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Messages - Tayon

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16
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 12:46:37 pm »
New feats are unlikely, but the way pure psi characters play might change drastically. Styg's been planning to nerf them for the longest time. See also https://underrail.com/forums/index.php?topic=5473.0
Well, I saw that topic and even handed over my save file. But my build does not have any key psi abilities. Whatever changes happen, I can still adapt to them, unless Styg makes a pure psionics completely unplayable... But he doesn't, right?

P.S. I apologize for my poor English.

17
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 11:41:03 am »
Also, in a few months you can expect the new content update for Underrail. This one is probably going to be released on experimental branch first and will stay there for a while, just due to the nature of the gameplay changes I've made. I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.
May I ask, new psionic feats are planned, or is it just a rebalancing? As an all-psi character, I'm not afraid of rebalancing, some of the abilities will work anyway ... But if new feats come out, I will need to freeze the current walkthrough.

18
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: February 27, 2020, 07:27:47 pm »
The best answer to this question is in the dialogues of Marcus and Ladelman. Just get to the Expedition and listen. You will learn a lot about the differences in living standards, child mortality and many other factors between the North (which is under the control of the Protectorate) and the South. The best illustration of what southern freedom worth.
Not to mention the situation with the raiders. Balor is besieging the second largest and richest city in South Underrail, and for a long time. The Railway Crossroads is threatened with death under bandit hordes. Nevertheless, trains run between these settlements, and it is very easy to transfer reinforcements to them. The only problem is that there is no organization that could send them. Each city of South Underrail stands (or dies) alone.

It's not like the Protectorate is good. Rather, he is a lesser evil.

19
General / Re: Calling all psionics
« on: February 16, 2020, 12:27:32 pm »
Stealthy Tranquil Psi-Generalist lvl 30.
https://drive.google.com/open?id=1hJU_tDmCElSwylTldZ2kAOsurfr4wlV9


For a start, nerf Force Field. It is normal when it is impenetrable in the performance of me, a psion of the 30th lvl from the 18th will. But a 3rd lvl rookie able to restrain the guardian naga with it... Its bulshit.
Also, please do something useful from monstrous psionic synergy. A veteran fit would be nice, one allowing the Will stat to influence the synergy cap.
Or just throw it out. Psionic synergy, I mean. Why is it there, teasing players, promising OP... But in fact - completely useless.

P.S. Sorry, I gave the wrong link before

20
Suggestions / Some psionic suggections
« on: August 31, 2019, 01:21:35 pm »
First of all, I apologize for my poor English.

A few suggestions regarding mostly pure psi builds:

1. Interdisciplinary abilities. Currently, every psionic discipline is in no way capable of influencing other psionic skills. Why not do some cross-skill abilities?
For example, the ability that allows using electrokinesis to turn the pyrokinesis fireball into ball lightning, causing electrical and energy damage. For balance reasons (and logical ones too), this ability shares a cooldown with Pyrokinesis, in fact, simply allowing you to attack with another type of damage.
Or, for example, the ability of Thoughts Control that allows you to use any temporal ability only on the thoughts of the enemy, but not on the body. That weakens abilities (for example, mental stasis is interrupted when attacking an enemy, etc.), but at the same time it allows you to impose them on the area using the Locus of Control.

2. Common Psionics
One of the main features of psionics in the game is the absence of 90% of baggage. Ammo - not needed, Grenades - not needed either (except for one achievement). Even TNT is not needed with the advent of Temporal Manipulation - rocks break through a combination of Implosion and Entropic Recurrence.  Why not go further and create abilities that replace ordinary objects? In most cases, this will not affect the balance. Just a role-playing option.
Psionic Lighter (Metathermics 5) - replaces the lighter.
Psychokinetic Drill (Psychokinesis 50) replaces the jackhammer without the need to combine disciplines. According to Lore, a similar ability is possible - Bisson threw something similar, helping to clear up rubble after an earthquake.
Psionic Flare (Metathermics 30, Psychokinesis 30) - small amount of white-hot air, enclosed in a thin shell from a force field. Replaces flare.
Psychokinetic Lockpick (psychokinesis 60) gives you an eternal Lockpick, but without bonuses.
Psi-hacking (Thoughts Control 100, Psychokinesis 100) allows you to use your own brain as a Haxxor. Again, no bonuses.
Psilectric Recharge (Psychokinesis 70) - allows you to recharge things, replacing a huge number of batteries. I know, this is doubtful in terms of balance, at all.

21
General / Re: Hopeless yngwar/ferryman problem
« on: August 29, 2019, 11:46:59 am »
For the ferryman conversation you need to help the mutants, give them medicine and turn the power back on.
No, you just have to say goodbye, and then talk to him a second time. Checked.

Starting to think that one requires 12 Int or something.
Nope, 9 is allright. I check this. You just missing something.

22
General / Re: AcoRN - wht's next?
« on: August 22, 2019, 03:27:28 am »
Quote from another topic
There are several influential people that want ACORN:
1. Professor Oldfield
2. Aran
3. Azif
4. Eidein
5. Tanner
6. Colonel Cathcart from Fort Apogee
7. Captain Grimm from Pirates

Maybe someone else as well. I do not know of consequences of giving that item to particular person.

You can also inform that you have this item Dude, Faceless Commander in Deep Caverns and Gunnar Edstrom of JKK, but they refuse to take it.

In terms of money, it seems that Aran pays the most - 15 thousands charons with my Mercantile = 0.

23
General / [Spoilers!] Expedition Endings?
« on: August 20, 2019, 06:36:50 am »
The expedition already begins with forks - did you give the mutants supplies and / or electricity. The murder of Dr. Mason. Joining the pirates, neutrality with them, or ruthless extermination of these wicked ... ahem ...
To whom did we give Acorn, did we get the Lemurian alive for the Professor, and so on.
  And, of course, I don't have the patience to go through the Expedition over and over again to find out the consequences of the decisions, as well as to wait until the page on the Wiki is completed. Guys please share the endings of the Expedition.

24
General / Re: (Spoilers) Acorn opening code?
« on: August 02, 2019, 08:42:15 am »
2. Aran
4. Eidein
Who are these guys?

25
General / (Spoilers) Expedition Camp protection
« on: August 02, 2019, 07:13:15 am »
Marcus gives us the task of finding all kinds of things that can improve the protection of the camp.
I found:
Turret activation. Security computer inside the ruins.
Naga Protector. A statue in the southeastern part of the island, checks for hacking and electronics, you need a spare plasma core. I still don't understand - why in a camp full of specialists and researchers I can't ask anyone to fix the statue for me? I understand that this advantage can be made specifically for crafters, but still I wanted the opportunity itself to ask for help from, for example, Marcus, albeit to no avail.
Navy mines. Search in LemKO. Then ask the Ferryman to transport them.

Has anyone found anything else?

26
General / (Spoilers) Acorn opening code?
« on: August 02, 2019, 06:35:33 am »
Azif said that to open Acorn, you need a code. I have not found this in my travels ... Has anyone found a code for Acorn or is it basically not in the game?

27
General / Telekinetic Proxy & Water
« on: July 29, 2019, 10:12:33 am »
Are there any reasons why the Telekinetic Proxy can not be placed above the water? I do not see any ...

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