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Messages - Sakuragi

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Development Log / Re: Dev Log #35: Portraits and Music
« on: October 30, 2014, 07:06:47 pm »
Been such a long time i havent played this game, been busy with my first full time job but i will be back. Until then good luck with the ubdates.

P.s i listened to the music and it is awesome.

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Development Log / Re: Dev Log #32: Blood Sports
« on: July 12, 2014, 09:15:36 am »
Me likey.

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This is awesome. New psy. Yummy.

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Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 02:04:46 pm »


  • Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be
Thats good as someone who has been playing strictly thought control and psycokinesis.  Neural overload can do 400 plus damage on a crit when spec and prepared, electrokinesis is my main psy spell every turn. But i will have to play to have an idea on the new feats first.

Ill wait for the next update though. Ty for the patches and updates.

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Development Log / Re: Dev Log #29: Foundry
« on: March 31, 2014, 06:24:45 pm »
Very cool changes. Too bad i wont be able to play underrail for quite a long time. I do no think that the computer i have now can handle the specs.

I remember someone posting that they managed to get it to run on low res on a very weak laptop, but I can't find the thread right now.

Anyway, if you're not sure if you can run it, you can try downloading the free demo from Desura (http://www.desura.com/games/underrail) and see how it goes.

Seems like ill be able to play. But ill wait for the next update or second one since i always create the same type of character again and again.

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Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 05:17:50 pm »
Very cool changes. Too bad i wont be able to play underrail for quite a long time. I do no think that the computer i have now can handle the specs.

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General / Re: Where to buy energy shields?
« on: February 05, 2014, 06:53:54 am »
The update is not out yet. Styg will usually post several Dev logs before adding the update and when he does he will say so, like patch x is out.

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Development Log / Re: Dev Log #28: Energy Shields
« on: February 04, 2014, 07:21:27 am »

Fair point there. I thought telekinectic punch could become OP with 100% extra damage but neural overlaod 6 times in a turn can be very much OP. I rarelly used the spells in the past because it was the least damaging and didn't applied a debuff I cared much for on the enemy but it still deals a decent damage. But if you can cast it 6 times it's way too much damage. Especially if you add premeditation making you cast an extra spell for free, that's a potential opener of 7 spells... Rather painful.

On Crit my neural overload does 190+ damage. Normal 100+.
While buffed, on crit would reach 400+. normal 200+.
But bilocation would be a monster now if like Styg said resistance has been fixed. Right now its 22-44 damage for me. 66-136 damage (three attacks) per turn for 4 turns. Now double it when it is buffed and so 132-272 damage per turn for 4 turns (Humanoid boss killer).   

But yeah 6 times Neural overload would be way too much but Styg gotta have a look at them first or us.


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Development Log / Re: Dev Log #28: Energy Shields
« on: February 03, 2014, 08:35:33 am »

  • Doppelgangers should now properly ignore target's resistances with their attacks
OMG i never realised. So are you saying that now its gonna be stronger than before?

  • Premeditation - now also reduces AP cost of the next psi ability buy 100%
  • Psychosis - psi cost increment changed to 20% (up from 10%)
  • Tranquility - reworked: now reduces AP cost of all psi abilities by 10 while the invoker is at full health
  • Cerebral Trauma - reworked: now increases Neural Overload damage by 25% (up from 20%) and burns 15% of the target's max psi points when Neural Overload lands
  • Force User - now increases Telekinetic Punch damage by 100% (up from 20%) and Force Field duration by 2 turns (up from 1)
  • Premeditation - now also reduces AP cost of the next psi ability by 100%
Oh man with the reworked tranquility and psychosis, i do know which one to take now. Have a chance to do more burst damage or cast more spells while at full health. Psi points was never a limiting factor.

Cerebral trauma: Gonna be a pain when fighting psi users who has this feat and they start first and in that turn burn all my psi points.

Force User. Oh yea more damage with punch. Sweet.

Now for premeditation. Not sure gotta have to check if its gonna be OP with the full AP reduction

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Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 20, 2014, 06:27:30 pm »
Ok just finish all the main quest which are available (i.e got the city core quest but incomplete).


I felt like i have wasted so much on crafting skills and i never did craft an end game item for me. Only items i crafted was psi boosters, kits and TNT and one acid resistance leather armor against the mutant (makes life easier for the armadillo quest).  Right now it is so much easier to buy items off merchants or loot.

Why i felt that crafting skills is sub par:
1) I bought a  psionic headband for cheap 8 to all psi and 5% crit chance from Ezra. I then tried to craft an upgrade but i needed 94 electronics which is a huge investment ( i even put 1 skill point into int and later regretted it because crafting is lame). The headband i would have crafted would get 8 to all psi, 5% crit chance and 34% crit damage. I had 93 electronics at level 14 and i still need another level to craft it but well dunno what oddity i can still learn from.

2) Another example, i wanted to craft myself a regenerative vest but i needed about 80 tailor so i was working my way up to there. On my way to finish some quest i looted one which had better fire defense and life regeneration/turn (but wit higher energy consumption), less armor penalty (so more movement speed) but with less mechanical damage reduction. Here again i told myself dang wasted point in that.

I hope that we could get feats that improve our crafted items (only one i think is the power management feat) but then again what feat would i substitute for the crafting feat!

As for the oddity system. I love it. It is awesome except for i do not know what oddity i can still learn from ( Gotta need a list). Though for 1st quest- hopper quest, leveling is really really slow. Weight management is good too and is manageable even on a char with 3 strength. I like the new merchant system too. Took a while before i knew who wants what. New areas, mobs and quests are awesome, i was like hmm did not know that the map was that big.

I will be off until another 2-3 updates before ill play new game again but ill lurk on the forum from time to time.

Thx for the great game.

Hmm i wanna know if there are more psi spells under development or that is it? More feats too?

11
Suggestions / Re: Shroomhead alternative?
« on: January 20, 2014, 04:45:24 pm »
Shroomhead is a waste of feat frankly. Psi booster are plentiful, cheap, eay to get/craft. Right now i have 43 of them and i am a pure psi user with the occasional gun shots. Better get paranoia.

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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 19, 2014, 02:19:33 pm »
So yeah i played a bit more. I just arrived at the junkyard and i am level 6 (1 more bar to level 7). Everything seems fine except the early quest where i said it feels really really slow to level (i.e until hopper quest). But from GMS onwards its awesome.

Hmm one quest is a bit weird the one where you need to find the lucky knife. There is no point in what so ever to return the knife. I do not know whats the reward in classic but in oddity better just take it for yourself and equip it. Its awesome good for me because i rarely use weapons and this knife gives 2 critical defence and has huge critical chance for those who want to use it.

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Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 19, 2014, 02:55:26 am »
Hmm the new economy changes is alright for me. I love that merchants do not buy all your stuff but are looking for some specific items. Item weight system is fun too and goes well with the new merchant system. My new character has the lowest weight capacity with only 3 strength and it feels enough. I just stored all the stuff i do not use in my private room locker before further adventures.

As for money, i am not super rich but i am not poor either. I just started/am at the Armadillo quest.

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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 18, 2014, 05:26:23 am »

....


You gotta read what i have written. I have started a fresh game (never imported any character) and i am doing what i do with the classic system. I kill everything loot everything and explore all areas except for those limited by stats. And i am still level 2 (nearly 3) but with classic system i would be level 4 already after finishing the hopper quest (the one where you have to capture three cave hoppers). I am not talking about later in the game because i have not even started GMS compound quest. Its the early game that i am talking about.

This is from my experience of patch 1.09 with classic where i got to level 4 after the hopper quest but maybe in this patch 1.10 Styg has reduced the amount of experience gained. Maybe in later levels the oddity system would be faster/ equal to the classic system but early on the leveling feels really really slow.


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Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 17, 2014, 08:55:41 am »
Hmm just started a new game with the oddity system. Right now i just finish the hopper quest, just before the GMS compound one. In the classic version i would be already level 4. But right now i am level 2 (1 more bar to level 3). So the experience gained is way lower for oddity (only part i have not explore is the mushroom cave where you need the agility to climb over the rocks (dunno if there is an oddity there)).

I do not really care how experience are gained but i will most probably play the one which is more rewarding for me in terms of leveling experience. Will play a bit more to know if i like the new system or not. Anyway, it is good that we have  choice between the classic and oddity system.

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