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Messages - Iviris

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1
Bugs / Re: Bone hairpin doesn't drop
« on: February 17, 2023, 12:52:50 am »
You probably still can.  Pop into the discord or PM me.
Get to lvl30 you mean? I don't really care about that, my builds is done,  it will only give me some biology for out of workshop crafting in DC itself. And I still can make it if I find that two-headed mutant.


 Just reporting the bug with hairpins because it is super weird that it happened.

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Bugs / Re: Bone hairpin doesn't drop
« on: February 16, 2023, 09:07:46 pm »
you're killing the wimmins, right?
Yes. Domm, aendooms, literally everyone is dead. I have a save with all their bodies present and not a single hairpin on them.

This is extra sad because with these pins I would have been able to reach lvl30 before DC.

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Bugs / Bone hairpin doesn't drop
« on: February 16, 2023, 04:45:47 pm »
I've exterminated and looted every native, yet got exactly 0 Masterwork Bone Hairpin. Doesn't even seem to be a RNG issue at this point.

On a side note I've did the same with pirates yet only got 4 out of 5 ships in the bottles. Which is a rang issue and I suppose you can generate unlimited pirates via island attacks, but still kinda sad.

4
General / Re: Is it possible to force all random locations to spawn?
« on: August 05, 2021, 05:56:42 am »
The water treatment facility and the utility section are also mutually exclusive, based on whether or not the mushroom cove scavenger is in the operating room.
As far as I'm aware this isn't true. Water treatment is mutually excluse with "camera problems" quest, which is so unequal  to it, that you seem to forget about it.
And yes, I know they have an indicator, did you miss the whole rant about how rerolling character generation isn't fun? "there is no way realistically check if these have even spawned in" refers to "didn't get explosive belt and a bunch of other things". Which brings us to
. The only important random spawns that don%u2019t have an early indicator are Jet Eater and Hopperdome.
Didn't know that is random too. Well great, we'll see if this thing is deleted from my game too.

To address your second point, Underrail has much more than 100 hours of content in it.
I was talking about how long a single play through takes and why it isnt a good idea to have random quest accessibility in there. The game with a similar system that comes to mind is actually diablo1. But you know how long it take to "complete" diablo1 once? About two evenings. And then you go for a second run.
And yes, I know that there is some branching paths in the main game. Some of them actually have the same problem of being wiiildy unequal (just compare JKK questline and coretech), but I'm not going to be upset about it, because I can *choose* which one to take. This is in fact my third playthrough (i've replayed the game once after the expedition and now in it's nearly final state) and I did join coretech despite knowing that it is kinda trash, but did so on my own volition.
What I didn't want to do is to is to lose a big part of the new stuff introduced in the recent patches. One of the main points of this playthrough was to actually experience  all this new stuff and instead I get to experience anger and frustration. gj

main endings to the game (SGS, Train,
Are you seriously trying to include this in your point. Come on. 

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General / Re: Is it possible to force all random locations to spawn?
« on: August 04, 2021, 03:53:16 pm »
So. I took the advice of not look on the wiki/internet (ofc I didn't, I just didn't know what to look for) and didn't roll for utlity tower. I rolled for water treatment facility, that is a lot of fun on itself (I guess any kind  of immersive tutorial can gtfo when you have to import the character, run to tho medblock and reset), but didn't know that I have to get a specific message to get this dungeon. 
Now I'm just going to bump this thread to tell how happy and glad I am that I don't get to experience this cool (probably) part of the game that was taken from me for... what exact reason? Why? What was this supposed to accomplish? I also didn't get tatoo master that gives decent *permanent* bonuses (yeaaah, I'm sure that gypsy is a great substitute for 30+ extra skillpoints or something similar), didn't get explosive belt and a bunch of other things  and  there is no guarantee that I will ever get them on further replays, since there is no way realistically check if these have even spawned in.
Not that I'm planning any further replays after this, honestly.
I'll repeat without toxicity, but the idea that Underrail is not replayable seems narrow minded.
The underrail is about 70-100 hours long. How often are you replaying this stuff? How many times did you replay it since the patch that added random dungeons? Was it enough to statistically get everything? If yes, are you ok?
I understand the randomness of item/component spawn, because over the length of the game you get enough rolls for it and at worst it is just a setback (though I didn't get a single image intensifier until around clvl22  this time, but I was ok with this), but this bullshit? I guess it is simply made to piss people off.
Mission successfull.

Also this
but when secrets go
These is nothing "secret" about this, nothing to discover or put some effort to find. It is completely out of my control. Great stuff.

6
Well, very helpful, thanks.

I understand that Styg wouldn't  want to reverse his unfortunate gamedesign choices (or help others to adjust the game for themselves), but you two monkeys could have abstained from this pathetic crap, jeez.

7
General / Is it possible to force all random locations to spawn?
« on: June 30, 2021, 08:49:19 pm »
Or at least the ones that don't conflict with each other.

The whle "random dungeon" things feel really wrong to me in the long, exploration-based game like this, I feel that I'm getting content cut for no reason at all. I don't think that this system is well designed as it is with dungeons being wildly unequal and their spawn not being affected by player actions, nor do I think that underrail is a fitting game for this kind of system, being 70+ hours game that isn't all that replayable content-wise.

So anyway, is there a way to fix this issue?

8
Suggestions / Re: Deep Caves & Final Battle re-design suggestions.
« on: March 03, 2020, 01:05:18 pm »
or maybe Dude (who i'm convinced is a god man)
Dude is J. Dyson (forgot the full name, I think it was mentioned somewhere) from hollow earth project. It is very clear, but if you want I can elaborate. He lost his memory in riftwalking, he explains that himself. The question is, why is he still alive and well (temporal cave magic, I'm sure), but then again Erza (either Anton Matveev or Kirill Gavriluk, I was never able to tell them apart) is from the same team and is alive too.

Good justification for six not being able to fight tchort tho.

What I personally dislike in DC is the sharp and awkward turn to space opera tier of cosmic fantasy. You're lurking decently scientific post-cyberpunk world with some limited psionics (you possibly didn't even get to oculus in your first playthrough) for 50 hours, and boom, here is your exposition dump, now there are leviathans. godmen, magic portals, other realities, "flesh of the high ones" and all the new age shtuff. I would really prefer it to stay more grounded.  Expediion does kind the same with it's final revelation, but is much better paced and written and it is still kinda optional.

But still, the problem is, for the next expansion/sequel etc, I'm not exactly surely how am I going to take seriously all these down to earth "kill 20 raiders" quests, knowing that the game is ultimately about cosmic horrors and struggles of resident superhumans. But I guess it is too late to fix now.

9
General / Re: Did I Mess Up My Chance to Join The Black Eels?
« on: February 18, 2020, 12:31:07 pm »
Well is there any chance I can fix this with cheats?
Doubt it. Savegames are pretty obfuscated, so I don't think you'll find the proper flag, even if you manage to unpack them.
So just go check on everyone involved in this quest, all eels in junkyard, sgs administration people etc, and if not, oh well, you aren't missing that much anyway.

Oh, and you can also try to just kill scrappers manually. Who knows what will happen.

10
Builds / Re: AR/Psicommando
« on: February 16, 2020, 01:25:31 pm »
About Gun Nut > We could consider an increase of +7,5% of your damage. If you dont go high critic chance, Expertise will be more efficient. It is not a very bad feat but the increase is really small...
It would be 7.5% if min and max damage were equal, but with damage spread actual ARs have in game, it is 9.75%

Anyway, I finished my domination playthrough, did some testing and optimizing and made some final changed to the build.

- lowered biology from 150 to 130, because I'm stupid and 150 is required not for ssdrug, but for a completely irrelevant poison.
- savescummed vendors a lot and found out how much skill exactly do I need to cover all pre-DC crafting.
- more cohesive trait progression for oddity playthrough.
- moved some specialization points into crit power. Crit power spec should give me on  average 1.14% damage per point on hornet and 2.28% on chimera compared to 0.93% from opportunist and full auto, assuming latter two all are completely additive to guns, assuming there are no enemies with incoming crit chance modifiers, assuming focus stim and ignoring concentrated fire. If those are multiplicative, then +3% bonuses are obviously better (and specializations are kinda badly designed). Further testing required. I guess going back to these two is an option too, to get mroe stable damage.
- replaced serial killer with power management. Unless I would go and wage war on faceless/tchortists, there are few dangerous humanoid endgame enemies,  sormirbaeren/pirates get overkilled and I'd rather have 2k+ shields and 175+ night vision.
- put lemurian engineer suit back in, 120+ hacking/lockpicking checks are rare enough for it to not be annoying. Screw jackknife tho.



http://underrail.info.tm/build/?HggDAwoMAwfCoGcAAAAAAE9pAAB2dkhTWwAtRjdIAG1jCCsabSZVKhU7wodJSjFLRVPCpMK1KcKewq3CnWzin6IF4qK1AuKnggLip6oD4qe-A9-_

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General / Re: Did I Mess Up My Chance to Join The Black Eels?
« on: February 15, 2020, 12:23:32 am »
You don't really "join" them, it doesn't get aknowledged anywhere else in the game, including even their base from the DLC (aside from a single minor dialogue). It only allows you to get a different ending slide for junkyard.

But at this point yes. I think you missed the whole questline. You needed to ask Colton about how you can  get into depot A (not about jobs, jobs will come later), and if there is no such option for you anymore (since you have already completed depot A), then I'm pretty sure you are locked out.

12
Builds / Re: AR/Psicommando
« on: February 15, 2020, 12:11:34 am »
Survival Instinct is a must on AR build with high con (Only checking the first). You have CON requirements and it does not require a change in the build, you do not need to be always below 30% health and it brings a massive damage output. Coupled with glasses, focus stim and food, you ll be at 60-70% chances at least and this relatively early game with recklessness. Add Scrutinous and an infused leather, you ll be above 100% late game.
You may consider a sturdy vest over galvanic.

I know it is an obvious choice and a huge damage boost - when it is active - and I used it in my previous game, but I've found from pure practice that I just don't go under 30% often after the  midgame. At least not in cases where I wouldn't just want to load anyway.
Maybe if I tried to intentionally stay at low hp, but this sounds too dangerous and savescummy for a common tactic.
Same thing with premeditation cooldown reduction. I've took it and I found out that I don't utilize it.

If you select this feat, you should invest 10 spec points in critical power.  Opportunist is not that bad but you may find something better. Gun nut is not particularly good and many feats would be more efficient.

Critical power does indeed look like a good thing. Would really helped if I knew which modifiers and additive and which are multiplicative to calculate the  actual damage bonus from specialization points.
Same thing with gun nut. What I'm seeing here is a permanent ~10% damage bonus, because it increases the base damage that then gets multiplied by all the modifiers. Assuming other perks are all additive to guns skill bonus, this is very solid.


Thick Skull is not very useful.

Why? This is one feat that is simply great and the whole point of getting constitution this high. Putting specialization points there is questionable, mostly because I have no idea where are fortitude breakpoints in the game.

70-80 points in stealth are always useful early game for dominating/hard. This is probably where to put some of extra crafting / utilities points.

My problem with skills that I would be able to bring to 70-80 (stealth, traps, pickpocketing) is that in early game I have higher priorities  (need some chemistry for OP nades need some throwing to use them, need psi, need to keep up lockpicking/hacking,  want to start crafting etc) and not enough skill points, and by the late game it becomes useless.

13
Builds / AR/Psicommando
« on: February 10, 2020, 10:37:13 am »
Somehow I don't see that much discussion about tin can/AR builds ever since the expedition (and since smart module/burst interation was removed), so I've decided to make my own.  I know that quite a few people consider AR builds boring and the purpose of this build isn't to challenge the imagination, but access most of the game's mechanics and content on hard/dominating, while still providing satisfactory gameplay experience.

So here it is:
http://underrail.info.tm/build/?HggDAwoMAwfCoFkAAAAAAFR0AABucUZwWwAtMjdNAGxjK20aCFUxKjsmFUlLwodKRVPCpMK1d8Kewq1swp3in6IF4qKNA-KnggLip6oD4quuAt-_

Starting stats: 8str 10const 5int, rest into perception. Get +1int at lvl4 for premeditation and another +1int when you feel like starting crafting.
Gear: night vision +critchance goggles, galvanic superseel armor, galvanic supersteel boots with a spring, high+medium frequency efficient shield, doctor's pouch.
Weapons: 11ap 7.62mm hornet, 16ap 9mm chimera, all with anatomically-aware scopes and muzzle brakes
Other gear: metal armor with biohazard vest (or CAU suit) - for all kinds of gas abuse and for the expedition, 14ap 8.6mm chimera - for 8.6mm ammo utilization and tryharding (it can be shot twice under combined effect of adrenaline and PtC), black cloth stealth set and cloaking device - for stealing and quests, hearseeker armor and boots, huxkey, a lot of grenaders and meds of all kind, hardcore chips.

Features/pros of this build

- Extremely high damage output
- very good durability with decent mobility
- Support/cc psi powers
- 150 biology outside of the workshop, no jacknife or lemurian engineer suit needed, hypercerebrix is needed only for extremely high end crafts
- 7(9) int and excessive persuasion/hacking for RP checks in expedition and deep caverns.

Cons:

- low resolve, weak to thought control psionics, bilocation is death
- tedious inventory management, high repair kit consumption
- no will for psionic RP checks


Now here is where I would need some feedback and suggestions. I didn't playtest this specific build, but I did go through dominating with a similar one http://underrail.info.tm/build/?HggDAwoNAwbCoFkAAAAAAFFhAABxfExnWwAtRkZUAE1jK20aCFVPKjsmFUkxSktiRcKkwrV3wp7CrcKcbOKfogXioo0D4qK1AuKnggLip6oD378 , which I then modified.

And here are some doubts/questionable moments I'm concerned about:

- This build isn't especially minmaxed. Crafting is overcapped severely (which might be of help if you want to do DC before expedition, get 160-170+ components from there and actually use them), hacking/lockpicking is overcapped so you don't need to equip additional items, underpie isn't used etc. Utilizing all that I could get a lot of free skill points, but I don't really understand where else would I put them. it isn't enough to get decent stealth in combat gear, isn't enough to get high end pickpocketing (surely it would help in early game, but in early game I don't have skill points for it anyway). The best thing I could think of is putting them into psi, but I've found out that I hardly ever use stasis and and thermal aura is only barely worth it against expedition's spiders.
- Survival instincts. This is basically a crit build, so it would be great, but I just don't find myself under 30% hp  in mid-late game.
- Expertise. I'm not entirely sure of how it works, does it add 20 damage after all % modifiers, like special ammo? Then it is kinda worthless.
- 7int. Yngwar/Ferryman dialogues aside, it upgrades philisophy and allows taking Gun nut (+15% to the basic higher damage roll) and potentially Power Management (which I didn't find a place for, but I consider switching time acceleration for it). Plus it gives a bunch of skill points, bringing us back to the first paragraph.
- Specialization points. I'm not exactly sure which of damage modifiers are additive (and don't mean that much) and which are multiplicative. Is opportunist:slowed target really worth it?

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