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Messages - crumbhouser

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16
Bugs / Core City gate
« on: September 14, 2018, 11:29:00 pm »
Noticed this today: you can walk right through the gate door at Core City:



Didn't see anything else on this in the forum, apologies if already pointed out!

17
General / Are pigs & warthogs deaf?
« on: September 13, 2018, 06:42:00 am »
As far as I can tell, pigs and warthogs don't get alerted by noise at all. I can shoot a pig dead, and another pig just around the corner won't join the battle unless it catches sight of me or the pig I'm shooting. Explosives also don't seem to work for luring them. Are they totally deaf, or just less sensitive than other NPCs?

18
Suggestions / Re: Dual Wielding
« on: September 12, 2018, 11:14:15 pm »
I guess the main way to implement dual wielding would be reducing action point cost as you suggested in the knife one, since that would allow you to more reliably use both weapons in a turn.
There was a meaty post some months ago about that sort of idea, using two weapons together. The suggestion post was called Combined Weapons Feats or some such, let me grab the link.
http://underrail.com/forums/index.php?topic=3430.0
Interesting. Thanks!

19
General / Re: Finally got around to trying Salesman and it's pretty good!
« on: September 12, 2018, 03:05:26 pm »
Hey, this time it's one of my older posts that got copy&pasted.

Bad spambot.
Hey, what's that they say? Imitation is the highest form of flattery...

Not sure how you feel about being flattered by an unthinking, unfeeling machine, though.

20
Suggestions / Re: Dual Wielding
« on: September 12, 2018, 05:29:29 am »
Pistols? I wanna dual wield assault rifles :D


In all seriousness though, even though the graphics don't show it, you pretty much can "dual wield" in terms of the game's mechanics. What I mean is that it lets you pick two weapons which you can use equally in a turn without any penalty from switching.

I guess the main way to implement dual wielding would be reducing action point cost as you suggested in the knife one, since that would allow you to more reliably use both weapons in a turn.

21
General / Re: Lovecraft
« on: September 11, 2018, 11:30:14 pm »
I guess the Tchortists have a vaguely Lovecraftian-cult vibe to them, but only to a point. They're actually relatively approachable and willing to talk about Tchortism, where most cults to Lovecraft's Elder Gods are pretty insular.

Tchort itself is not much of a cosmic horror/eldritch god. Even though some parts have extraterrestrial origin (psionics, possible assimilated Godman DNA) you pretty much learn what Tchort is (whereas eldritch horrors are shrouded in mystery essentially by definition), and once you encounter the being itself, it's actually quite vulnerable (in contrast, it would be effectively impossible for a human to "defeat" an Elder God, and never in a million years would you be able to harm one with conventional weapons).

The cube is slightly closer, by merit of its unfathomability and mysterious origin, but I'd place it closer to Roadside Picnic (Strugatskys) than Lovecraft, as it's not presented, in and of itself, as something terrifying/fundamentally wrong.

22
Bugs / Re: Olivia bug
« on: September 11, 2018, 01:39:39 am »
It's Olivia's fault. She just wants to finish her darn lunch.

23
Bugs / Re: Olivia bug
« on: September 10, 2018, 12:42:31 am »
This bug is still happening for me. Options look slightly different from when Fenix posted though.

I:
>talked to Nicolas at home
>told him I'd kill Olivia
>visited Olivia in the mine
>went back to Nicolas at work
>he told me how to kill her
>went back to talk to Olivia
>1. I suspect your husband wants you dead
>1. He hired me to kill you
At this point both options 2 and 3 in the screenshot just end the conversation.

edit: I'm not on the experimental branch as I'm on the GOG version so this might already be fixed.

24
General / Re: Expedition alpha testing
« on: September 09, 2018, 06:35:39 pm »
I do have time to test it out and tell you how many mushrooms I gathered and sold to shops! Al Fabet is a noob!
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.

25
Suggestions / Re: Option for nightvision effect
« on: September 09, 2018, 04:00:38 pm »
There's a middle ground if you like, while you wait to see if your suggestion gets implemented - you don't need night vision very much if you use incendiaries and flares all the time. Indeed, if you've picked up Ambush, it might even be helpful to light things that way.
Oh, I definitely use incendiary grenades at every opportunity on builds with throwing because it's (in my opinion) one of the most fun things in the game, haha.
Putting down a bunch of bear traps in a room, tossing napalm after napalm at the poor saps that get caught and then shutting the door is probably the pinnacle of this game's combat for me.

Only problem is that if you don't put like 50+ points into throwing there's a good chance you'll just explode yourself (or, with flares, give your enemies an outstanding chance to shoot your dumb fat face), so in that case I use NVGs.

And for the record I don't like green NVG effects in first person games either; in those I find it's usually pretty much pointless, with the darkness having no effect on enemy AI and gameplay like it does in UnderRail.

26
Suggestions / Option for nightvision effect
« on: September 09, 2018, 05:41:44 am »
I think it would be cool to have an option to disable the green screen effect from night vision goggles; maybe instead, just have a status effect icon.

Nothing terribly wrong with the effect, I guess, but I think it's a tad unpleasant to need to choose between the game being traffic light green and being able to hit things from a distance (at least for most of the game before having like 200 effective guns and super high perception).

27
General / Re: Salesman: what exactly does it do?
« on: September 07, 2018, 04:37:57 pm »
If you had to choose between Salesman, Pack Rathound and Trap Expert, all QoL feats, who would you take?
Pack Rathound. I NEED that loot. Even if I can't sell it I'll stuff it in my freakin locker for all I care

edit: oh, I forgot. There is one more thing I like Pack Rathound for:

28
General / Re: Salesman: what exactly does it do?
« on: September 07, 2018, 01:08:50 am »
Salesman isn't all that bad if you expect that you're going to need to do some merchant rounds while you grind up Super Steel.  It's also fairly helpful in the early game, before you open up the world.

You end up with a lot of damaged or low-quality loot in the early and mid game, and with Salesman you can usually offload it just about as fast as you get it.  I didn't think I would find it useful, but I tried it and if you're going to get that 105 effective Mercantile to unlock all the stuff anyway, it ends up being fairly handy.  It also makes those PITA merchants who only want to buy random nonsense a bit more approachable - they're more likely to take a few high-quality repair kits off your hands, or a bunch of leather armors, and give you a way to pull their charons off of them.

Ultimately it's just QoL. There's never a need for Salesman.  But it's very noticeable, especially if you spend a lot of time interacting with merchants.
Interesting. I guess the same could be said for Mercantile skill in general (e.g. less shopping around for high quality parts as they'll show up more often)

29
General / Re: Salesman: what exactly does it do?
« on: September 06, 2018, 08:19:39 am »
That's about it, for more money you'll have to wait for this veteran feat.

Quote
Major Supplier - Increases the amount of money the merchants are willing to use when trading with you by 2% per mercantile skill.
:o
It's...perfect....

30
General / Salesman: what exactly does it do?
« on: September 06, 2018, 05:42:25 am »
I really enjoy trading in this game, but I'm not clear on what Salesman does.

By amount of items, does that mean that, if say, Constantine wants to buy two firearms from me, with 100 Mercantile and Salesman, he'd buy four instead?

Though I initially thought taking a Mercantile-related feat would be a good idea, if that's how it works I'm not so sure this would be useful to me as one crafted item is already worth like 2-3 times the cash a merchant carries.

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