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Messages - Kaerius

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1
Let's Plays / Re: Permission for creating videos of Underrail
« on: December 15, 2013, 06:38:38 pm »
Music assets. That's another thing youtube's content ID system is hitting big time.

Oh and trailers, assuming you've made any.

2
General / Re: Jack Quicksilver
« on: November 15, 2013, 07:17:37 pm »
Ah, the +5 skill ones? Junkyard, I think two or three vendors over there. (IIRC both of the gang junk vendors, and one of the independant junk vendors).

3
General / Re: Jack Quicksilver
« on: November 15, 2013, 02:06:04 pm »
One of the guys in engineering sells lockpicks in the SGS.

4
Site Feedback & Suggestions / Been getting a lot of 500 errors lately.
« on: November 13, 2013, 11:17:49 am »
Been seeing the Hostgator screen a lot these last few days.

Error 500 - Internal Server Error.

(And at the bottom a coupon code for 20% off on hosting, hah! "Our hosting is so bad, you're seeing this screen right now, please use our services, here's a discount.")

5
Other Games / Re: What games are you playing?
« on: November 03, 2013, 11:26:42 am »
Currently playing:

  • Sleeping Dogs
  • Bionic Dues
  • Metro: Last Light

So... a 3rd person sandbox/brawler/shooter, an isometric tactical roguelite and a first person rail shooter.

6
Discussions / Re: Any games similar to Underrail I could check out?
« on: October 31, 2013, 02:12:16 am »
I guess Shadowrun Returns, sort of. It's way shallower, but it's ok.

Sword of the Stars: The Pit... it's also a sort of, and it's a roguelike(but a really good, and high production value one, and still runs even on my 6 year old netbook).

Tactical squad shooters ok? UFO: AI is decent and also completely free.

There's some more tactical squad shooters as well, but straight up sci-fi isometric RPGs are few and far between. There's a few coming up that look interesting(Stasis, Wasteland 2, Project Eternity, etc), and a few amateurish looking indie ones that I haven't tried out(like Datajack), but there's really slim pickings in this genre.

7
Not 5% doesn't really fix anything, there's more craft skills than you have points to invest in, after you take the bare essentials. Even a pure crafter can't afford to take them all, and means you're not taking a bunch of other powerful/useful skills.

Honestly I'd like to pare them down to 2-3, instead of 5. At minimum merge mechanic and electronic (new name suggestion: engineering), and chemistry + biology (subsume biology into chemistry).

8
Oh right, d'oh! I thought it was already patched!

As for opinions on the balance changes, looks good on paper, we'll see how it is in practice. The increased chemical skill for hexogen is a little bit painful, mainly because skillpoints are so scarce and crafting takes up so many of them. (I liked how fallout for comparison has just science and repair, ok survival too for cooking, still less than underrail). It looks like it's on a more correct skill requirement, but it compounds the lack of skillpoints. We really could do with one more skill worth of points(15 more at chargen, 5 more per level). And dodge/evasion should probably be merged to one skill, since dodge/evasion builds are less reliable than heavy armor builds anyway(which requires no skill, only attribute points). I'd argue that chemistry and biology should probably be merged too.

9
I might have a go at extreme gunslinging when I get home... 11 dex + gunslinger should take plasma pistol down to 25 AP, 9mm hammerers and acid blob guns to 16, I forget, but I think 7.62mm hammerers should drop down to 11-12 (4 shots per turn). Also need less points into lockpick/traps as I usually do, saving enough skill points to invest in an additional skill at slightly reduced capacity(giving me 5 picks apart from the must haves to work with).

3 str, 5 con, 3 agi, 11 dex, 8 per(+2 just in time for sharpshooter at lvl 8), 5 will, 5 int, or something like that, for starter stats. Pick up psychokinesis because extra stuns synergise so well with pistols(opportunist, execute, kneecap shot). Some throwing wouldn't go amiss either, being a dex skill and all...

10
Looking good, I especially approve of the player no longer obstructing targeting of enemies!

11
Suggestions / Re: Dense Blocks of HP
« on: October 16, 2013, 01:44:12 am »
MK4 is sufficient to get you through the content, easier to make too, can make roughly twice as many as MK5s(hexogen is the bottleneck).

But I think we can all agree that there's a few encounters that are unbalanced, especially the burrowers(both GMS and the other burrower infested facility).

Mutants/mutant dogs are OP too, but if you can find/craft some mutant dog leather armor, they become much more manageable. (The new enemies SW of GMS can drop that btw, with some luck).

There's also some encounters with stun/incapacitate spam, or large stacks of tackle that can basically kill you without a chance to fight back, forcing you to approach differently, after reloading your last save.

12
Suggestions / Re: GMS Station Vault
« on: October 16, 2013, 01:30:32 am »
Given that it's an area that will only ever be seen by players who have invested in the Persuasion skill
Wrong... after Gorky brushes you off and denies you the keycard, you can talk to Quinton, who will chew out Gorky, who will then grudgingly give you the keycard.

13
Suggestions / Re: Beginning is too boring/hard
« on: October 09, 2013, 10:37:28 pm »
You're not supposed to go there straight off the bat. Yes this game is open enough for you to run into things over your paygrade. Go talk to people in the base, pick up some missions, and do those. Don't immediately run off exploring too far off track. (Similarly you can take the boat to the junkyard, wander out the southwest entrance, walk up north and fight siphoners as your very first encounter. Not recommended).

14
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 09, 2013, 06:37:00 pm »
Huh. I never actually used that function... seems like a waste of time to do mid-combat though, but that's an interesting way to prepare.

15
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 09, 2013, 01:50:51 pm »
Chitin armor is something that I've considered in the past, but I'm not sold on it. If I'm to implement it I need to find a way to make it fit the setting and not just look like the out of place fantasy armor.
How about making it an alternative to ceramic plates on tactical vests? Less encumberance, less mechanical bonus, but perhaps a bonus(+25/50%) against melee?

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