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Messages - Elite

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1
Discussions / Re: How many hours in UnderRail do you have? :D
« on: December 04, 2021, 05:57:31 pm »
"Only" 250.

2
Development Log / Re: Dev Log #69: Crossing the Styx
« on: February 27, 2021, 06:22:48 pm »
Guess its time for another playthrough.

3
General / Re: Aran refuses to fight me and I need his gear
« on: August 06, 2020, 02:17:21 pm »
It takes time, he'll show up. I had a similar thing happen on my last play through to the point where I didn't think he would show up. Went to the basement to do some crafting after I had all but forgotten about him and I got carved up.

4
Suggestions / Re: Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 05, 2020, 02:41:14 pm »
If the edge of the gas moving isnt enough for you to get by, then that would be the end there. This had to be intentional since you're just meant to come up from the lower passages and then make your way to the exit.


5
Suggestions / Re: Core city sewer agility checks
« on: August 03, 2020, 07:58:04 pm »
Ah, so it would like if you don't meet the requirement the assumption is that you slipped, stepped on the wrong place, or you just don't know how to proceed.

If its the case that it doesn't matter how agile you are, maybe make the bridges clickable with a short description. Maybe something like, "What little support remains appears badly rusted."

6
All that would really need to be done is to add some logic to the quest where it determines if the drones are alive or not. If not, after Epinone Lab and the CAU show up you just tell them "The Drones? Killed 'em a while back." or something to that effect.



SPOILER


Though in doing so you'd also end up killing a Protectorate agent, and Im sure the Protectorate would know about that.

7
Suggestions / Re: Core city sewer agility checks
« on: August 03, 2020, 02:30:00 pm »
What would they be, like a check of 6? Unless you are just a snail / in full tungsten armor (3 AGL) then a person of relatively average agility ought to be able to make those jumps, maybe have the check be 5 or 6 AGL.

8
Suggestions / Re: Forcefield ajusts and some ideas for firearms
« on: August 03, 2020, 02:27:15 pm »
Man, being able to do a 1x9 force-field would re-break psi.

9
If you can't evade/tank the hits then you can just lure them to you. If you break LoS with them they'll try to move into a position where they can see you, which is often times right in front of you.

10
General / Re: Josh Culler Appreciation Post
« on: August 03, 2020, 01:19:02 pm »
Hi everyone this is Josh, thanks for the compliments..  Underrail was really fun to work on.  Post-apocalyptic industrial music is in my top favorites, especially when its themed around sci-fi elements and other strangeness.

Im still working with Dan at Blue Bottle games as well, and I already completed the soundtrack for his next game Ostranauts a while ago - once its released on Steam the OST will also be on sale as well and it also includes a full bonus album of material .. the steam link for the game is here: https://store.steampowered.com/app/1022980/Ostranauts/

If anyone has questions or comments about other projects, please feel free to email me!

I have to ask...what is YOUR favorite track on the Underrail OST?

11
General / Re: Expedition: endings for Todd [spoilers]
« on: July 31, 2020, 01:07:42 pm »
You can also take him to your 'ol pal The Ferryman. He'll whip Todd into shape and be the father figure he never had. You might have to tell him it'll lighten his burden, though.

12
General / Re: Josh Culler Appreciation Post
« on: July 30, 2020, 03:03:27 pm »
Josh has done for Underrail as Frank Klepacki did for the C&C games.

Thanks for all your hard work and great tracks, Underrail wouldn't be the same without them.

13
General / Re: Why was Spearhead nerfed? Sniper builds are hardly OP.
« on: July 30, 2020, 02:30:48 pm »
Anyway, I have seen video evidence that spearheads still do just fine.  In fact, they can do more in a few rounds than they ever could.

Where might one see said video?

14
Site Feedback & Suggestions / Re: Guides Section?
« on: July 30, 2020, 02:27:21 pm »
I don't think it'll work because:

I have a guide on Steam - that's because they have user friendly tools designed for guide. Same thing can not be said about this forum - it still eat entire post if you use special character.

Meta is constantly changing - I find it's one thing to post a build in the build section but another thing entirely to constantly maintain a guide.

I think the best solution is for epeli or some one related to the dev team to list notable guides/external resources on the wiki. This is because they know the game and can screen for quality content. I don't want to have conflict of interest stuff (link on wiki point to ad-based blog and such) happening here or on the wiki.

That's really the point of it, just to aggregate all the useful stuff that's already out there in one location rather than have it spread out. It could just be a simple list with links to guides elsewhere.

15
Site Feedback & Suggestions / Re: Guides Section?
« on: July 26, 2020, 01:26:35 am »
Doesn't the Build forum already serve that function to an extent as the main thing people need guidance for are the builds?

I don't have an issue with making a forum for general guides, but are there people interested in writing them?

I think there are at least some. I mean, there already exist a good many general guides on steam and elsewhere.

This is one of those things that would have been best to have since early on, as the guides you now have scattered all over the place would have been here, probably.

Here is what I would imagine a General Guides section would be like if it were created;
It would be a "highly viewed" section with few topics, and fewer posts. The posts that do occur are sporadic at best.

I guess its up to you whether or not you value a board that slowly accumulates and becomes are resource over time vs just pointing people to the wiki / builds section.

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