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Messages - Lucifuga

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1
General / Re: Where'd Jack Quicksilver go? (Spoilers)
« on: August 24, 2017, 04:56:03 am »

2
General / Re: Bogdan
« on: July 30, 2017, 05:22:57 am »
There is that puddle of blood when you first walk in that suggests something went down
Thought I'd eventually find the body gone splat in DC somewhere along with that drunk who I pushed off but nope

Didn't find any more story regarding the brothers which I can't help but feel is intentional
Sorta like walking into a murder scene but your job ain't to solve it

Made a thread about it a bit back over here

I still think Bogdan is innocent despite the evidence being stacked against him

3
Bugs / Re: Intricacies - 1.0.1.4
« on: July 21, 2017, 10:18:54 pm »
Mushroom Forest - Out of bounds

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General / Re: Syphoner man?
« on: July 21, 2017, 06:55:04 pm »
I aquired a picture from another player showing a human corps of a syphon. i dont think this person was meming though.

If you must know, that was a shroom trip gone wrong. Lucifuga likes breaking everything he can with traps, so he went and killed one of the motion hallucinations... or maybe it wasn't a hallucination? Maybe he was talking with a frog all the time? Whichever the case, that is not the siphoner man you're looking for.

Real siphoner men wear clothes! Naked siphoner men would just cause A Heap Of Trouble.

Danmit! well thanks for the information on that one. guess ill delete the little post on that one.

Guilty as charged

Set up the traps beforehand and then talked to Sergio the Wizard to get into motion
Was initially curious if the old man's inventory changed when he transforms but it looks to be just a graphic swap vs a character one
Was hoping for an unobtainable drop forgotten during development
Took a screenshot of the scene to add on to the mysticism of the anomaly - Here be the place

Sorry to have yanked your chain like that
Best of luck finding him

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General / Re: Syphoner man
« on: May 29, 2017, 01:21:19 am »
It might be the motion talking but I might of got him...
No witnesses of course so If I tell anyone about it they'll all think I've derailed
At the end of the day I'm just another unreliable source

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Bugs / Re: Intricacies - 1.0.1.4
« on: May 27, 2017, 08:38:43 am »
Looking through my screenshots I remembered some more I never got around to posting
Probably not submitting anything else until the expansion hits

Not Saving Buzzer

Scenario: Kill Faceless Mindreader
Leave - This happens

Funny enough if you go upstairs, open the cage and flip the switch Buzzer spawns in his cell and walks to his desk as usual

If you leave the house however the corpse of the Faceless Mindreader despawns so if you never grabbed the key and have a lockpick-less character you can never truly save Buzzer in result

Black Crawler Despawn

Okay this one seems intentional but I'm listing it anyway
In a previous version the corpses definitely stayed on the map for eternity
In 1.0.1.4 the entire area is cleared after what I believe to be when Dirty Tom spawns in
Ended up missing out on a unique due to this

Nightvision turns some monitors on

Monitors, vending machines, trims that have displays indicating they are ON/OFF seem ON in night vision
Noticed it lots in DC - definitely in Caerus Residential block

Scientists were just as barbaric

Spooky Hecate Door

Closes itself whenever area is left

7
Bugs / Re: Intricacies - 1.0.1.4
« on: May 27, 2017, 06:30:20 am »
No XP for Energy Shield Emitters

When talking to Gorsky and selecting the following option - Heck no. I'm sick of you sending me on suicide missions. - the quest is never actually accepted however if you talk to him again you are able to hand him the package but no quest XP is gained in doing so

Permanent Invisibility

This is just a graphics bug and has no impact on gameplay
If you leave a mine and instant kill the commoner that spawns in a lab coat the cutscene is interrupted and you are free to move
Must be an instant kill or else it progresses as normal - body on the table disappears after leaving the room
All npcs can still see you

Jookhela and stuns

This one could go either way really and not be a bug but figured I should mention it
Regular Ancient Rathounds are immune to both flash and sledge stuns (didn't check crawler poison)
Jookhela on the other hand is not
Inferior rat is inferior

8
Using the X-ray vision glitch in 1.0.1.4 reveals there is nothing there
Guessing they are for possible expansion pathways



9
Item duplication aside this was a rather morbid experience



For some reason entering the third floor of SGS would trigger the death flag ending the run but using the elevator to go to another floor and coming back before the trigger kicked in resulted in the above
Probably occurs in other areas as well without a form to bypass it such as this one

It turns out you can't reload guns in this state so a melee character would be most effective for this sorta thing

10
Successful with the SGS council meeting to discuss the Junkyard too
Earliest one I  could think of

11
Invincibility can be had with Sergio the Wizard as well
I'm willing to bet this can work with any cutscene that includes a scene transition of the player character

12
This is really easy to do it turns out

Went to the left most corner out of sight of the Faceless and used bear traps to inflict self harm
Popped a morphine -> entered stealth -> walked towards the elevator controls -> entered combat before the Faceless spotted me and operated the controls

You die and the death menu opens but the cutscene plays out along with the area transition and if you spam quick save during the transition the save goes through before the death menu reappears

Then load the save to surpass death

https://www.dropbox.com/sh/mpj41exglc743am/AAA7XqKN8Sql2pBCoobjupy6a?dl=0

UnderRail is a very easy game with no challenge  :P

13
Had this in the back of my mind for a while and finally decided to try and replicate it
While I didn't completely succeed I was able to recreate the immortality on yer back aspect

I took morphine and walked into the tile that automatically creates the DC save
Had a hard time with the timing as I had to walk into it as soon as the after effect of the morphine kicked in to assure the save was created after my character had croaked

Reloaded and had about 2 seconds of free will before the game would crash
In those free 2 seconds I ran back to the elevator and the game seems stable unless of course you leave
Upon leaving the room I think the "game over" flag raises but no menu selection appears resulting with the screen slightly dimming and being left with no option but to reload

The save for those interested
https://www.dropbox.com/sh/ds6krqe1xb9l0aq/AABQ7aHSaJ6utxmPaLV_IF1_a?dl=0

For some reason cheating death immensely damaged the durability of all my gear
Even the unequipped stuff - weird
Wish the puddle of blood pooled up everywhere ya went  ;D

I'll keep tinkering but for now this is my initial success

14
If you still have it could you share the save?

Sounds hilarious to mess around with

15
General / Re: Build for first playthrough
« on: December 25, 2016, 05:17:41 am »
Real hard to go wrong with a sniper

No offense but it's rather easy to go wrong with a sniper and you made a couple of mistakes, but what really baffles me is that you recommend an almost defenseles build (0 dodge/evasion AND 3 con) with needlessly high crafting skills for a FIRST playthrough.
I'd be surprised if he made it back alive from the SGS caves.

None taken
In retrospect the foolishness of a 3 Con/no defence skills for a first run is quite blatant
Suppose I shouldn't expect others to enjoy masochistic play styles - noted

The crafting skills are indeed needlessly high but finding a 160 quality component end game and not being able to immediately craft with it tears at me especially after having invested the points intended to do so.
With that said I'll admit mechanics can be taken down to ~150 effective skill
The rest I would still stand by boosts and all

Don't feel I did much wrong feat wise though for a sniper but please shine light if you spotted any glaring issues.
I'd consider giving up ambush and even opportunist for some sidearm/trap feats but I didn't view much else of worth to spend a point on sniping oriented.
Highest contender would be hit and run for further mp after the initial snipe kill to convert into ap via blitz but even that only nets +3 ap
Feel free to tear in

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