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Messages - omphaloskepsis

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1
Suggestions / Re: Screenshot feature
« on: January 09, 2016, 11:13:19 am »
I agree that it's a nice, almost must-have feature.  Plus it makes it easier for people to advertise the game for the devs.

That being said, you can use Bandicam, FRAPS or a variety of other screenshot apps to do it.  They're much more configurable than the steam client or built-in functionality, too.  I use Bandicam and just ignore the other features (video, etc.).

2
General / Re: Are gladiator fights supposed to be min-maxed?
« on: January 08, 2016, 10:15:55 pm »
I think it depends on your build and level.  For a level 15 pure psi-caster with minor minmaxing and wearing psi-beetle shell tactical armor (80 - 90 components quality), everything was a breeze until the last fight against Carnifex.  I think I lost every initiative roll, but I never had to reload or plan ahead.

Carnifex kicked my ass, then I quickly and lazily crafted riot armor and a low-low shield emitter, and then he kicked my ass again, but slower.  I think Carnifex probably requires serious planning ahead for most builds.  Also, I didn't turn my shield on for most of the battles, though it would help, and is necessary for the Carny fight.

Anyway, my suggestions would be to wait until level 15 or so, and like Zetor said, turn your shield on before the fight if you're having trouble.   And if you walk outside I think Gary (in the robe) will give you advice for all of the fights, so that might cover your first complaint.  And Carnifex might be better to save until level 20.

3
Suggestions / Hide Dialog for Quests that Haven't Started
« on: January 08, 2016, 08:01:31 pm »
I don't know if this is a matter of a few bugs, but several times I've run into dialog that makes no sense for the current state of my character.  It's also an issue because it acts as spoilers for quests that I don't even know about.

Most recently, in the Foundry prison I can persuade the warden to let me look at prison archives.  No idea why I would do that, except that there must be a quest that I haven't started. 

Should I make a list of every time that happens?

4
General / Re: Mysterious Pillars in Silent Isles - Willpower Fail
« on: January 07, 2016, 06:27:37 pm »
Aha!  I bet you're right.  Thanks.

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General / Mysterious Pillars in Silent Isles - Willpower Fail
« on: January 07, 2016, 10:23:45 am »
I've had a 10+ willpower character succeed, and a 3 willpower character fail in the past.  Now I'm trying with a 7 will character, and he's failing too.  I tried reloading just in case it's a bug, but no luck.

According to the wiki and an old post from Styg, 7 should be a success.  Has this changed, or is there some other factor?

6
General / Re: alternative map
« on: January 07, 2016, 01:45:41 am »
This is great.  Thank you!

7
Suggestions / Allies need buffing
« on: January 07, 2016, 01:04:58 am »
After finishing the coretech warehouse quest (for coretech), and having previously done the Rathound King quest, I think I see a pattern where allies are too fragile for combat.

During the Rathound King quest, I reloaded about a dozen times to try to save Edgar.  Killing the king on my first turn on multiple attempts couldn't save him.  And he wouldn't move whether he got entangled or not, guaranteeing death from the ancient rathound.

Similarly, stupid AI makes allies suicidal in the warehouse fight.  Henderson (a sniper) charged into melee range on more than one reload, guaranteeing she'd either get smashed with a hammer or one-hit killed by an enemy sniper.  And there were a lot of other problems with that fight.

While it would be ideal to make NPC AI much smarter, it would be easy to increase armor/damage thresholds and health.   Honestly, even with smarter AI, allies could probably use a buff. 

Also: how about allowing at least one "free" friendly hit before aggro?  I'm fine with the way that friendly fire discourages certain tactics, but it's a bummer to have to reload because a 90% to hit attack goes wrong.  Isn't it enough "punishment" to deplete the health of the already fragile allies?  It also seems unfair because I've seen enemies screw up grenade throws without starting to fight each other.   Actually, I'd settle for enemies fighting among themselves, though I'd prefer more forgiving allies.

8
I would actually like this.  I've gone back and recreated (early game) characters just to change the portrait.  Yes, maybe that's pathetic.  ;)

9
Suggestions / Re: Assorted suggestions from a new and happy player:
« on: January 07, 2016, 12:45:48 am »
Default walking speed should be faster. There's a LOT of walking in UnderRail.

Inventory managment could be improved. There's a LOT of inventory management in UnderRail. If the Split command automatically let you type in a number and hit Enter to split to a quantity, that would be very good. Also, could we get a sort by different traits, like stack weight, value, type, and current shopkeeper purchasability? Instead of just "Sort", have "Sort: W V T S". Especially in the early game I really wanted to be able to sort by weight.

Having a toggle that allowed you to hide weightless quest items and get them out of your inv screen would be nice. I'm (guessing) half way through and I have quite a collection of these now. Maybe simplest way to implement this would be to add a new inventory filter "Everything Except Plot Items" and make it the default.

I agree with the other suggestion that Auto trading within SGS should use up SGS credits first.
Nice suggestions.

Big yes to walking speed increase.  I'm pretty sure this has been mentioned a bunch of times, so maybe Styg doesn't like the idea?

For inventory, I'd like to see either a few tabs, or some toggle show/hide buttons.  Such as: hide keys, for example.  Bags or similar could work, too, if you could put stuff in bags and show only the contents of each bag separately.   Inventory management is more difficult than it needs to be.

And yes again to SGS credits by default.  It's a situation where you have to fight the inventory, rather than having it work for you.

10
General / Whatever you say, pops
« on: January 06, 2016, 06:06:52 am »
I love little details like this.  I've been switching between a few different characters, and decided to play one as kind of a smart-ass idiot.  So I chose the "Whatever you say, pops." dialog at the shooting range when talking to Gorsky.  And he walked over and decked me.

Like most people, I'm here for the tactical combat, but touches like this just make the game that much better.

11
General / Re: New to the game, need help with stats
« on: January 06, 2016, 12:17:40 am »
All that talk about exploring the game for myself, yeah... Im having a hard time with the 1st rat mission my guy cant shoot a target 1 square away. I can see this game is going to punish me every step of the way.
I'm a newish playe, too, and I have a love/hate (but mostly love) relationship with the game for reasons similar to yours.  Even as you level up and get good gear, you'll continue to run into extremely difficult fights.  I've restarted about 6 times so far, and I took all of those characters at least to Depot A.  Though I'm continuing with 2 of them, so not a total "loss".

Anyway, there's a lot of fun in learning how the game works, because it's a good tactical game.  You wouldn't want to play a strategy game and not learn how to play it, would you?  Part of the fun in Underrail is the process, so don't rush it.  (Not saying you shouldn't ask for advice, but the game is a little like Dwarf Fortress, and you can't play it without both learning and dying.  A lot.)

You might also consider playing on Easy.  Easy in Underrail is probably like Normal or even Hard in most games. And remember that Underrail doesn't really do trash mobs (at least for the first half of the mage).  For most fights you need to stop and think about what you're doing, which means that they'll take longer than in a typical RPG or tactical game. 

There are things that make me crazy, like the slow walking speed, but the game is worth the investment of your time.  If you focus on playing it rather than beating it, you'll get more out of it.  Most games don't offer this kind of depth, so IMO, it's worth savoring.

12
One more thing to add.

That quest has several areas where you can stand behind a closed fence and just snipe at the rathounds.  They'll run right up to the fence once they see you.  You really don't need crossbow skill at all to finish it.  You just have to successfully shoot a hound once with the special bolt, then kill it any way you like.  Repeat as necessary.  I've done this with a pure caster and several characters with no crossbow skill.

Also, while I understand your argument, I think the quest fits the story and Quinton's role at the station.  That combined with the extreme ease of completing it makes it OK IMO.

13
General / Re: Thank you for this great game!!!
« on: January 02, 2016, 09:22:22 am »
It took me a couple of builds to get rolling, but I'm really loving the game too.  Easily one of the best that I've played this year.

14
General / Re: Suggestions on pure (or nearly pure) psi build
« on: January 01, 2016, 08:58:10 pm »
Thanks again for all of the replies.

Yeah, I hate missing secrets, which is why I usually take snooping as one of my first picks.

Interesting note about my new build (similar to Waladil's, except trading Per for higher Will & Int): It results in a > 90% chance of instant death against M'Lan Ratula if you initiate conversation before attacking.

For my earlier builds, including my agile psi build, that fight is a cakewalk.  The CON vs AGI tradeoff means you're a walking damage magnet.  Once I get decent armor it won't be so bad, but it's painful at the start.

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General / Re: Suggestions on pure (or nearly pure) psi build
« on: January 01, 2016, 07:19:11 pm »
Thanks for your quick replies.  I want to restart today, so I really appreciate it.

@Waladil: Thanks for the detailed info.  May I ask, why the 7 Per?  Is it for finding hidden items, feats, or some other reason?

I'm thinking about dumping Per to 3, and putting those extra points into Will and Int.


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