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Messages - Tygrende

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1
Bugs / Flurry goes on cooldown if electroshock kills the target
« on: May 15, 2024, 03:54:42 pm »
Flurry is only supposed to go on cooldown if any of the 3 strikes miss or deal no damage, but if electroshock module damage (or most likely energy edge damage, too) happens to kill the enemy before the last hit, flurry will go on cooldown and cost reduction stacks will be removed. This is accompanied by the "ding" sound effect that normally happens when all damage is resisted, even though it's not, the target is simply dead and there's nothing to hit anymore, which would normally result in no cooldown/stacks removal.

I suspect the game thinks that, since the mechanical damage of the hit didn't kill the target, flurry isn't over yet, but the target is dead and there can be no next hit, so it interprets it as a hit with no damage, that's why the "ding" sound plays.

Supposedly, someone told me this is also the case with spikes on armor, though I didn't test that myself.

I attached a short webm.

2
Posted this one years ago, didn't get a response .

Unlike all other incapacitation sources in the game (pretty sure I checked all) pneumatic hammer doesn't drop detection to empty orange eye. It stays at full red, meaning it's impossible to restealth until it drops to orange after about 2 turns, if the target is still incapacitated. Doesn't seem intended.

3
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 01:02:23 pm »
Mordre would be the only source of non-crafted biohazard tacvest, and an early way to get biohazard boots; there is a quest where you can kill him consequence free with the right amount of persuasion.  The easiest thing is for him to disarm the grenades like everybody else.
So it would also make persuasion more useful, perfect.

4
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 11:14:36 am »
Easy fix for Mordre, just give his tactical vest armor a high quality biohazard vest in every game, and/or biohazard boots. Quality 100 biohazard vest is 13 bio DT, biohazard boots are 15, 28 is not total immunity (45 would be) but will probably slow down the damage enough to the point where it's no longer feasible to kill him in the early game with limited toxic sludge supply. Gas mask would work too if being true to his portrait isn't a concern.

Or an even easier fix, just make mushroom cove a controlled zone. There's an SGS sentry right outside, not many people going there. Might make setting traps for hoppers an issue, though, so maybe a partially controlled zone instead. Even more true for outposts after clearing them out.

5
Bugs / Firecracker caps disappear from crowbars
« on: March 12, 2024, 11:23:50 am »
Steel crowbars equipped in both weapon slots. One has a firecracker cap applied to it, the other one does not. If you attack with the naked crowbar, the firecracker cap on the other one will just disappear as if used (it is not actually used though, there's no effect). Easy enough to replicate.

This does not happen if different crowbars are equipped. If there's a tungsten crowbar in one slot and a steel crowbar in the other, everything works as it should.

I suspect this is caused by all crowbars of the same type technically counting as the same item. Crowbars are rather unique in this since they also have no durability, so two copies of the same type are truly indistinguishable. I haven't tested yet, but high chance this will also apply to CACS. It's also possible this may be the case for other enhancements put on other semi-unique weapons you can have more than one of, like shivs, boxing gloves, etc. but these have durability so hard to say. Will check later.

6
Suggestions / Trident - cool, but it kinda sucks
« on: December 18, 2023, 10:32:05 pm »
I like the gimmick, but overall it's a pretty bad spear compared even to other uniques and severly outclassed by crafted spears like the rest of them.

By far the nicest thing about is the highest block value out of all uniques, but that's not really enough.

Total damage is somewhat high, but since it's dealt in 3 separate instances, it will be VERY susceptible to blocking, especially when combined with DT. Which is a really big deal, because spears are otherwise the second best melee weapon at going through blocking.

The main gimmick, 3 poisons applied at once, is nice but doesn't really have that much use. The best case for it is stacking leper poison fast, or some heartbreaker shenanigans with sweep. The latter especially could be fun, but not particularly strong. I like it though.

Otherwise it's a regular spear. Base AP cost, crit chance, crit damage. 100% crit damage is especially bad here, since it has no energy edge/electroshock and is going to be much more easily resisted by enemies because of the damage split. Long story short, this is going to struggle for damage the most out of all spears, that already struggle at dealing high damage as a weapon type to begin with. Pretty bad. Compare to crafted tungsten that has both single instance damage, energy edge/electroshock AND 120% crit damage at the same AP cost. Even Lemurian Spear at least has the plasma emitter while glaive has high damage sweeps. Trident gets nothing in this department.

My suggestion - add three 25% chances to bleed for 50% of total damage for 3 turns. Change the description to say all three prongs are serrated. This would be both reasonably strong without being overpowered and unique among spears. So far the only spear that can bleed at all is the Skærder Spear, one 25% chance for 150% damage. It also has 130% crit damage, which combined honestly kinda makes it looks better than the Trident. Other than that, all spears lack the ability to bleed. This would make Trident into the best option for spear builds that want to make use of Taste for Blood, plus it would go nicely with any spear build that attempts to make use of the 3 poison mechanic for heartbreaker poison. This could be the dedicated damage over time spear. Sounds fun and would go a long way to solve its inherent damage problems.


7
Bugs / Re: Unable to toggle off Precogniton during combat
« on: November 18, 2023, 03:30:09 pm »
I think I noticed a similiar bug with night vision goggles recently. I am unable to turn it off when they energy drops below activation threshold. I'm pretty sure it wasn't tht case before.

8
Some more info:
  • Lvl 14, 120 effective heavy guns skill.
  • Mint condition Fusion Cannon that was never dis/reassembled, 200-258 base damage.
  • Damage in combat stats sheet, which only includes the weapon skill damage multiplier, is 368-474.
  • High-Technicalities with 8 effective intelligence, shoud result in a 24% damage increase.
  • No other damage bonuses that could possibly apply - no Tricky Trajectory, no Heavy Metal, no smart goggles. Just the skill and High-Technicalities modifiers, which I assume are multiplicative.

  • After around 100 direct hits on the SGS target, my highest recorded damage was 722, lowest was 573.
  • Compared to damage in the combat stats, this is a 56% increase for minimum and 52% increase for maximum damage.

So all in all, the damage increase should be 24%, but in practice it's slightly above 50% in a sample of around 100 direct hits.
I suspect High-Technicalities could be counting all INT for the damage increase instead of just above 5, which would result in a 64% damage increase at 8. No way to be sure on my end, though.

I can upload the save if you need it.

9
Bugs / Gunslinger can be given energy pistols but won't use them
« on: November 14, 2023, 12:36:26 pm »
Including uniques like sonocaster. Should either use them or not have the option.

10
See the attached file for the doubly resisted damage - two instances of resisted electrical. The save this was done on has Tricky Trajectory with 5 spec points into it, no Heavy Metal. Was wearing blast cloth and orobably has something to do with it.

About the damage - it seems to scale unreasonably high with INT through High-Technicalities. Using Hypercerebrix to go from 7 to 9 INT is enough to boost damage from typical damage 1500 to 2000, with Tricky Trajectory bur without Heavy Metal. Sure you can blame it on high/low rolls, but dealing 2000 non-crit damage shouldn't be possible at all from my math, regardless of how the various bonuses apply, I can never arrive at 2000. I've seen others deal over 3000 on a non-crit with heavy metal, too.

11
Both on the map right after returning and at Zilla's stand. Reported back in beta, was supposed to be fixed. I'm on 1.2.0.8.

12
Bugs / W2C DR Reduction
« on: February 01, 2022, 02:53:04 pm »
Dev log claims DR reduction on W2C now (1.1.5.2) varies from 35% to 45%. In-game descriptions claim it varies from 30% on 7.62/5mm to 45% on 12.7mm. Which is wrong?

13
Let's Plays / Crowbar Build
« on: August 06, 2021, 07:52:35 am »
After a long and grueling journey, Underrail has been beaten with nothing* but a crowbar on DOMINATING difficulty. I documented fights I deemed most interesting in the playlist below, but rest assured, this is how the whole game was played, from the very start to the very end, no exceptions whatsoever. I want this to be the ultimate proof that there's no such thing as "unviable". Enjoy!

https://youtube.com/playlist?list=PLTBWJPIny2Y288L2eM0Mfr-rH8P-dLsOV

*crowbar was the only thing I was allowed to use to interact with enemies. So no dirty kick, no taser, no grenades, no utilities at all, not even blades on metal armor to proc taste for blood, etc. I was however free to buff myself with drugs/psi and to use enviromental hazards.

14
Bugs / Re: Ice Tower debuff bug
« on: August 06, 2021, 07:33:01 am »
That's not technically a bug. 100% DR vs. anything also provides immunity to DR lowering effects. This was added a long time ago to prevent killing "unkillable" NPCs (Six, Tanner, Beast, Arke Cameras, etc.) with things like corrosive acid.

15
Bugs / Pneumatic hammer incapacitation doesn't make enemies lose sight
« on: August 06, 2021, 07:26:41 am »
Unlike all other incapacitation sources in the game (pretty sure I checked all) pneumatic hammer doesn't drop detection to empty orange eye. It stays at full red, meaning it's impossible to restealth until it drops to orange after about 2 turns, if the target is still incapacitated. Doesn't seem intended.

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