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Messages - Taggart

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16
Bugs / Dr Helding vs Dr Helting (SPOILERS)
« on: April 12, 2016, 05:28:46 pm »
In S. Parkinson's Log 43214330, T. Borovitch refers to Dr. Helting as Dr Helding.

Seems like an obvious typo - however, I recognize that perhaps the NPC Borovitch made that typo, and not the devs.

But just in case, I report it here..   :)

v1.0.1.4

Ref. attached

17
General / Re: Can't find rail crossing abandoned warehouse
« on: April 11, 2016, 10:39:47 pm »
EDIT: Scrutinizing xammurapi's map with excruciating care, I think I have finally found it. You need to hug the tracks to the East as you move South, THEN go West. Crazy confusing. I don't know if I'm gonna make it through deep caverns with the level of frustration this particular location caused me...I basically just moved on to Core City and nearly cleared because I got so sick of looking.

Yeah, as player1 noted above - the new areas recently added have caused some older directional instructions to be misleading; because they were written before the new areas, and thus don't account for them in the directions - you didn't used to need to hug the side, for example.

Just keep that in mind if you read some directionals - that you might need to take a particular exit on a compass heading, not just any one.

18
Bugs / DC Caerus Residential Helting Log 244982
« on: April 11, 2016, 10:31:24 pm »
".., on one is likely to get pulled for mutagen work"

Should be:

".., no one is likely to get pulled for mutagen work"

v1.0.1.4

Ref. attached

19
Bugs / Arke console [spoilers]
« on: April 11, 2016, 02:30:49 am »
The Arke Power Station - Power management Console - top of the display has "Current power expenditure (%)".

Looks like something that would update as I turn on and off various locations (seems like a companion to the "Current power available for allocation" line that appears above the menu).

"Current power expenditure (%)" never updates (while "Current power available for allocation"  does update).

Not sure that's a bug - but just in case...

The attached example - should it show 53% instead of nothing?

20
General / Re: Corpses near doorways
« on: April 10, 2016, 03:45:25 pm »
Does it help to press 'Z' (instead of 'TAB') to highlight?  That's worked for me so far..


('Z' is "reverse highlight". From the wiki: "Highlight highlights all characters and usable objects, showing their names and displaying any that are obscured by walls. Reverse Highlight simply highlights them in reverse order. If something is untargetable because it's behind another object (e.g. enemy behind a door or remains behind a desk), you can target it with reverse highlight.)

21
General / Re: Core City protectorate warehouse...is this a bug?
« on: April 09, 2016, 11:08:55 pm »
I figured it out, but I'm still not sure if it's a bug or intended. It's because I am opening the door, hiding again, then attempting to enter. The game does not allow you to do this. You have to unlock and immediately enter, take it from there.

Hmm that is interesting.

Both playthrus where I did that quest - I stealthed it - no aggro - no kills.

I had opened all the doors; and for most of the storage 'garages' I entered more than once after opening them - because I used them to skirt back and forth while keeping out of sight.

Wonder if we did something differently..  (if I can find a save not long before doing it I may try again and keep an eye specifically on #2..)

22
Let me refine my post a little bit..

I just went to duplicate the issue so that I could screenshot the locked-up game and post it, so that you could see the "little blue spinning circle" that I saw - and then I fiddled with the screenshot a bit.

While doing that, to my surprise, the game "came back to life".

Turns out - it isn't locked up for good - just for a minute or so. Then the blue circle goes away, and the game is again responsive.

I apologize for jumping the gun on it.

Too bad we won't be able to "break" the main quest there anymore.. :)

23
Bugs / Re: Negotiate with renegades
« on: April 05, 2016, 04:51:29 am »
I think this quest needs an additional alternate resolution. Currently, I cannot persuade the renegades to return to Fort Apogee. And I don't want to slaughter them all. The quest is simply sitting in my log uncompleted.

I reported this a few weeks back - here: Holloway quest confusion....

Contains their response also (fixed for next patch hopefully).

Earlier in the dialogue the player character considers assassinating the leader so that the rest return. Maybe this could be one of the alternate solutions?

That is an alternate solution; which I successfully did - but I re-loaded as it wasn't how I want to handle it. Noted in that thread..

24
Bugs / Re: A couple of bugs
« on: April 05, 2016, 04:47:53 am »
On the Lower Underrail map east of the one where Blaine resides, the destructible rock wall near the exit to the east spawns with a gap in it allowing the player to pass through.

I'm not sure if that's considered a bug or not - because if you "slip through" - you still end up in a blocked-off area (maybe not the immediate next area) and can't use it to "escape" out to the larger world and places like Core City (IIRC - it's been awhile since I had also found that and explored it...)

25
General / Re: Can't find rail crossing abandoned warehouse
« on: April 05, 2016, 12:36:19 am »
Are you talking about the Dude's quest?

If yes...

Spoiler (highlight to read):
---------------------------
.From where the Rail Crossing train is, go E twice.
---------------------------

26
Bugs / Hard lockup doing things a peculiar way... v1.0.1.4 (spoilers)
« on: April 04, 2016, 05:57:36 am »
If tl;dr - start at the bottom.. :)

I've found I can cause Underrail to do a hard lockup (have to end the task) if I do things a peculiar way (that is probably very 'not normal') but isn't 'cheating' either.

My PC has approx. 300 stealth with his Cloak active.

In the University, I can sneak into the Deep Caverns elevator room (having avoided starting Strange Tremors), hack the elevator button, and press it. The Faceless immediately assault. I can 'ride out' the assault by keeping in stealth and staying out of the way.

After it is over, I can sneak back out of the elevator room (doing so via the stairs and not via the passenger elevator going up - I haven't tried that way yet). From there I can sneak back into the vent and get to the West Wing.

In the West Wing, I drop out thru the hole in the floor.


From there I can go visit the other two elevators - the one at the Hanging Rat pub, and the other one near SGS. (Basically i was curious if either one now had power and had become operational)

I can visit the one at the Hanging Rat with no problems (including pressing the power button).


BUT - If I merely enter the zone of the Deep Cavern elevator near SGS - Underrail does a hard lockup. I can't do anything besides step into that zone - then boom - lockup. Have to end task.

Probably an unorthodox thing to do - but since it locks up I figured I should at least report it..

27
Suggestions / Re: Why all monsters in different areas are the same?
« on: April 04, 2016, 05:44:12 am »
There are other options besides killing them if that isn't your cup of tea.

You can sneak past such mobs. Or you can 'run' past them and into the next zone.  No need to stop and kill them if you don't like it.

Personally I do a combo of all the above. Usually I'll kill them all on a first time thru a particular area. If they respawn later; I might just sneak or run past them.

While it might be cool to have different 'levels' of them; it isn't a big deal to me. I don't see enough areas respawning to make it an issue for me. Most areas don't respawn - and the ones that do aren't many or hard to get through in other ways besides killing.

Keep in mind this is a 'small indie' developer. They probably don't have the resources to do a lot of things that might be cool. Just go with the flow... :)

28
General / Re: high base abilities and their influences on the game
« on: April 02, 2016, 01:57:10 am »
I've wondered about that myself.

One problem I can think of is - how do you know what level of base ability and/or skill is what got you the option?

For example, if you go into a conversation, and see a [BIOLOGY] option, and your Bio = 100 at that time - how do you know if you needed 100 or maybe just 25?

Or if your Int = 10 and you get a special [Int] dialog or option; how do you know it needed 10 and not just 5, for example (or maybe if you had Int between 5 & 10 you'd see one option while if Int 10+ would show another - how would you know that if your Int was already 10).

That apparent lack of info (to me, at least) makes it hard to think about any implications.

29
Suggestions / Re: Alternative way to open locks?
« on: April 01, 2016, 04:46:50 am »
Such a change would really altar the balance of the game, IMO (not saying that's good or bad - just recognizing that).

If you could open/hack locks without investing skill points - you'd basically free up that many points to use in other ways - making he PC more "powerful".

As far as enemies that might hear you if you make "noise",   I haven't run into any locks, except in friendly areas, that, if too tough at the time, I could not just wait until later when I could kill the enemies. In said case, it doesn't matter how much "noise" you make.

In friendly areas, and even with Burglar feat - there are locks I haven't gotten into because it was too risky in terms of getting caught.  That leaves basically the difference between all the locked containers vs only those you wouldn't risk anyways as the ones you would "lose out on" by saving the skillpoints in lockpicking and hacking (assuming your PC is unskilled and won't unlock any of them because you don't want to make "noise").

To me, having alternate methods frees up quite a few skillpoints. That would really affect the current game balance. I don't think such a change should be put in without the overall balance also being adjusted.

JMO

30
Bugs / Re: Report spelling/grammar errors
« on: April 01, 2016, 04:36:47 am »
glimps should be glimpse in Oculus Mainframe dialog

Ref attached

v1.0.1.4

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