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Messages - Alice Malice

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1
Bugs / Crawlers attempting to attack despite being dead
« on: April 11, 2020, 04:30:46 pm »
I think this has something to do with the interaction between damage over time effects and a crawler's natural health regen, but in my current run I've noticed crawlers that have died to DoTs from my chemical pistol's acid entanglement attempting to attack me from beyond the grave.

I say attempting to attack, since after they try to invoke their sting ability, they simply vanish and cease to exist - leaving no corpse and giving no classic experience. So far, I haven't actually been hit by these phantom crawlers, although I'm uncertain as to whether that's something to do with the bug, or if they're simply missing me. Missing is unlikely since "Crawler's attack misses [playername]" doesn't appear in the combat log, plus I only have 3 agility and 30 points in dodge for escape artist, and I'm playing on DOMINATING, so their melee skill is higher than normal.

I've included a screenshot with the combat log - note that the very same crawler that 'dies' to my acidic entanglement is also the one that attempts to invoke 'Crawler sting' afterwards. He was the last crawler alive in the area, so I'm 100% certain I didn't mistake him for a different one.

My current theory is that this bug occurs when a crawler is killed by an instance of damage over time that is lesser than what it would have naturally have been able to heal back through its base health regeneration - perhaps it thinks that it's still alive since it was able to 'heal' back the damage, then attempts to attack normally, whereupon the game realizes the error and attempts to correct it by just vanishing the crawler out of existence?

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Development Log / Re: Dev Log #65: Codename Infusion
« on: April 09, 2020, 05:28:59 am »
Regarding changes to Psi, I think it'd also be cool if psionic enemies had full access to psi abilities just like the player does. Unique psi enemies, or high level ones on DOMINATING could use implosion, or throw a cryokinetic orb at you if you're not careful (seeing them occasionally miss horribly and kill themselves and their allies would also be hilarious). Enemy psi monks could use force emission with a pair of steel gloves, and cast force field to either enable their escape, or prevent yours. Rare enemies specializing in temporal manipulation wouldn't be a huge direct threat on their own, but could empower their allies to devastating effect by casting psi haste on them, or dominate you by defbuffing you with psi slow, or by casting entropic recurrence on you right after his sniper buddy shot you in the face.

A change to force field would probably be in order as well, perhaps by giving each individual block of the force field its own HP bar and allowing it to be destroyed? The HP of each block could scale with the caster's effective psychokinesis skill, and could be further improved by the force user feat, which could give force field more HP rather than increasing duration. You could compensate for this change by increasing the total duration of force field by a turn or two.

I think the general idea should be to change boring, un-interactive and abusable stuff like force field and Thermo-D while still allowing Psi to be highly powerful - just not game breakingly so.

3
Suggestions / Re: Biology Skill Check to Examine Faceless Corpses
« on: April 07, 2020, 04:47:35 am »
Love this idea, it'd be great to see some non-crafting applications of the various technology skills, from gaining unique feats of varying utility, to just simply finding out more lore and flavor text.

4
I'd like to see this, but I honestly don't think this change would even convince me to take trap expert, much less take it over quick tinkering. If I really need to carry 50+ traps on me, I'll just haul them all over to the area I want to use them, drop most of them on the ground, and then come back to the pile to restock once I run out. It's slow and takes much more time, but I really don't see why I'd want to waste a feat point just to save me some backtracking. It certainly would improve a fairly lackluster feat though, so I'm all for this change.

5
General / Re: Changing DOMINATING economic modifiers?
« on: April 03, 2020, 09:48:19 am »
Alright, that makes a lot more sense. I'm terrible at maths, so thanks for explaining  :)

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General / Re: Changing DOMINATING economic modifiers?
« on: April 02, 2020, 04:16:17 pm »
Ah well, guess I'll just be more frugal than normal in that case. I do think being able to customize each component of the difficulty options to a degree would be a great quality of life change in the future, though. You could even add an achievement for beating the game on the standard DOMINATING settings so as to not cheapen the achievements of people who beat it without customizing.

Dumb question regarding the disassemble feat, but I think I'm missing something major - the idea behind it is to disassemble stuff you find and use those components to craft gear to sell, right? But since the components you get from disassembling items only have 90% of their original quality, wouldn't you just make more money by selling the thing made from the components in the first place? Or is there some kind of extra value modifier for things the player crafts or something?

7
General / Changing DOMINATING economic modifiers?
« on: April 02, 2020, 10:02:11 am »
I've been playing for a while and I'm finding normal and hard difficulty to be far too easy for the most part, but the fact that all of your items sell for only 25% of their base value on DOMINATING is a such a drag for me. It doesn't even make the game any more difficult, it just means I need to waste way far more time doing merchant runs and hauling loot since I'm planning on buying all the workbenches for my house as well as the Devastator jet ski.

I was wondering if there's a way to just manually edit the DOMINATING economic modifier so that my items sell for their normal base value. I managed to find a game file called 'difficulty', but when I open it in notepad it's just a bunch of gibberish. If anyone knows how to do something like that, I'd really appreciate it, since I'm super excited to experience the hardest content the game has to offer - I just don't want to have to spend loads of extra time doing menial tasks like hauling thousands of kilos of loot and going on merchant runs across the entire map every hour.

8
Suggestions / Bullets-to-casings recipe blueprint
« on: April 01, 2020, 06:35:39 am »
Can we have a blueprint for converting standard bullets into casings of the same caliber? E.g, fifty 9mm standard rounds could be crafted into fifty 9mm empty cases, and maybe 1-2 T.N.T.

It'd be a relatively common blueprint you could find at most arms dealers, with a higher mechanics requirement for the larger, more powerful calibers. Plus, it'd give a great use for the thousands of standard rounds I have in my stashes that I'll never end up firing. Instead of loading them all into an assault rifle and spamming burst on indestructible rocks to get a few cases, let us craft bullets of a certain caliber into cases of that same caliber at a 1:1 ratio. Hell, even a 2:1 ratio would be fine, I just want to be able to use the unique bullets more often. It'd feel really satisfying to eventually phase out standard rounds from your arsenal and replace them with the cool special rounds like acid, shock or micro-shrapnel.

9
General / Re: Empowered Psionic feats worth it?
« on: November 01, 2019, 03:01:41 am »
Alright, thanks for all the advice, really helpful :)

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General / Re: Empowered Psionic feats worth it?
« on: October 28, 2019, 02:19:34 pm »
Also, do you think having 3 constitution along with advanced empathy would be viable considering it's on normal? I plan on wearing a sturdy, antithermic or galvanic overcoat with psi beetle carapace and a super steel sheet, as well as kevlar boots of some kind with a high frequency 800+ capacity energy shield. I could really use the extra points to put into will, could get it up to 15 which would be way more fitting since I basically plan on just bursting down enemies on the turn I discover them.

11
General / Re: Empowered Psionic feats worth it?
« on: October 28, 2019, 09:37:23 am »
Thanks for the advice, and yeah, I'm kind of starved for base stat points as I'll need 6 dex to be able to use rapid fire with the wasteland hawk, 5 strength to wield my sniper, 10 perception so my guns don't completely suck, 6 intelligence for premeditation and so I can use 150 quality components in crafting as long as I'm at my workbench and pop a hypercerebrix, and the rest got dumped into will.

Initially I didn't want to take thermodynamicity since I don't want to thaw out chilled or frozen opponents, or put out ones who were on fire, but if I'm going to be taking empowered metathermics, would you recommend I switch out pyromaniac for thermodynamicity? I guess it'd allow me to utilize the empowered buff to its fullest extend with, say, a premeditated pyroblast AOE, followed by a mania'd cryo orb, and then by a pyro stream or something. It certainly sounds like a lot more potential burst damage than simply setting guys on fire for the nice panic it gives. Plus advanced empathy nullifies the extra casting cost of psychosis, letting me cast even more spells while the buff is up.


12
Suggestions / Empty shell/casings from merchants or blueprints
« on: October 27, 2019, 07:28:46 pm »
I really think there should be a chance for weapons merchants to have bullet and shell casings in stock that you could buy in bulk, maybe at a hyper inflated buying price to prevent you from easily crafting mountains of the best ammo. As of right now, if I want more .44 explosive rounds, I have to just sit there and waste all my regular ammo shooting rocks until I have enough cases. Not only is this boring, but it doesn't really provide additional challenge, it just means you have to waste a bunch of time doing a repetitive task.

It'd be great to have a way of buying or crafting empty casings and shells to alleviate the boredom of shooting rocks all day.

13
General / Re: Aran and where to find him
« on: October 27, 2019, 07:03:42 pm »
Sorry for the bump, but I was having the same trouble about a week ago and I found that you don't actually have to do all of expedition for him to appear, you only have to do the very first part where the natives assault the island. Kill them, then travel back to core city on your newly acquired jet ski and Aran will be in the bar in the residential district of core city. If the natives are too strong to fight head on, lay traps near the choke points and throw caltrops everywhere, then toss molotovs for area denial, since the AI generally will not path through fire if they're not already standing in it. Your allies should do 90% of the killing for you.

If you want Aran's equipment, use gas grenades to kill him which will not aggro him or anybody else, even if you do it right in front of them. He'll disarm them when they land, but just keep throwing them at his feet and he'll stand in the small cloud it creates and be contaminated to death, then you can loot his body freely for his amazing katana.

EDIT: Second part apparently no longer works with the most recent update, looks like they patched the gas grenade cheese.

14
General / Empowered Psionic feats worth it?
« on: October 27, 2019, 06:08:33 pm »
I'm making a Psi/Guns build and at level 30 I end up with 1 spare feat point. Problem is, I've gotten pretty much every feat that catches my eye already and I'm not sure what to take. All my psi skills are maxed out, and with a good quality universal headband, they'll all reach an effective skill of 300+ (except for temporal manipulation, which I only need 70 in for stasis and contraction)

For anybody who has done a psi build and taken the empowered psi veteran feats before, would you say they're worth it?
If so, which one allows for the most powerful turn/combo in your opinion?

Here's my build plans for reference: https://underrail.info.tm/build/?HgUGAwUKCwbCoAAAAAAAAFRUAABPTyBIT8KgwqDCoEYAAD1PASssFCplwodmIVtLM34uwrdybRpswp7CncKtwq7inJoB4qK1AuKnvgrirIMC378

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Suggestions / Re: Map editor
« on: October 26, 2019, 10:35:34 am »
This game would really benefit from a modding community, hope he does decide to release them eventually.

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