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Messages - apollounderrail

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1
Development Log / Re: Dev Log #11: Bartering and Inventory Tetris
« on: May 18, 2025, 03:31:18 pm »
Holy sh*t this looks awesome. I can’t wait to sink a thousand hours into this masterpiece. When we win, in the idealistic state of the future, Stygian staff members will be given special cultural achievement badges that they can display proudly as they walk through peaceful, crime-free cities.

2
General / Re: Video discussion
« on: December 30, 2024, 10:16:34 pm »
I think it's possible. I've seen other examples of where developers overreact to perceived weaknesses and in trying to "fix" them take away what made the first game so great.

Ok, I think you're right on that. Perhaps it will work out fine, or perhaps the devs will adjust the changes to be less drastic. I'm happy with the concept of shorter and more frequent turns, however.

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General / Re: My thoughts on the new combat system
« on: December 30, 2024, 10:15:25 pm »
I suggested a shorter/smaller turns system a long time ago because yes, it's pretty damn silly that I can make literally 30 sword attacks before anybody else can lift a finger.  TM adds to that, but only somewhat; it isn't the whole problem.  I have no problem with 3 con builds being effective alpha strikers or Hit'n'Run-ers, but in underrail it was too much and too easy. 
Waiting on your turn is only bad in expedition where theres often 20 enemies at a time. If the new system is harder/more realistic, we won't be seeing so many combatants in a fight.  There won't be any successful fights against fort apogee for instance.

So many people are dooming about the new system; it feels a lot like how the psi players got mad about the psi nerf.

Well put. Who knows, perhaps the devs might increase the AP per turn, to be a more moderate change.

4
General / My thoughts on the new combat system
« on: December 29, 2024, 10:39:56 pm »
I truly loved the old system, however, let's be honest:

- Using TM or various perks allowed you to do massive damage to formidable groups of enemies without taking any hits at all. The many, highly effective 3 con builds were pretty obscene.
- Conversely, losing the first turn often meant instant death on dominating, e.g., versus Carnifex.
- Watching a screen of enemies each taking full turns one by one was boring, and necessitated time hack apps.
- Being able to run past a whole pack of rathounds all in one fell swoop, while they sit there doing nothing, was immersion breaking and silly. I quite enjoyed watching how the rathounds closed in around the player.

Have some faith! Do you really think the same devs who made Underrail and Expedition will release something unfun, or that lacks strategic depth?

5
General / Re: Video discussion
« on: December 29, 2024, 10:39:29 pm »
I truly loved the old system, however, let's be honest:

- Using TM or various perks allowed you to do massive damage to formidable groups of enemies without taking any hits at all. The many, highly effective 3 con builds were pretty obscene.
- Conversely, losing the first turn often meant instant death on dominating, e.g., versus Carnifex.
- Watching a screen of enemies each taking full turns one by one was boring, and necessitated time hack apps.
- Being able to run past a whole pack of rathounds all in one fell swoop, while they sit there doing nothing, was immersion breaking and silly. I quite enjoyed watching how the rathounds closed in around the player.

Have some faith! Do you really think the same devs who made Underrail and Expedition will release something unfun, or that lacks strategic depth?

6
Bugs / Invisible pirate chucker, black sea
« on: December 12, 2023, 03:07:46 am »
One of the jet ski pirates beside razor, I believe a pirate chucker, is invisible. I can see the wave pattern under his jet ski, and he appears to throw grenades before becoming invisible again. He is still vulnerable to flash bangs, etc. Though he doesn't become visible, even when incapacitated.

7
Bugs / Re: West Storage Depot door picklockable! Skip the entire dungeon!
« on: December 12, 2023, 03:05:28 am »
Thank you!

8
Bugs / West Storage Depot door picklockable! Skip the entire dungeon!
« on: December 08, 2023, 09:43:17 pm »
At the very start of expedition, when you go down to the first floor under the mutie refuge (West Storage Depot), I recall the body where you can take phil bridges arm being behind a door that is stuck shut. Just now on this playthrough, the door is actually a lockpicking 0 lock. So I unlocked it and I immediately have his arm, skipping the entire dungeon. I will now engage in doing this dungeon backwards, just to see how it goes.

9
General / Re: LMG gameplay feels unsatisfying
« on: November 15, 2023, 03:59:33 pm »
While I did find LMGs fun to use at first, I became extremely bored halfway through the game and had to make a new character (chempistol grenade launcher). The reason is it felt too similar to my playthroughs with SMGs and assault rifles. As you noted, specific skills for the new weapon classes would go a long way towards differentiating them.

LMG skill ideas:
spray’n’pray - triple the firing arc and double the amount of bullets fired, once every 2-3 turns
(Don’t have a name idea) Half AP cost for firing LMGs for two turns, cooldown is 10 turns

Grenade launcher - edit: loving them so far.

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also
Quote from: Styg
Hey hey people, have you tried this new DOMINATING difficulty yet?
[/quote]

The game isn't intended for DOMINATING to be the goal. I think it was provided to give veteran players something to try their OP builds against. I love it, personally - but I admit that I frequently rely on inspiration from builds provided by other players in order to handle it.

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I forgot to add:

The mobs this happens to (e.g., the robots in the GMS compound) will just sit there and passively wait to die. They often don't shoot or use abilities, although this could be due to line of sight. This is far more noticable than at any time in the game's past that I've played it (probably about 4 years ago).

12
Hi,

Groups of monsters are frequently bugging out now in Heavy Duty, specifically in terms of pathing through an open gate/door. This is noticable right after starting a game: groups of rathounds will sometimes cluster around an open gate instead of going through (e.g., reclaiming the outposts outside of SGS). It's like a traffic jam.

Also happens 2 zones to the north of SGS, there are 4 dogs behind a gate. If you close the gate to let them group up, then open the gate again, they are jammed and can't get through. I believe the frequency of this bug has increased considerably from what it once was. This could simply be bad luck, however.

Thanks to Styg and the rest of the team, and the fanatical beta testers, for their hard work! I am enjoying it so far.

13
Beautiful guide. Learned a lot already. This will help with that build you recommended on discord. Dominating oddity, my first full psi build, because I love the pain.

14
Development Log / Re: Dev Log #6: New Environment Renderer
« on: February 11, 2023, 01:52:01 am »
The height really does add a whole new dimension to the atmosphere (and I'm sure somewhat affects mechanics as you've alluded to). Gorgeous graphics. Also love how you're showing sight with the shaded black bars - doing darkness alone would be confusing and not look great.

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Development Log / Re: Dev Log #5: Character Model Customization
« on: August 08, 2022, 12:26:04 pm »
Everything you've said is music to my ears. In particular, I am a fervent advocate of the appearance-follows-attributes approach. Appreciate the update!

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