character fail in the past.  Now I'm trying with a 7 will character, and he's failing too.  I tried reloading just in case it's a bug, but no luck.

According to the wiki and an old post from Styg, 7 should be a success.  Has this changed, or is there some other factor?

3
Suggestions / Allies need buffing
« on: January 07, 2016, 01:04:58 am »
After finishing the coretech warehouse quest (for coretech), and having previously done the Rathound King quest, I think I see a pattern where allies are too fragile for combat.

During the Rathound King quest, I reloaded about a dozen times to try to save Edgar.  Killing the king on my first turn on multiple attempts couldn't save him.  And he wouldn't move whether he got entangled or not, guaranteeing death from the ancient rathound.

Similarly, stupid AI makes allies suicidal in the warehouse fight.  Henderson (a sniper) charged into melee range on more than one reload, guaranteeing she'd either get smashed with a hammer or one-hit killed by an enemy sniper.  And there were a lot of other problems with that fight.

While it would be ideal to make NPC AI much smarter, it would be easy to increase armor/damage thresholds and health.   Honestly, even with smarter AI, allies could probably use a buff. 

Also: how about allowing at least one "free" friendly hit before aggro?  I'm fine with the way that friendly fire discourages certain tactics, but it's a bummer to have to reload because a 90% to hit attack goes wrong.  Isn't it enough "punishment" to deplete the health of the already fragile allies?  It also seems unfair because I've seen enemies screw up grenade throws without starting to fight each other.   Actually, I'd settle for enemies fighting among themselves, though I'd prefer more forgiving allies.

4
General / Whatever you say, pops
« on: January 06, 2016, 06:06:52 am »
I love little details like this.  I've been switching between a few different characters, and decided to play one as kind of a smart-ass idiot.  So I chose the "Whatever you say, pops." dialog at the shooting range when talking to Gorsky.  And he walked over and decked me.

Like most people, I'm here for the tactical combat, but touches like this just make the game that much better.

5
General / Suggestions on pure (or nearly pure) psi build
« on: January 01, 2016, 10:21:26 am »
I've tried gun and melee/psi builds, now I'd like to try either a pure psi build or a psi build with melee as a backup option.  There's a lot of info around on doing psi monks, where melee is the main focus, but I haven't seen a pure psi build other than the 10 CON one, and I'd like to do something different.  I'm leaning towards Psychosis for this character, though I could be talked out of it.

So a couple of questions:

Is it worth focusing on Agility, Evasion, and Dodge?  Is it worth giving Dex a few points as a fallback for melee, or should I just dump it to 3?

Starting Stats:
Str: 3
Dex: 4
Agil: 10
Con: 4  (for a few extra hp)
Per: 3
Will: 10
Int: 6

Nimble and Snooping or Paranoia

Top Priority Skills:
Thought Control/Psychokinesis/Metathermics
Dodge/Evasion
Hacking/Lockpicking

Extra points will be spread between crafting skills, a little stealth and maybe a little persuasion.

So this build is pretty thin to add melee, and it will be a while before crafting is usable.  So I'm wondering if I should dump or reduce the Dodge/Evasion skills.

Any thoughts appreciated.

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General / Could somebody explain action points and movement?
« on: December 23, 2015, 08:01:49 pm »
I've played the original Fallouts multiple times, so I get the concept.  But I don't understand Underrail's mechanics.

My current character is a stealth-psi build.  When he initiates combat sometimes he gets 3 attacks, but sometimes he only gets 2 or 1 (1.5, technically, since he has enough AP for Neural Overload).  He's got Tranquility, so that usually explains the 3 vs 2 (whether he's at full health), but there are some hidden variables that I don't get. 

For example, when doing the cave hopper quest  I'll be at 100% health, but often get stuck having to skip many turns in combat mode, and the AP/movement meter sometimes varies.  Or with the evil sentry bots and cameras at the GMS compound:  I was just playing through, reloading and retrying, and I get different AP and movement points in different situations at 100% health.

I know that certain attacks and traps effect AP and/or movement, but there has to be more going on.

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