Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Duskmare

Pages: [1] 2 3
1
General / Way to check if Jet Eater mission has spawned in a save?
« on: April 27, 2023, 12:52:18 am »
Hi there,

I don't mind starting a new game repeatedly to reroll the random events, but there doesn't seem to be a way to check which random events are active in a particular save. A couple of them have hints, like the dead body in the medical area or the emails about the arena, but the Jet Eater one doesn't seem to have an early game tell. Which means I would have to put in a good number of hours before even reaching core city just to see if the quest has spawned or not. Mostly I'm concerned about missing out on a good boss battle with the Jet Eater. 

2
General / Re: (minor Expedition spoilers)
« on: October 05, 2019, 04:18:06 am »
While under the effect of Juice, my character was able to kill Magnar's void with an ordinary weapon, the torch was not required.

Btw, you don't need Yngwar to get all the required information to find the shard:
https://underrail.com/forums/index.php?topic=4249.0

Thanks! That's pretty helpful that thread. I remember seeing that hammer with the rune above it so I'll go back and make a drawing of it or something. I picked up on the ferryman saying he hit the guy in the back of his right shoulder, so no worries on that part either. I just have no idea how I'm supposed to get the bone crank without searching every grave and having the spirits come after me. Is there a way to know where it is, or do you actually just have to search for it?

3
General / Re: (minor Expedition spoilers)
« on: October 04, 2019, 12:10:38 am »
You need Second Sight (effect from drinking Dude's Juice) to see the true form of void creatures

To kill Magnar's void form you need the Ethereal Torch, a Godman weapon obtained from the Shard. You need 9 INT to get either Yngwar or the Ferryman to tell you where to get it. There are many ways to go about this quest, but you need to figure out the proper Rune to check, as well as where the Shard was thrown.

As far as I know you cannot kill the Restless Spirits. Just don't fuck with the graves and move quickly when hunting for the Shard

Side note: void creatures will hit you with Energy damage, whereas Restless Spirits strike with Electricity damage, similar to Bilocation shades... meaning the ghosts are closer to psionic projections than fully-infused void creatures (like Magnar)

Ah, I see, you get the eternal torch after the dark place... I did talk to Yngwar but he honestly didn't tell me anything about where to find the bone crank or which grave to hoist up. I've heard other people say they were given a map or something but again, nothing. I exhausted his dialogue and then he wandered off to see the monolith.

4
General / (minor Expedition spoilers)
« on: October 03, 2019, 05:22:27 pm »
Ghosts in the boneyard. Can you kill them? If so, how? If not, how do you get around them?

Magnar. Can you kill him a second time? If so, how?

5
Bugs / Re: Ray's Shop Bug(s)
« on: October 03, 2019, 05:15:13 pm »
If it's something you have to trigger before going on the expedition then that might be what it was, rather than a bug.

Pretty much, yeah. The shop is empty until you go to the Black Sea, so you've got the opportunity to go in and loot, and once Ray comes back he notices unlocked doors/that things are missing and such. But everything that happens afterwards is handled solely by the in-game mechanics, as NPCs in our game don't react to theft in such a complex way as was scripted for this particular event, and expanding on that would require extra scripting and dialog variations, naturally. And we have to draw the line somewhere.

Ah fair enough then. I thought it was simply tied to the money in his desk being taken since it's the most valuable thing there at about 400 coins. I'll be sure to rob him blind the right way next playthrough. :P

6
Suggestions / Re: Stop AI Teammates turning on you if you use AOE
« on: October 03, 2019, 01:38:59 pm »
Also in favour. Especially when it's something like the fight for the expedition base on dominating and you've cleared pretty much every enemy and then miss with a 90% chance cryokinesis and one shard happens to hit your Naga Protector.

Also pretty sure some AI just don't care if they hit an ally with an AOE. That same Naga Protector, for example, straight up one-shot me because I was a diagonal square away from a cultist. They could have fired at any of the other 5 that had just spawned but instead just obliterated me without thought. (They didn't miss because it landed right on the guy they were aiming at, so I was predictably in it's blast radius). Also heard that if a tchortist hits you with an incendiary bolt during the faceless fight then it can turn them hostile too, and that's them hitting you... No verification on that one though.

It does make it very difficult to use some skills though. Especially as a psi user. Every fireball or iceball is rolling the 10 sided dice. Electrokinesis is almost definitely out. Electrostatic imprint is a little more reliable but still risky. An ally might make it impossible to move your kinetic proxy into position. Pyrokinetic stream is a risk if there's anyone one or two tiles away from the stream. Thermodynamic destabilisation is pretty much a nightmare if you've got any melee allies.

Not actually sure about exothermic aura since it's green in the abilities menu. Typically red abilities will make allies hostile and green don't bother allies. Not sure if that's because it's technically a buff and whether the actual flames would cause hostility or if the whole ability is considered fine.

Also it's pretty annoying that aggroing any member of a faction will turn the rest of that faction hostile immediately. Really diminishes the usefulness of stealth and silent weapons. It's not even all that consistent. Like in the red army base, you're supposed to kill an officer and steal their uniform. Except the rest of the game you've been taught that if you kill someone of a faction they'll immediately turn hostile. If you do it with anyone else in the grey army base then again, they all turn hostile.
It's a stupid arbitrary rule that takes away from the game. If you want someone to be essential then have an unbreakable security camera pointed at them or something.

It's called grey army. And there is a uniform of a soldier hanging around in a open locker. In the eastern sleeping quarters. So you don't have to kill someone.

-Azura

Not sure why I said 'red' instead of grey. Was probably thinking more about the communist dictatorish vibes and said red because that's generally the colour associated with communism.

Yeah, the first uniform you can get in a locker but that only gets you so far. You can't go into the officer areas as a grunt. You have to follow an officer when they go to the toilet, kill them and take their uniform. It's the only time in the game, that I know of, where you can kill someone in a controlled area and not aggro a whole faction.

7
Bugs / Re: Ray's Shop Bug(s)
« on: October 03, 2019, 01:33:21 pm »
1. When you say you've stolen things from him, was that while breaking into his shop or after he and Gib returned, and if former, how exactly did you get inside and did you lock/close anything behind you? In any case I've added a few extra checks in the code that evaluates whether you've broken into the shop.

2. Someone on Steam reported this recently and it's already been fixed. :)

Hmm, I didn't realise they ever left the shop, haha. If it's something you have to trigger before going on the expedition then that might be what it was, rather than a bug. Essentially I'd gone on the expedition with Aegis, came back, told him I wanted to look at the expensive skis so that he walked into the other part of the shop, stole everything in his office and then everything in the supply area around the corner. Later I was exploring the abandoned building next to the shop and found the secret grate, went through there, found the crushed man (and a cat), found the exit to ray's shop. Unlocked all the grates then googled what the crushed man was related to because I was sure I had done just about everything.

Oh and glad the other one is already fixed!

8
Bugs / DLC Exploding Serpents Crash The Game
« on: October 03, 2019, 12:46:25 pm »
No that's not a weird haiku type poem. I mean, technically it is a haiku... But it's also a bug!

Using Thermodynamic Destabilisation on a Leper Serpent in grid square F10 of the black sea will cause the game to crash as it dies. Repeated twice so it seems to be fairly constant.

9
Bugs / Re: Ray's Shop Bug(s)
« on: October 03, 2019, 12:40:56 pm »
Also have some bugs with Ray's shop but very different.

1. The thief dialogue doesn't trigger. I've stolen the money out Ray's desk and pretty much everything in any other container that's not watched by cameras. Also found the guy you can accuse. Still no dialogue.

2. Can buy and sell the devastator to Ray for 2000 coin profit with the max mercantile checks.

As another note, the cameras are picking up when I try to remove parts from vehicles.

10
Suggestions / Re: Idea for a new melee weapon component.
« on: October 01, 2019, 09:16:04 pm »
Sure, why not. Could also do the same for the other elemental effects in the game. An ice spike knuckle that causes chilling and does some cold damage. An acid glove that does acid damage and can stick them to the ground. A biohazard glove that does bio damage and causes the contamination debuff.

11
Suggestions / Re: Stop AI Teammates turning on you if you use AOE
« on: October 01, 2019, 09:12:05 pm »
Also in favour. Especially when it's something like the fight for the expedition base on dominating and you've cleared pretty much every enemy and then miss with a 90% chance cryokinesis and one shard happens to hit your Naga Protector.

Also pretty sure some AI just don't care if they hit an ally with an AOE. That same Naga Protector, for example, straight up one-shot me because I was a diagonal square away from a cultist. They could have fired at any of the other 5 that had just spawned but instead just obliterated me without thought. (They didn't miss because it landed right on the guy they were aiming at, so I was predictably in it's blast radius). Also heard that if a tchortist hits you with an incendiary bolt during the faceless fight then it can turn them hostile too, and that's them hitting you... No verification on that one though.

It does make it very difficult to use some skills though. Especially as a psi user. Every fireball or iceball is rolling the 10 sided dice. Electrokinesis is almost definitely out. Electrostatic imprint is a little more reliable but still risky. An ally might make it impossible to move your kinetic proxy into position. Pyrokinetic stream is a risk if there's anyone one or two tiles away from the stream. Thermodynamic destabilisation is pretty much a nightmare if you've got any melee allies.

Not actually sure about exothermic aura since it's green in the abilities menu. Typically red abilities will make allies hostile and green don't bother allies. Not sure if that's because it's technically a buff and whether the actual flames would cause hostility or if the whole ability is considered fine.

Also it's pretty annoying that aggroing any member of a faction will turn the rest of that faction hostile immediately. Really diminishes the usefulness of stealth and silent weapons. It's not even all that consistent. Like in the red army base, you're supposed to kill an officer and steal their uniform. Except the rest of the game you've been taught that if you kill someone of a faction they'll immediately turn hostile. If you do it with anyone else in the grey army base then again, they all turn hostile.
It's a stupid arbitrary rule that takes away from the game. If you want someone to be essential then have an unbreakable security camera pointed at them or something.

12
Suggestions / Re: Relationship between Coagulation Shot and Kneecap Shot
« on: October 01, 2019, 08:53:21 pm »
Coagulation shot doesn't stop the slow from Kneecap Shot, but it also doesn't stop the bleeding. I actually think it should stop the bleeding, but keep the slow, hence the two separate debuffs from Kneecap Shot, but that's just my opinion.

I agree. Would also add that maybe morphine could remove the movement speed penalty but not stop the bleeding. That way you could counter the debuff and immersion-wise it would make sense since it's the pain that prevents your character from moving properly. (If it were actual damage to their knee then the character just wouldn't recover after the debuff should run out.)

13
Suggestions / More Psi equipment!
« on: October 01, 2019, 08:48:37 pm »
So, there's a decent amount of variation in psi headbands, but headbands are pretty much the only psi equipment. You can modify certain armours with a psi beetle carapace to give a psi bonus but that's pretty much it for the base game.

Expedition adds a lot of psi stuff compared to the base game. Things for the weapon slot that are actually worth using as a pure psi build, for example. The psi crab carapace that can be used to make heavier psi armour.
I would really have liked the option for custom made psi staffs or spears.

However there's still far less choice for psi equipment than there is for weapons and normal armour. Especially when it comes to unique weapons or armours.

A unique psi headband for example could be a Thought Control headband that lets you restore a portion of psi points equal to 10% of the damage done by Neural Overload.
Maybe one for Temporal Manipulation, or Universal, that halves the action point cost of every psi skill but increases their psi point costs by 50%.
A helmet that increases resolve by a fixed number or percentage.
Armour that drains 10 psi at the end of every turn during combat and has amazing DR/DT, but if it loses power then it has no defence or very little defence.
Boots that raise your movement speed by a percentage of your temporal manipulation skill.
A jet ski that lets you use psi powers that don't usually work on water, like forcefield and electrostatic imprint.
A Metathermics headband that prevents friendly fire for allies and neutral parties. Maybe with a button to turn it off and on in-case you want to start combat against someone with it.

Anyway, there's a lot of scope for unique psi items and it would have been really nice to see them. Perhaps there's a good few I haven't found in expedition yet, I'll keep hoping, but otherwise it would be great to see some added or for the ideas to be adopted for Underrail 2.

14
General / Re: Which of the 3 factions should I work for in Core City?
« on: October 01, 2019, 05:53:11 pm »
Think he said something like that's all for now and that I should go to the bartender to get my money. Welp, rip first playthrough))

Ah, I've had a look at the wiki. It says that you have to tell him that there are no dogs and that you're allowed back in. So if you told him there were dogs then yep... RIP.

Don't worry though. I actually didn't even make it to Junkyard on my first playthrough, haha. Spread my character too thin on oddity mode and basically couldn't do anything. Restarting is all part of the learning experience, haha.

15
General / Re: Which of the 3 factions should I work for in Core City?
« on: October 01, 2019, 05:41:28 pm »
I didn't turn him in or refuse him, I just kind of picked half-lies, half-truths to alot of his questions, I did tell him that I was allowed in again though.

Hmm, not sure if you have to tell the full truth or not. Did he give you a follow up quest to 'bug' the place?

Pages: [1] 2 3