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Messages - WeiJayTan

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1
General / Re: Le Parkour
« on: August 07, 2024, 09:39:14 am »
Ooh, nice. :D This takes me back to my Runescape days where in game agility course lap running is a thing, and a lot of fun.

Whether it's getting across using monkey bars, dodging incoming darts by tilting one's body backwards and downwards, running across a vertical flat sign to a platform on the opposite side, or using a grappling hook with a crossbow to swing to the other side... agility feats are quite a sight to behold in that game.

2
Bugs / Re: Usha dialogue order
« on: June 10, 2024, 05:22:59 am »
Also it is not immediately clear that you should talk to her to receive the item.

Regarding this part, after the player agrees to become a part of one of the departments of Investigation, if they return to the crossroads that lead to the departments, they will find Usha there. Then, they must manually speak to her to receive the relevant belt, unlike the time when the player leaves Investigation after completing sufficient jobs where she will 'flag down the player', automatically walking up to them when they are in her sights, and initiating the conversation.

I think she should also flag down the player after they approach her after they have agreed to join one of the departments. Or... perhaps one of the seniors could inform the player to look for Usha in Investigation, because she has something for them.

Of course, for players who already know how and where to receive the belts, no problem. But for new players, it can be a problem, as it is not immediately clear.

3
3. Stasis: Casting it on a neutral or allied npc (in combat situations only) will not cause immediate hostilities.
  a. Casting Stasis on Rassophore Nevil in RAF13 will cause him to turn hostile, even if the player wanted to keep them from taking damage from the sentry bots.
  b. (Did not test this myself) I think casting Stasis on Yahota will cause her, and by extension the rest of Aegis Inc, to turn hostile. However, what if the player wanted to keep her shielded from
     incoming enemies? Close calls are possible for a character with low hp like her. It can apply to generic sec troopers as well.

Regarding this one, allied and friendly NPCs (blue and green labels) won't turn hostile if you cast stasis on them. Neutral (gray) and worse will. What I can probably do is make Nevil friendly when you talk to him, which will make him immune to stasis-induced homicidal rage.

And yes, we do read suggestions. Mostly. Sometimes. Mostly.

Yeah, that'll be great. Then, future players won't get a nasty surprise when they did something with good intentions.
In my case, when that happened, I simply reloaded my save file. After that, I was hesitant to use Stasis on any ally.

Side note, the friendly standing (green healthbar) is rather underused. M'lan Ratula after the player successfully intimidates him; Rathounds if the player is wearing the Rathound Regalia... and that's about it... I think. Maybe this particular faction standing can be used to change up certain combat situations in the future. Just some quick thoughts about that.

4
There are some cheesy things I prefer to avoid too, but in general you have to play the game that exists, not the one you want to exist.  When my 3 con tm psiblade fought the Masters, the time slicer got two distortions on me (which is still a fuckton of damage cuz they have busted stats) and I barely survived due to aegis and morphine.  Aside from hammers, the best belt imo for melee characters is the doctors pouch, and you really ought to be taking advantage of it.

"but in general you have to play the game that exists, not the one you want to exist."
I agree. I'm still experimenting with the game myself. I'll take my time.

I haven't actually fought the Arena Masters yet. I am aware: that special Demolition Belt is worn by one of them, and can only be obtained by defeating them. I'll see what happens if I do get to that point. I'm on my first Dominating Difficulty run, having beaten Normal D multiple times and Hard D once.

5
Alternatively, aegis and morphine/nervo.

Ah, yeah, those medicines... I forgot. Well...
I often avoid using Morphine shots/Nervosomnifiers for low hp/agile characters, because of my thoughts that: "If your don't feel pain, you don't get hurt." doesn't make sense to me.  Using the Aegis drug with a 15% reduction? Okay.
Using Morphine or Nervosomnifiers for a high constitution character? That's okay for me.
I never actually tried stacking those medicines to achieve very high 'all' damage reduction, just so you know.
This is just my preference, though. Don't take this the wrong way.

6
Temporal Distortion: With the Heavy Duty DLC there are more enemies who can use it. As of yet, there isn't a method to remove or reduce the damage caused by Temporal Distortion, which ignores shields and 50% of damage resistance/threshold for mechanical and energy damage. This makes it particularly dangerous for agile/low hp characters.

Perhaps in the future, there should be a method to counter this particular move, much like how antidotes can be used to counter poisons. With the present abilities of Temporal Manipulation, I have a few ideas in mind, but I'm sure the developers also have other ideas for Temporal Manipulation in mind.

In any case, here are my ideas:
1. Stasis: Currently, while under the effects of stasis, cooldowns progress, but status effects (positive, ie. Psycho Temporal Acceleration; negative, ie. Knee Wound, Temporal Distortion) will not progress. Perhaps, while under Stasis, Temporal Distortion can still progress, allowing it to expire but the PC will resist all the damage. A simple countermeasure but requires high investment in Temporal Manipulation/late game time.
2. Psycho Temporal Acceleration: Casting this on self/on an ally will remove all temporal distortion debuffs from the target.
3. Stasis: Casting it on a neutral or allied npc (in combat situations only) will not cause immediate hostilities.
  a. Casting Stasis on Rassophore Nevil in RAF13 will cause him to turn hostile, even if the player wanted to keep them from taking damage from the sentry bots.
  b. (Did not test this myself) I think casting Stasis on Yahota will cause her, and by extension the rest of Aegis Inc, to turn hostile. However, what if the player wanted to keep her shielded from
     incoming enemies? Close calls are possible for a character with low hp like her. It can apply to generic sec troopers as well.
4. Precognition: Grants additional detection and trap detection ratings. Like a sixth sense feature.

7
General / Author of the Music for the Heavy Duty DLC
« on: May 28, 2024, 04:54:44 pm »
It's listed as "Ryan Eston Paul" in the credits. Is it the same Ryan Eston Paul who composed the music for Colony Ship: A Post-Earth RPG (Iron Tower Studio) and The Age of Decadence (Iron Tower Studios)?

I'm asking this because I'm editing Underrail's title page on IMDb, and I need to confirm that it's him because I don't see the credit on his website where his composition credits are listed.

8
Bugs / Rail Crossing Medical Supplies Storage Room
« on: May 21, 2024, 09:48:25 pm »
Before accepting the quest of catching the med thief, the door to the medical supplies storage room does not have a 'protected' cursor (red hand). However, attempting to picklock the door while being seen can still trigger hostilities.
Perhaps it should have a 'red hand' marker before the player accepts the quest.

9
Bugs / Re: Report spelling/grammar errors
« on: May 18, 2024, 04:40:29 pm »
[1] Gotta -> Got
[2] to sewers -> to the city sewers; In the slums I've met -> There I met
[3] vigilantie -> vigilante
[4] definitelly -> definitely; smg -> SMG
[5] Statford -> Stratford
[6] Copy -> Copying

10
Bugs / Out of Context Dialogue: Thread
« on: May 16, 2024, 03:14:52 pm »
Sometimes, some dialogue that appears may be out of the game's story context. Here's a thread to compile them for reference.

Spoiler warning: Read at your own risk.

[1] I recall that Gene only mentions the news about Edmund Knight AFTER certain Oligarch quests have been finished, and that Gunnar says that the news about Edmund Knight has not yet gone public before giving the player the task of seeking out the Acid Hunters. I believe the news only goes public AFTER the research facility events have concluded.

[2] Arlene mentions that Gorsky's gathering up his squad even after Gorsky has departed to Core City.
After Lenox's Questline is completed, she still mentions the rumor that Mordre's been acquiring cigars.

11
Bugs / Re: Minor Arch keep bug
« on: May 16, 2024, 03:05:07 pm »
Same case for Lenny the Cook.

12
Title.

13
Bugs / PC walking through non traversable tiles etc: Thread
« on: May 16, 2024, 03:00:34 pm »
Thread: Tiles that are supposed to be occupied by solid objects and are non traversable, but the PC can walk through them. And other similar scenarios.

14
Bugs / Re: Mordre doesn't react to gas
« on: May 16, 2024, 02:48:27 pm »
I've been thinking...

Perhaps this can be incorporated into an NPC's combat AI: They will avoid toxic gas clouds and acid puddles if there is an alternate path available. Take the Zone Rats, for example: I hate it when they run through the toxic gas shroud at the derelict warehouse which is very thick in concentration, or if they return to their original positions and stand there even if there's a pool of acid at the very spot where they are standing. The latter, I think, can be solved with this: "If there is an acid puddle at their original position, they'll stand as close as they can to that position until the puddle completely dissipates, after which they will stand at their original spot once more"

So, in Mordre's case, I reckon that a possible solution to this scenario can be:
If there's a toxic gas cloud that is caused by the player's gas grenade around/near him, he'll walk away from it if he's within the cloud where he'll take damage, and he'll turn hostile to the player, much like how the denizens of SGS's interior turn hostile to the player if they take damage from their gas grenades (mentioned in a previous post in this thread, haven't tested that myself), and changing the Mushroom Cove to a "Partially Controlled Zone".

*I recall in a previous version, the Mushroom Cove was a partially controlled zone. In the current version, it is an uncontrolled zone. Despite being an uncontrolled zone, attacking Mordre directly will turn South Gaters hostile, as after turning him hostile and exiting Mushroom Cove one will find the SGS Sentry at the entrance to Mushroom Cove hostile. Passing the 90 Persuasion check due to circumstances of a certain questline, however, will give the player the option to fight him without turning SGS hostile. (Tested this part myself)
Now, in most cases, uncontrolled zones mean that it's a place where 'whatever happens there, stays there, the news doesn't spread to the faction'. Even though it is not directly mentioned in the zone control's tooltip description. Perhaps stating it there can give future players a better idea about this rule.

15
Bugs / Re: Report spelling/grammar errors
« on: May 15, 2024, 05:03:54 pm »
[1] (spacing); sa -> as
[2] treversable -> traversable
[4] has -> is
[5] thin -> thinning
[6]

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