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Messages - Crekoo

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1
Bugs / Re: Various minor problems and some exploits
« on: November 11, 2014, 05:04:35 pm »
But a new character shouldn't get any TNT charges before the metro tunnel is cleared. Did you find any?

Oh it looks like i was not able to explain it correctly. Consider this situation: Create a new character, finish the drill part quest, access TNT, then export it and start an entirely new game with it. Now i understand that this character is able to travel to Core city without problems. But my problem is that he can use the metro to travel back to SGS compound without even finishing any quests! For me it's a logical error: how on earth can the metro go back in the collapsed tunnel? Our little fella was used side and service tunnels not the rails!

Excuse me for my poor english and all the misunderstandig :). My opinion was to suggest the metro usage feature until the get the drill parts quest is finished. Or at least the SGS part of it. Hope i  was more clear and understandable :).

2
Bugs / Re: Various minor problems and some exploits
« on: November 10, 2014, 07:53:13 pm »
Managed to create a screenshot of the problem. Also noticed, that the cinematics did not happen after the combat ends. The announcer starts his lines as usual.

3
Bugs / Re: Various minor problems and some exploits
« on: November 10, 2014, 05:36:17 pm »
You cannot acquire one unless you import it through an old character. We do not intend to handle this sort of stuff. If you import TNT, quest items and the like, you do so on your own responsibility.

Yes, its true you can only go to Foundry/Core City if you already accessed TNT with your exported character. My problem is: with a fresh start, if you happen to have TNT you can go there and travel back to SGS. But the cave-in is still in place in the metro tunnel!

I cannot reproduce this - I tried incapacitating and freezing Pulverizer, and while it did take me out of combat as it should, it didn't end the arena match. Can you give me a step by step instruction on how you did this?

I was only happen to have a save before the Surgeon fight. I was able to reproduce it on the 3rd try. Chilling the Surgeon first, then freezing him. The combat ended after the 2nd turn and i was teleported out from the Arena.

On the other 2 tries i found some small logical errors too. Nothing serious, but i hope it might help:
- Destroying the cameras in the arena: after doing this the cameras won't be replaced! Poor Arena show viewers can't see anything.

- Using stealth can give you a huge advantage: your opponent will stand still whereever you left him, waiting for you. Maybe it'll be better for them to have some alarm triggered and actively search for you? Like when you happen to trigger the alarm at the Ironhead base.

- You can pickpocket your poor frozen enemies: with high enough stealth you can pickpocket frozen enemies. Question: how can you take anything from a giant icecube? Pun intended :).

- Different kind of poisons: crawler poison does not work on burrowers and vice versa. I understand technically it's just a poison flag, but this should be reworked.

Also 2 non-related issues:

- Detecting traps: without moving in stealth mode, detecting traps is way too slow. Oftentimes i only recognize traps when it's unavoidable to step on them. Simple bear traps with 96 traps skill. Can you please increase the trap detection radius?

- Coil spider traps: you can't force trigger coil spider traps unlike regular ones. Your character detects them as obstacles and just go around them.

4
Well, most of my transition errors I get when playing for more than an hour constantly are this type:

Code: [Select]
System.Exception: Failed to save game 'autosave'. Exception: System.OutOfMemoryException
System.Exception: Failed to load locale 'RC1 - Rail Crossing'. ---> System.OutOfMemoryException
System.Exception: Failed to load locale 'RKL1 - Rathound King Lair'. ---> System.OutOfMemoryException
System.Exception: Failed to load locale 'ForlornStations3 - South Gate Outposts'. ---> System.OutOfMemoryException
System.Exception: Failed to load locale 'jy2 - Junkyard'. ---> System.OutOfMemoryException

It's not that rare, just happens mostly if playing longer than an hour. I'm pretty sure this is on the list somewhere.

Sidenote for the forum admin: If you use alt-0149 to create a large dot as first character the whole post is not saved AFTER that character.

Hmm it looks like you don't have enough memory to handle it. Did you try to increase Windows pagefile size?
Also i'm not an expert in programming, but there is a way to increase the allocated memory for a process. Might ask some of the devs for further knowledge.

5
I agree with epeli, something tampers with your autosave file. If nothing else works, and you don't afraid of some technical things, you can view which programs access a file with ProcessExplorer. Here is a very good step-by-step guide:

Outside link warning!

superuser.com/questions/399659/how-can-i-identify-what-application-is-using-a-given-file

At least it might give some clue. Hope it helps!

6
Suggestions / Re: Non-combat oriented character guide
« on: November 09, 2014, 06:59:34 am »
I'd like to try a pacifist playthrough in the future. I think Underrail is combat focused though so I'd imagine it's hard to pull off but who doesn't like a challenge? :)

Exactly my thinking! Currently i'm planning to build a pacifist character, focused on stealth and some psi abilities. I hope i'll be able to reach as far as Core city, without using exploits ofc. Now the question is: in the early levels of the game, which xp system gives you more reward? Oddity or regular? Also does exporting and importing your character is a valid option to increase your oddity xp? Will it reset the oddity items you already found?

7
Suggestions / Re: Non-combat oriented character guide
« on: November 08, 2014, 03:25:01 pm »
I think he meant something closer to a pacifist playthrough, ie. not killing anything. But many of those tips work for that as well!

A pure pacifist playthrough would probably be really hard in some places, I haven't tried it though. Even in oddity mode, you would lose quite a bit of early XP. As far as quests go, there are only two cases where you will absolutely have to kill humans (arena) and either kill creatures or cause a human death by your actions (rescuing Newton) in order to progress.

Yes, my bad i meant a pacifist-ish walkthrough. And also some tips for odd-combat characters. For example if you take only throwing as your main combat skill you are seriously handicapped. There is no indication (afaik) in the character creation menu that it's a "secondary" combat skill.
Maybe with more throwable objects like spears, stones, rathounds skulls, etc. it'll be more fun to play a throwing only build.

Also any suggestions for making combat easier are welcome! Keep those ideas rolling!

8
Bugs / Re: Various minor problems and some exploits
« on: November 08, 2014, 03:19:22 pm »
+1: It's possible to travel back to SGS without clearing the metro tunnel.
Again, you won't be able to get into the metro tunnels before getting the drill part unless you "cheat" some TNT in with export/import.
[/quote]

Yes it is true! But if you happen to have a single TNT charge with you, you can travel/sneak to foundry via the ironhead camp. After that, you can travel back with the metro to SGS. But you can't use it to go back, so it's only one-way.

9
Bugs / Re: Various minor problems and some exploits
« on: November 08, 2014, 03:17:10 pm »
Yes it does trigger the cutscene and you'll also get teleported out. It needs further testing but it works in the fight with the Pulverizer and Chemical Agent. At least i did not give a chance to  restart the combat with the other opponents.

10
Bugs / Re: Various minor problems and some exploits
« on: November 07, 2014, 03:59:32 pm »
My bad about the Core City. It's not possible to travel there without getting TNT first. Yet after starting a new game, using explosives to blast my way to Core city, the Escort Vivian quest refers to things not yet done or even started. Can't quite remember right but definietly involving the faceless situation and some sgs stuff which happens after the drill quest.


Already fixed the haxxor? Wonderful, that was quick :)

+1: It's possible to travel back to SGS without clearing the metro tunnel.

11
Development Log / Re: Dev Log #35: Portraits and Music
« on: November 07, 2014, 03:46:45 pm »
Lovely! Will it be possible to alter you character's portrait by using headgear and or different armor?

12
Suggestions / Non-combat oriented character guide
« on: November 07, 2014, 03:39:58 pm »
Just read ( Tchey )'s post about the game is impossible with a non-combat oriented character.
"Winning" the game with a thief character is quite possible, you just have to know the exploits of the game. Some of them are:

- Use traps to your advantage! Even with low traps skill you can lay down some bear traps. They'll hold the melee enemies at bay for 3 rounds (which is often enough to finish them off). Also most game maps are not quite roomy so you can use that to your advantage to create choke points.
- With a high enough sneak skill you can pass by every enemy. Think about cumulative bonuses like balaclavas, tabi boots etc.
- Use grenades! And flashbangs too. With low skill you can still hit your target, or if it's a miss you can reload the area and try it again (with the autosave)
- Try to save your knockout moves for the last possible attack. This can save you a free turn.
- Try not to engage multiple enemies at once.
- Grenades won't blow up landmines. Lure your foes next to a landmine or acid blob trap and bomb them to hell!

Use your brains, eat food, use jumping beans to get out of nasty situations quickly. Speaking of jumping beans, it's easy to craft and it can speed you up while carrying too much junk (ie: overweight). Handy stuff if you want to reach the nearest merchant quickly :).

Happy Rathound hunting!

As always: excuse my english as i'm not a native, and if the post is in the bad forum feel free to move it!

13
Bugs / Various minor problems and some exploits
« on: November 07, 2014, 03:18:28 pm »
This week i found some minor problems:

- 2nd/3rd quest (retake the outposts): if you go to the underground lift first at the northest base (where M'lan Ratula lives), there is no hint or indication that it's connected to the quest. A simple no power or restore the power text can fix this.
- It is possible for a level 1 character to travel to core city and start join one of the oligarchs. During the JKK  escort Vivian quest the conversation brings up various topics, all of them can't be true because they didn't happened yet (solved the faceless problem, etc.)
- Arena gladiator fights can be won by freezing or incapacitating opponents. After the 2nd turn the combat will end and you've won the battle! Congrats!
- Physics problem: after setting enemies on fire and then freezing them does not put out flames.
- There is an unchargeable Haxxor 2 in the JKK Escort Vivian quest. Attached a pic of it.
- Keys and keycards should be used up after activating them... half of my inventory is story related keys or keycards, and with every restart they keep coming!
- It's not possible to attach anything to an existing weapon. In real life it's easy to take some duct tape and a laser pointer to make an improvised laser sight for your gun. Sure it's a cheapo way but it can be done and it's effective.
- In close combat it's possible to attack your enemy without being close to them: if the 2 characters graphics are adjacent to each other but actually a few tiles away in game mechanics, you can still attack your enemy but you'll always miss. Guess this is related to 2.5D isometric view.
- Fishing for blue eels is all about pixel hunting: please make the fishing rod area a bit larger. Even with the psi-shrooms around and using flares it's too damn small and not quite visible. Thanks

14
Suggestions / Couple of suggestions
« on: October 23, 2014, 09:57:09 am »
My 2 cents thrown into the pool :)

- Powered metal armor to negate the armor penalty and/or provide strength bonus (similar to Power Armor in Fallout)
- Differentiate between cooking ingredients (like cave hopper meat) and foods (cave hopper steak)
- Generic cooking recipe: require combustible material like can of gasoline and some foodstuff like cave mushrooms or cave hopper meat to create a stew or something with small stat bonus
- Vincente mentioned shotguns. Shotguns imho doesn't need a new artwork: generic  smg graphic works well (think about automatic shotguns like Saiga-12)
- This might be already a planned feature: crafting flashbangs from thin metal case and magnesium
- Head of the beast might be a special helmet instead of a worthless heavy misc. item
- Following that train of thought some critter's skulls might be used as helmet material
- Some new drugs for combat boost might be nice (ie. improve your combat initiative for one combat, etc.)
- Ability to place a beacon item in the map: i lost count how many times i got lost in the game by not finding that specific spot (like the hijacked train quest in rail crossing) or not being able to navigate back. Some kind of homing beacon (like in the locate the missing scientist quest) will be nice
- High quality materials for crafting! Took me ages to find a suitable 100+ quality vest to match my 103 quality tichrome bars for my lovely metal armor (actually it took me 5 restarts to find one)

15
Bugs / Re: Uncraftable grenades and some minor problems
« on: October 23, 2014, 09:22:53 am »
The Pass problem happened twice with me. Both times with my "test" character (maxed out every stat via memory editing). Once i equipped the pass after the mutie level, and once when i wielded it in the zone level in core city.
I should also mention every time it happened i got the "zone transfer" error after i went to another area, so it might have some link with that.
Maybe some kind of memory error?
Hmmm as for fighting the sentries i think i did not attacked them first. They started shooting me as soon as they noticed me ( i was in stealth mode).

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