1
General / Re: Todd's new home
« on: August 27, 2020, 10:44:04 pm »
The other choice is pirates, if you aligned with them.
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.
Seems excessively pointless and petty for a creature that powerful. Is he a low-budget anime villain now?
Yeah, looks like you're trapped. It's best to try from the last save, or if you don't, you can use cheat engine to teleport yourself over the barrier without walking through the happy gas. I can do it for you if you can send me a save file.
I only play with one save per character so that's the save right there.
Man, it would be really awesome if that can happen, thanks for suggesting. I haven't ever used cheat engine - only heard about it - but it if you could give me a hand with that I'd appreciate it. Is there a convenient way for you to get a hold of the save files?
- penalties for having multiple schools innervated might be expanded to include modifiers to reserve utilization efficiency. For example, as long as you only have abilities from a single school you only use 7 reserve points to restore 10 actual psi points. While 2/3/4 schools would increase it to 10/15/20 points of reserves for 10 psi points.I'd caution against that sort of thing on the grounds that it directly rewards the most boring play possible, and further punishes newcomers to the game who don't know how to optimize every action. As it is, I can't say I'm a fan of increasing psi cost combined with global scarcity of psi points, because it actively punishes people looking for variety in how they play the game, and that's just poor design. With additional reward for single-school, you provide a strong psi bonus for builds that only dabble in psi, or use a minimal selection of it. The cumulative effect of higher costs and reduced reserve efficiency, combined with the current inability to restore reserve during combat, nearly guarantees that in any difficult fight, bringing a generalized loadout will result in depletion and failure. If you want to do the same thing every fight for the whole game, there's tin can AR, already.
Reducing effective skill values for multiple schools - because it's so very hard to magically cave wizard in several different ways all at once and you mix up the tiny details and as a result don't do everything just right - would have weakened psi generalists compared to psi specialists without also mechanically punishing players for trying out new things. We've clearly seen that Stygsoft can add in debuffs quite easily, so causing activation of a psi school ability to effect a psi school debuff (penalizing skill values, durations, and/or psi costs) on the player would have been simple and it could have done for psi generalists just as well as the current system, but without also sucking quite as hard as the original idea does. But having "psi bullets" as an actual consumable resource, and then rewarding players for not using variety, and punishing them when they do use it, isn't an effective way to reign in power; it merely reigns in player agency. If you can't manage the first without disturbing the second, then you don't understand the system you're changing.
stuff
Really? I was able to get something approximating a good ending, where they were defeated but their society grew peaceful. The subtext of the scene implies that they are better off without the shadowlith. The exact slides can be seen here: https://imgur.com/a/6d5tgyP
I got this ending by staying with Aegis, and destroyed both the shadowlith and its shard in the Sormirbaeren temple. I killed a lot of them, both those who attacked the camp and their ambushes outside the geothermal plant and JSHQ. However, when in their village and graveyard, I attacked no civilians, and stealthed/ran past all the guards. The only ones I killed were the priests and the guards inside the temple, who I didn't object to killing since they were clearly complicit in exposing the population to an empirically corrupting influence.
I've still got the save file if you'd like it.
I wrote that post before some bugs related to Expedition's ending slides were discovered and fixed.
https://www.underrail.com/wiki/index.php?title=Endings/Expedition
This should list all the current ending slides and their conditions, but it's based on my research before the bugs got fixed so there's a small chance I missed some changes to the ending conditions.
https://rpgcodex.net/forums/index.php?threads/underrail-the-incline-awakens.105387/page-495#post-6427787I thought he was joking, but looks like codexers took his post at face value.
https://i3.kym-cdn.com/photos/images/newsfeed/000/562/544/0b4.jpg
Anyways, saving the sormirbaeren was never an option. Here's why. I haven't seen any players reaching this conclusion yet, so it's definitely going to be spoilery.
Sormirbaeren are to Flottsormir what tchortlings (tchortbaeren) are to Tchort.
They're Serpentborn and Tchortborn in a quite literal sense. Less literally in the cases of normal sormirbaeren villagers and tchortists, but those groups are also analogues of each other. Unwitting, subtly controlled human pawns. Raw material.
If you talk with Yngwar after Deep Caverns and draw the Institute to him, you get a bit of discussion on the similaries of tchortists and his people. Tchortbaeren is the word he uses. The similarities of their natures are further enforced by the behavior of tchortlings and sormirbaeren once the link to their deity is severed - both fly into bloody rage. You get to see this in-game with tchortlings and the sormirbaeren psionics becoming permanently enraged, and sormirbaeren also get the aforementioned ending slide. ("The destruction of the Shadowlith fragment evoke bloodthirsty madness in the Sormirbaeren, and in their mutual butchery they spared no one." and "The lights turned dim, the villages fell quiet but for an occasional painful cry, and the northern coasts of the Black Sea became redder than they'd ever been.") Also, it seems to me that Oyensorm (Serpent's Eyes) is a very apparent analogue of the Mouth of Tchort. Leviathans really work in similar patterns when it comes to using humans, don't they?
You could say that this whole Expedition is yet another "Deep Caverns" and you fight the "tchortlings" of another, more distant Leviathan.
But not only that, we also get to see the Godmen/Leviathans proxy war playing out right before our eyes. Shadowlith doing its thing and Glowing Canine having appeared at a later date to interfere. And then we have Yngwar shedding Shadowlith's influence with the Glowing Canine's help... man, just what is he and what is his role in all this?
edit: whoops, post got cut off by styg's forum bugs.