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Messages - Sanger

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1
General / Re: Kneecap crits are always awesome
« on: November 09, 2017, 04:36:20 pm »
Sure does. Also gets bonus damage from smart modules/goggles, I believe.

2
Bugs / Re: Game hangs up whenever I kill something!
« on: November 06, 2017, 01:47:41 pm »
I originally thought the game was lacking a handler for attempts to play sfx through a no longer connected device, but the bug only appears to occur in the specific case of things being killed, so... yeah, it is strange.

3
Bugs / Re: Game hangs up whenever I kill something!
« on: November 05, 2017, 10:57:33 pm »
It's something to do with the sound output device changing while the game is running. Has happened to me too.

See if you can duplicate it by plugging some earphones in, booting the game up and loading a save, unplugging the earphones and then killing something.

4
General / Re: Advanced components on traps?
« on: November 03, 2017, 12:28:59 am »
First thought was that this is kind of a cool idea, but I wonder whether this would make Quick Tinkering a lot less attractive/useful.

5
Development Log / Re: Dev Log #55: Global Map
« on: October 20, 2017, 03:03:07 am »
The portable computer really made me wish for some kind of ongoing information network/mission hook feed/etc. in the game.

6
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 20, 2017, 12:28:22 am »
Probably that they realised screwing Rail Crossing over just to impede the progress of the Protectorate was wrong. Whereupon they would be reprimanded by the cell leaders for screwing up their task and being easily influenced by passing randoms with a few pretty words. The PC might be able to persuade a few footsoldiers that the ends don't justify the means in this case, but I strongly doubt someone like Trenton could be persuaded of this.

7
Development Log / Re: Dev Log #55: Global Map
« on: October 20, 2017, 12:06:14 am »
Excellent, thank you for adding this in. Not for the sake of those of us who have the entire layout of the game world committed to memory, but for those looking at picking it up. This game deserves more love, and it's great to see impediments to new players adopting it getting knocked down.

Is this just fantasy?

Just wanted you to know that the attempt to start a Queen chain did not go unappreciated.

8
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 20, 2017, 12:00:15 am »
Good solution right here. What bothers me as of right now is: Why should the Free Drones dislike/refuse to work with you if you persuaded them to leave the train? Persuasion implies influencing and changing their point of view to where it will now align with yours on this particular issue.

You persuaded a few grunts sent to execute an operation. You didn't persuade the cell leaders of anything.

9
Suggestions / Re: Steam Cloud support for savegames.
« on: October 19, 2017, 12:50:50 pm »
Well, saves in Underrail top out at around 40 MB each, in Fallout at around 1.5 MB each, plus Fallout has a 10 save limit and Underrail has no save limit. So it's potentially more complicated/expensive? (Though I wouldn't have a clue what the process would actually entail for a developer.)

10
Suggestions / Re: Sarine and Beck dialogue
« on: October 19, 2017, 12:41:00 pm »
Don't listen, Styg, I thought it was beautiful.

11
2 1/2 hours?! Are you using speed hack?

12
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 17, 2017, 08:06:10 am »
We should have a dedicated line during the persuation option to tell the Free Drone that we understand their fight against the protectorate but can't condone the fact that they doom Rail Crossing bye stealing the supplies, then let Rail Crossing have the supplies (ie : not lie to the mayor), and then have both choice offer to us.
So basically I'm in favor of this idea. Letting smooth talkers have an option to fix internal issues of the drones (mirroring how you can resolve the protectorate renegade situation) makes them more appealing faction and more impactful persuasion options are always welcome.

It seems like a bit of an ideological cop-out to me, but I can't deny that any measure to make Persuasion more attractive would be good.

13
Bugs / Institute cutscene
« on: October 17, 2017, 05:21:09 am »
There's a slight problem with the cutscene that triggers when you approach the Institute after locating the Cube in Core City. The fog of war (for want of a better term) lifts as the camera pans towards the gates so that you can observe the conversation between Efreitor Denzil and the Rassophore, but once the conversation begins, the fog of war returns and you can't actually see who is talking.

14
General / Re: feedback about my last build
« on: October 17, 2017, 03:28:38 am »
My gut feeling is that spreading yourself so thin would make your offensive ability significantly weaker than other builds in the late game, and that the free attacks wouldn't make up for the lack of specialisation, but I'm interested in the idea of a build focused on free attacks, regardless. If you try it, let us know how it goes.

15
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 17, 2017, 03:23:39 am »
Uh, it's a bug. IIRC You're not supposed to have the [Lie] option after persuading the Drones to hand over the train, and thus none of the weird "you messed up our plans real bad but we still really like you" gets to happen. However, I could leave the lie option for those players who want to be absolute jerks, as Sanger pointed out, but the Drones won't approach you after that, of course.

What do you guys think?

I would probably just remove the option, but I do see why you'd leave it in just to give the player the ability to make mistakes. In either case though, it definitely ought to lock you out of both factions.

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