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Messages - Hammer Wizard

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61
Bugs / Re: Nimble doesnt reduce total armor penalty
« on: July 10, 2021, 11:20:09 pm »
Thats not how it works. Nimble reduces your 'total' Armor Penalty, so even if you're wearing a 1000% AP armor, your total AP would be 95%, because thats it's maximum cap, which would get reduced by Nimble, for a total of 80% maximum AP.
The way you mention it is how Heavyweight works, but not AP/Nimble.

62
Bugs / Nimble doesnt reduce total armor penalty
« on: July 10, 2021, 04:18:44 pm »
What it says on the title

63
Suggestions / Idea of new Metathermics spell: Endothermic Aura
« on: July 07, 2021, 09:21:47 am »
I think cold MT needs some love, and not another high damage ranged attack like it already has, plus cold damage in itself needs more attention.

Endothermic Aura makes the air all around the caster to drastically drop in temperature to sub-zero levels, releasing clouds of cold air (Cryogas), at the first turn the cloud is small, at 3x3 radious, but after that, the cloud grows in size to 5x5 radious.
Any enemy that walks into the cloud will suffer cold damage depending on the caster's MT skill, upon first entering in contact with the clouds, the target will be chilled, and 2 stacks of chilled will be applied per turn if remains inside, on second and third turns inside cloud, Hypothermia will be applied, and in the fourth turn inside the cold clouds, enemies will be frozen.
Endothermic Aura freeze can be boosted by Cryokinetic induction, causing the enemy units to shatter.
Cold clouds dissipate at a normal gas speed.

64
Bugs / Ferryman took the pirates with him for a ride
« on: July 06, 2021, 03:34:55 am »
Long story short, I aggroed the pirates on the other side of the shore, I left the area during combat while the pirates were standing on the Ferryman's boat, when I came back, the Ferryman was gone, as expected, but also the pirates, they were gone too, pressumely with the Ferryman.
If I'm not mistake you can also lose dropped stuff if you leave it on the Ferryman's boat and then he leaves, unless it goes from a Backpack to a Flotsam
Also you can get your Jet Ski stuck if you disembarked on the Ferryman's boat and then he leaves, you will have your jet ski away from the shoreline and you wont be able to get on it again.

65
Bugs / Utility tower: No transition zone, cannot go back down
« on: July 06, 2021, 02:21:17 am »
Okay *this* one is actually a bug, I took the stairs up but I cannot go down

66
Bugs / Item has more durability than the limit
« on: July 06, 2021, 01:44:28 am »
What says on the title

67
Bugs / Re: Utility Tower: No transition zone, cannot further go up
« on: July 05, 2021, 03:51:08 pm »
https://drive.google.com/drive/folders/1U3K_euhiUxgWT8yp_6ibF7fnzdoCXvq2?usp=sharing

This folder contains my last save file, it's exacly one floor below/one load screen away from the zone depicted in the screenshoot.
If I cannot go down after being moved up, no biggie, I will make a hard save appart from this main save file. Or I can leave it for another run.

68
Bugs / Re: Utility Tower: No transition zone, cannot further go up
« on: July 05, 2021, 03:04:45 pm »
>If you wish to experience the encounter, provide me with a save that hasn't entered that zone previously
As in, didnt even entered the Utility Tower section, before the automatic hard save is created?
The last hardsave was from Carnifex fight check point, and that was long, long, long ago.

My last safe file is after entering the tower, right below that floor depicted on the screenshoot. Does the automatic save file upon first entering the Utility Tower works?
Otherwise I will pass on this offer, if cannot modify the lastest possible file then it wouldn't be worth it to play several days of game again.

69
Bugs / Utility Tower: No transition zone, cannot further go up
« on: July 05, 2021, 02:21:01 pm »
What it says on the tile, I cannot keep climbing up because there's no transition zone, either blue or red
Is there a way to fix this? It took a lot of time and effort to get there.
Maybe modify the game file?

70
Bugs / Yelling at hobos makes them angry
« on: July 01, 2021, 08:51:36 pm »
Big thonk

71
Bugs / Yell aggroes allies at the arena fights vs critters
« on: July 01, 2021, 09:08:09 am »
In the first round against rathounds, Yell doesnt turn allies hostile, but from beetles and onwards, Yell will turn allies hostile

72
Builds / Re: Rate my Hammer Wizard
« on: May 27, 2021, 09:25:50 am »
There are a few things that I'd like to point out:

>9 Constitution
You dont take Last Stand nor Thick Skull. While these are not mandatory feats they make tanking much easier and makes life much bearable. You can do without tho.
>No Conditioning
This is a huge no-no, it's damage reduction that covers a lot of things you get thrown at and it's even increased by constitution, by default all characters that want to tank take Conditioning
>Boost intimidation but doesnt take Yell nor Brutality
Unless you really care for dialog Intimidation checks, there's no reason to boost Intimidation without Yell nor Brutalility, and it's highly encouraged to take Yell and max out Intimidation since Intimidation gets boosted by STR. Brutality also, to lesser extend.
All builds benefit from Mercantile, because it will give you better monetary rewards, better trade deals and you will unlock secret merchant special stock, which is very useful for crafting, which you totally should craft.
In the same line of thought, if you care for dialog checks you should also boost Persuasion.
>8 Will for Psycho-Neural Optimization
Not needed, tho not the worst, while it's true PK will eat a lot of psi per cast all by itself, remenber you will have Fast Metabolism boosting the psi gain from Psi Booster, and said boosters only have a 2 turn cooldown, it's very unlikely you will run out of psi.
But the problem is that you took TM, which means you will have most likely TM Contraction and Stasis innverated at some point, if you do then you will lose the bonus from Psycho Neural Optimization.
I highly disapprove the use of Time Manipulation, but that's my own bias, however I encourage getting some Thought Control so you can kill Doppelgangers.
All of this considered, I dont recommend you getting that feat, and if you dont might as well reduce Will to 7.
>6 Intelligence
It will allow you to get a 5th psi slot, which if you plan to use TM it will come handy, otherwise for an extra psi slot I wouldnt take it, you will be fine at 5 intelligence, you will have 4 psi slots
>Weaponsmith
Highly unneeded since you wont rely on crits of sledgehammers, and sledgehammers crit rarely, tho it's not the worst choice of feat
>Empowered PK
It's good but arguably Iron Will will be more useful, since you already hit very hard with PK.

Also you didnt assign your spec points.
Overall if you play in Medium difficulty you will be steamroll the game easily.

*Snort*

73
Suggestions / Re: Randomize traps (Dominating only)
« on: May 24, 2021, 08:33:06 pm »
Why do I feel I will greatly regret what I just said

74
Suggestions / New quest: Assault on Foundry
« on: May 17, 2021, 12:45:47 am »
The game always tells how much the Ironheads are a threat to Foundry's existence, but you never actually see them attacking Foundry or any of it's soldiers, I think it would be kind of cool if under certain circumstances or elapsed time you can defend Foundry from a huge Ironhead assault, with timed waves like in the Praetorian warehouse quest, you can accept it for a lot of experiencie and coins, or you can ignore it and Foundry has a chance to be completely wiped out and instead be populated by raiders.

Imagine it, you're calmly traveling around Underrail in train, you get off the train station on Foundry, and the moment you enter the zone, combat starts, but you're not fighting, instead you can hear gunshots and explosions nearby, it's a small squad of Ironheads fighting the Foundry guard, you can either help the guards or let the battle play out. Then you can talk to the chief and have a chance to accept the quest to defend Foundry for huge rewards, if you accept you will have to stand at Foundry's entrance with a dozen of Foundry guard, then after a brief moment, dozens and dozens of Ironheads waves attack Foundry, having to hold the line.
The waves would be timed, so you could get a solid minute of between ever increasing waves, so you can recharge items, heal, stabilize yourself, etc.
If you run into Foundry if you're getting overrun, you now have to defend Foundry on the last line of defense, on top of the few guardsmen remaining, half of Foundry residents would defend it with any weapons they have, however they would be weak combatants, if you leave Foundry during the quest, everyone gets wiped out, and all traders die, including Leonie. Chief Banner could also be there, defending.
If you successfully defend Foundry, you could get a lot of coins, exp, cheaper traders and more importantly, fame and bragging rights.
Would also be a good chance to demostrate the cowardice of Foundry's Mayor. Also if you successfully defend Foundry, the Ironheads base would be half populated, reeling from a massive failed assault.

This quest could trigger if you take way too much time without killing Balor or if you reach a certain treshold in the game story, for example reaching Institute of Tchort without killing Balor, or certain amount of in game hours. Tho I suggest this quest to be Dominating only.
This quest would be a relatively late game quest, so the player is well set for the whole combat.
To some extend this quest could also be applied to Rail Crossing, tho in a much minor scale.

75
Suggestions / Rework for Balor
« on: May 17, 2021, 12:18:06 am »
Balor is too much of a weakling for a boss, everyone can easily dispatch him, no matter the build:

He doesnt have high levels of mech/heat resistances, unlike Industrial Bots, that can tank a lot of damage easily.
Can be stunned, easily dispatched in 1 or 2 turns
Can be incapacitated, mental breakdown makes sense but Balor be trivialized by flashbang
He has awful detection, despite the fact he has a mechanical eye
Has no real tanking abilities, it just happens he has a lot of HP on top of a mediocre metal gear set
Can be entangled, come on the guy must have like 20 STR why he can be entangled
He's way too easy to dispatch, compared to Braenkaster, he's a real tought bastard to bring down, and he's a proper hammer boss

My suggestions are:
>Give Balor tanking feats, such Stoicism, Conditioning, Fully spec'd Last Stand, also high Resolve and Fortitude
>Inmune to Stuns (like Magnar) and Flashbang Incapacitations
>Give him Sprint and Adrenaline
>Give him stupidly high detection or straight out True Sight, if you consider his mechanical eye a camera of sorts
>Give him a stronger metal armor or a metal armor unique that actually makes him tanky
>Make him inmune to entanglement/inmobilization
This way, Balor will become an actual threat and not a human punching bg

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