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Topics - Lucifuga

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1
General / Don't mess with Suidae
« on: December 16, 2016, 02:30:52 am »
Was walking around UnderRail with my 10 con lvl 16 character and was met with a crit charging Warthog
I got wrecked real good



409 dmg before resistance/reductions
I'm envious of their Charge feat :'(
Then you realize these monsters are 3 screens away from SGS...
Pigs>Rats

2
General / Mystery - Find Bogdan (spoilers)
« on: December 05, 2016, 06:06:44 am »
Did Bogdan kill his brother Slavomir?  :-\

Got to look at the clues first

Both Jon and Kupusije confirm its Slavomir's house where you find Bogdan at

There is a giant puddle of blood at the entrance but no body...

Gene states Slavomir was a nice guy while Bogdan instigated the fight between them at the bar earlier
(which is funny considering Bogdan was living in the residential district while Slavomir was "walking the pipes")

Slavomir had SGS credits in his desk so he may have had associations with the station

Then there's the note you can find in Bogdan's room in the residential district which I haven't been able to find a use for
It reads: "They are onto you. You will not be able to leave the city, so lay low for a while. We'll contact you when the time comes."

The end result of all this is Bogdan staying stealthed in a corner of his missing brother's safe house hostile to all.

The whole scenario is rather open ended and leaves lots of room for interpretation.
What do you think went down?

Bogdan may be a hot head but I believe he wouldn't kill his own kin.
If that were the case why not just finish it at the bar? Instead he goes to his brothers house which he seemingly kills out front to then hide out in the back? Nuh-uh
I think the 3rd party which the note warns of snuffed Bogdan out. During the scuffle Bogdan and Slavomir mortally wound their pursuer but when tossing the body off the pipes Bogdan joshingly pushed Slavomir off to his doom. Derailment soon followed. The bar fight was just cause Slavomir didn't want to let Bogdan into his "pipe fort"

---

Slavomir's key doesn't open the secret passage door despite what the wiki claims
At least in 1.0.1.4 anyway

Slavomir could use a mention in the wiki being perceptively a murder victim and all

3
Bugs / Intricacies - 1.0.1.4
« on: November 12, 2016, 12:56:35 am »
This post will cover several bugs I ran into
Some may have been fixed or already known but I figure I should mention them all

Mines and Cutscenes

The wisest course of action What a bad gif

I'm not sure what quite triggers the crash (number of explosions/dmg calculations/NPC needed alive for code to work) but it happens in all cutscenes with excessive mines going off. Not exactly game breaking but worth mentioning

Blowing past the Institute door

You will need some real good sneak and traps to pull this off
Prep work also must be done prior to reaching the end of the Coretech Research Facility
The goal is to kill Denzil with mines when he first walks out. With Denzil dead the door never closes as the cutscene never completes. This allows the player to bypass the quest "Return the Reaching Man" if they were to then kill/sneak past all Tchor. One can continue to beat the game from here on as the tremors start as normal.

This requires the player to forfeit all the Institute has to offer but allows one to truly RP a non-wussy character 8)

Additionally, this cutscene grants the player full map vision and since it never ended you are bestowed this gift until one loads a save or enters another cutscene. Sadly the scene just before going into Deep Caverns ends the "buff" but one can roam around lower UnderRail and enjoy some sights.

Prep to boom - X-Ray Vision

Worth noting that if the player leaves the screen after the door has opened re-entering it will be met with a closed door making the run impossible to finish. Treat it as a one time opportunity.

Culling the competition - Gauntlet

If you mine the tiles where the Runners spawn on killing either one interrupts the cutscene. This results in the player character not walking forward with the gate closing behind them. No aggro is gained by doing this as the runners are independent and aren't affiliated with any factions. This gives player access to both the lockers and the elevator as the gate does not shut. Speaking to Andrea results in her asking if we want to start the gauntlet but this time the cutscene does not play. Player must still pull lever in final room of Gauntlet and speak to Andrea for quest completion. All items brought into Gauntlet are deleted when completed. Even if you cull the competition the final room will still spawn the two different runners.
At least you can keep all the loot in the lockers including the unique yellow tracksuit by doing this.

4 runners vs 1 you - rigged

Gassing NPCs

There are several NPCs that don't aggro to gas grenade player damage

Bad at Tetris

Hostile Dog at Rail Crossing

The dog in the back spawns hostile to all
There is both a Cat and Commoner here though so It seems like an oversight unless the dog is associated to a bandit faction of sorts.
Or maybe dog just be mad

Doggie

Broken Haxxors

Vendors trying to sell knock off Haxxors that can't be charged/used

Merchant life be vicious

Ghosting Tunneler

Once the Faceless leave their base there are two tiles that are impassable where the tunneler once was. If you save and reload the tunneler reappears and isn't solid except for the drill.

Tunneler demands to be operated

The loneliest Turret and the independent Dreadnought

The turret won't fight back and the Dreadnought isn't officially in the Protectorate faction

Let me hack a Dreadnought to burst open door

Faceless no aggro

The Faceless Commander and company don't aggro if damage is dealt to them during their last cutscene

Also the cutscene ends if the search happens and the respective Faceless is dead - Hide cube on an off screen corpse for conned medallion
Resumes as normal if Commander is spoken to

Blowing people up with no repercussion

Keeping the Cube

This one requires you to save past the flag that triggers the final scene with Six and that is the use of the Elevator Controls for the first time. Fairly simple but the timing is hard. Just gotta save scum as your character presses the button. You have succeed once you see the save prompt pop up immediately following the cutscene with Six playing out as usual. Reload and you'll hear the in-game audio sound effect of having used the controls go off. Use the controls again and the cutscene won't play and you'll reach Lower UnderRail with a cube in yer pocket. Maybe medallion too

Minor/Unsure

One of Marsha's monitors doesn't black out despite player destroying camera
When speaking to Six where the hole is selecting the dialogue prompts 3-2-3 results in no action from him - odd
Being hit with a stray burst shot while not the primary target and stealthed will not reveal you - seems off
Mac and Big Bret still have dialogue lines asking about their thoughts on the Faceless invasion despite them having left

4
General / Why does Mutated Dog love Core City Mutie more?
« on: October 21, 2016, 10:14:57 pm »
Was Mutant's best friend
What happened?


5
Bugs / Coretech warehouse - [#context.player.Name]
« on: October 21, 2016, 01:10:05 am »


1.0.1.4

Coretech path
Issue occurs with both the Sentry and Runner

6
Bugs / No rest for the wicked - 1.0.1.4
« on: October 12, 2016, 01:05:29 pm »


Mareth deserves such a fate

Fun facts:
Since Mareth turns hostile after mutating Fort Apogee is fine with you killing him
Once Mareth mutates quest cannot be finished
Before mutating player can speak with Mareth to complete quest - if not infected when player climbs ladder CAU leave
Talked -> mutates -> killed = Mareth still mails you his unit's armor/Mareth still keeps his word and deals with Will if informed
If left alive after being infected Mareth warps back to Fort Apogee where Void and Dess shoot him on sight - mutated off screen
If Mareth is dead and you punch Void through dialogue Unknown intervenes

Mareth can be left alive for eternity as a mutant if player closes doors of room and kills comrades via traps prior to planting mutagen ;D

On a serious note, luring Mareth down the vent with a grenade noise seems like an unintended possibility
Who knows, maybe yall can make it into a branching plot

7
Playing on 1.0.1.4

Dev Log #31
states this is intentional but the reason behind doing so was never explained.
Seeing as how disassembling any loaded weapon via crafting yields no return of ammunition there is no means to retrieve the vials.

My question is why is this so?

Is it for game balance?
I can’t fathom why if this were the case unless one seeks to deny players of vials from looted weapons.


Is it based on the engineering of the blob pistols? If so this is unexplained in the world of UnderRail to my knowledge and needs to be addressed in-game instead of Dev logs.

Or is the reason simply being that grass grows, birds fly, sun shines and chemical pistols can't be unloaded?

Thanks for game existence and share with world

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