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Messages - KnightShade

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1
Bugs / Headlamps do not sort by quality
« on: August 17, 2022, 12:09:23 am »
I was farming headlamps and found that when I hit sort in my inventory they wouldn't sort by quality in any order.
They will group up, but they just stay in the same order as they already were in the inventory.

2
Development Log / Re: Dev Log #70: Method and Madness
« on: June 30, 2021, 07:13:56 pm »
Quote
We are due for just one more content update before we shift fully to the Infusion project.

I am assuming that means one more after the one in this post.

3
General / Re: Something you wish was different or added to the game?
« on: March 13, 2021, 06:05:55 am »
I forgot to mention, though this is just flair/world building, children are missing. It is kind of weird to never ever see a child in the game and wondering "how are they multiplying?". Even Fallout 1+2 had children around.
Unfortunately, various politicians around the world have gotten on their high horse about video games and made a big fuss over nothing.
There are laws around the world that make trouble for games that allow the killing of tiny digital sprites of groups of numbers called "children" almost as bad to be killable as the real thing.
So you have two choices:
1) make them immune to being harmed/killed
2) make them not exist.

Styg clearly chose 2.
It's absurd, but so are most people...

4
Bugs / Tiny architectural mismatch in the Water Treatment Plant
« on: March 13, 2021, 04:31:42 am »
As this overlay of the two maps shows, there is one vent in the Water treatment plant that doesn't properly match up with the vent access in the main map.

5
General / Re: Something you wish was different or added to the game?
« on: March 11, 2021, 07:29:07 am »
This. All of this:
- Limiting all specializations to a maximum 5 points. I find this 10 point specialization crap obnoxious.

- Merge Evasion and Dodge. The defense gain you get from the insane investment you need in terms of feats and skill points is mediocre compared to metal armor which requires far less investment and even works with average con score if properly optimized.

- Make one more big pass on all those niche and borderline useless feats
-increase the usefulness of dodge/evasion so you don't have to be 20 Agi to feel its effects
I wish blueprints like disassemble were removed from feats and had to be acquired from quests or just bought 

6
General / Re: Tattoo icons
« on: March 11, 2021, 07:19:27 am »
I don't know if they're in the wiki yet, but all the tattoos are listed in the character builder under feats.
https://underrail.info/build/

7
Suggestions / Re: New intermediate difficulty level possibly?
« on: March 11, 2021, 07:14:11 am »
The various independently toggleable settings I suggested would handle that.
You could just crank NPC skill modifier up to 150%, NPC health modifier up to 250%, Boss NPC skill modifier up to 300%, and Boss NPC health modifier up to 1000% and suffer to your heart's content...

8
Site Feedback & Suggestions / Re: Spam in the wiki
« on: March 09, 2021, 05:08:16 pm »
I just joined and had a bit of a WTF? moment seeing all of the spam there.

One of them on installing Windows 7 (?!?): "You will certainly require to make sure your CD Drive is set to the clenched fist boot tool." :D

9
Builds / Re: question on gun fu
« on: March 09, 2021, 05:00:08 pm »
I think it's just the raw applied points, otherwise you could be getting recursive bonuses from versatility and maybe other sources.

10
Suggestions / Re: Feedback from a fresh set of eyes
« on: March 09, 2021, 04:55:13 pm »
The only tool you need to find the infused leather blueprint is your eye.  Merchant inventory in SGS changes after you return the drill parts, and you get two different notifications about that.  It shows you, right there, that when big things happen, there are other game-world effects.  After clearing out the Beast and essentially fixing all of Foundry's problems, plus one NPC mentioning that Leonie has some new stuff in inventory, you should really go take a look.

Your second point is a little stronger, but your first point is really weak.  It just boils down to you wanting the game to tell you both when and how things change so you don't have to find out for yourself.  The when is already there; you missed the how.  It's not really a very good argument and not a strong point.

I think igetnorespect's point was that supersteel from Bernard was deliberately made super-obvious while comparatively, the equivalent for light armor from Leonie was virtually silent but could easily have been made equivalently easy to know about and not miss.
The way one is communicated to the player stands out starkly from the other.

And his point about having improved filters for highlighting especially rare/valuable goods is an excellent one.

11
Suggestions / Re: Overall game design suggestion.
« on: March 09, 2021, 04:36:33 pm »
I read it. I thought Ukupnik made some very good points.
In fact, I had some of the same thoughts myself. Specifically:

"Ninja Looter, Burglar, Interloper, Trap Expert --- all combined into one feat, as no one bothers with them while there are separate, so I thought they would be  better together to encourage stealthy playthrough without  huge feat investment."
With the exception of adding trap expert, I thought the exact same thing. Three feats is a huge investment.

"Salesman, Major Supplier --- merged in one feat. It felt counterintuitive to bring more stuff to sell, but without something like Major Supplier, the merchant doesn't have enough money to buy it. Also should raise sell price nerf on Dominating, it felt bugged."
100% agreed. It annoyed me that Major Supplier was a level 26 feat (!) as well.

"Make speccing into something more generous. And I'm not referring to damage specs, like crit power or whatever, but cooldowns and utility ones. Like you really expect me spend 5 points on 10% extra resistance reduction of Expose Weakness or 15 for more MP from sprint?"
Noticed some of this as well. These are never chosen at these costs.

12
Suggestions / New intermediate difficulty level possibly?
« on: March 09, 2021, 04:11:27 pm »
I think it would be a good addition to add a difficulty level between normal and hard.
Because I was torn between playing on normal and hard, due to the specific changes between each setting.

Here was my analysis:
  1] PC health mod (150%/100%) --- I'm okay either way
  2] Healing consumable power (100%/50%) --- would obviously prefer 100%
  3] Healing consumable cooldown (100%/200%) --- 200% is really unappealing
  4] NPC AI (standard/full) --- full please!
  5] Combat encounters (standard/hard) --- hard would be okay, but if I could choose via an independent slider I would sometimes choose DOMINATING!
  6] Zone transition cost (25AP/40AP) --- I'm fine with 40
  7] EMP affects inventory items (no/yes) --- I'm fine with yes
  8] Armor changing in stealth (yes/no) --- No is good. More realistic.
  9) NPC skill modifier (100% both settings) --- Prefer 100% (130% on dominating doesn't appeal at all)
10] NPC health modifier (100% both settings) --- Prefer 100% (150% on dominating doesn't appeal at all)
11] Boss NPC skill modifier (100% both settings) --- Prefer 100% (200% on dominating makes me feel woozy...)
12] Boss NPC health modifier (100% both settings) --- Prefer 100% (400% on dominating makes me feel woozy...)
13] Item sale value modifier (100%/50%) --- The clincher for all the crafting I like to do. I would never choose less than 100%

So I went with normal, despite preferring six out of the nine differing settings being the same as on hard (or higher).
I guess I would phrase it as: I like challenging enemies, but I don't want to also be nerfed to get them. Especially with the money.

Ideally, each setting could be chosen separately in a difficulty menu (maybe with preset buttons for the 4 standard sets). Maybe even a slider for the 4 NPC stat modifiers with even more settings to choose from (100/125/150/200/300/400%).

But if that's too difficult/time consuming/unappealing to develop, how about an Intermediate (or maybe Challenging is better?) setting between Normal and Hard?
Set as:
  1] PC health mod (100%) --- hard
  2] Healing consumable power (100%) --- normal
  3] Healing consumable cooldown (100%) --- normal
  4] NPC AI (full) --- hard
  5] Combat encounters (hard) --- hard
  6] Zone transition cost (40AP) --- hard
  7] EMP affects inventory items (yes) --- hard
  8] Armor changing in stealth (no) --- hard
  9] NPC skill modifier (100%) --- same normal/hard
10] NPC health modifier (100%) --- same normal/hard
11] Boss NPC skill modifier (100%) --- same normal/hard
12] Boss NPC health modifier (100%) --- same normal/hard
13] Item sale value modifier (100%) --- normal

Yeah, I know there's a large contingent who play on DOMINATING preferentially.
I'm not gonna be moved by "get good, scrub" comments or explanations why it's not so bad or build advice on how to not suffer so much.
I just want to play the game the way I enjoy the most. And I don't want to be frustrated and annoyed all the time while playing.
You guys are free to enjoy your pain and triumph over epic odds. More power to you! I just want to have fun with a moderate challenge.

13
Builds / Is there a guide to good weapon combos?
« on: March 08, 2021, 01:57:37 am »
Is there a comprehensive guide to good weapon combos?
Like, is crossbow and a melee weapon a good build?
Or pistols and something else?
How about assault rifles?
You see where I'm going with this...

Ideally, I'd like to build a fully skilled crafting/tech character with hacking/lockpicking/traps ability and persuasion and merchant(maybe), so am just looking for a decent combat build that allows the most points/perks in those non-combat skills.
I expect with a tech build, I would probably use a lot of traps and grenades and such to level the playing field. And for this run, no PSI at all.

Also, I think I once saw a guide on meeting the various skill point requirements throughout the game for skills such as hacking/lockpicking/traps, the tech skills, and the persuasion skills.
Also ability point requirements for special events. Like I would need X strength/agility/perception to access somewhere or something like that?
Does anyone know of one up to date (or close to it) for the current version?


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