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Messages - Albert Altmann

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1
General / Improvised 'cornershot' crafting option for pistols
« on: January 12, 2026, 01:46:38 pm »
Based on the handgun colloquially known as cornerblyat, featured in this video: https://www.youtube.com/watch?v=v4HA4-mZv9A

A pistol with a spying endoscope or a similar device attached to it, enabling one to aim and shoot from behind cover without exposing oneself, albeit at a great penalty to precision (a sort of gimmick that will likely be more relevant in Infusion than in Underrail, hence why it's being suggested here).

Could be a unique pistol as well.

2
Suggestions / Re: Decapitate
« on: January 07, 2026, 09:27:38 am »
tomahawk, that can't use flurry but are Decapitate feat focused

Aren't tomahawk heads way too small and light for beheading? I was thinking of something more like on the image attached - wide, heavy and likely two-handed.

3
Suggestions / Snake bandits random event
« on: January 06, 2026, 02:38:10 am »
Flynn the Flayer looks so unusual in his leper serpent overcoat that he almost passes for an NPC with a unique sprite (which he isn't, or not really anyway). This got me thinking about something that has likely been suggested before - a random event, or perhaps even a static encounter, featuring multiple enemies wearing exclusively sea serpent attire, all kinds of it, looking very slick and stylish.

A sea serpent ♂leather club♂, if you will.

4
Suggestions / Decapitate
« on: January 06, 2026, 01:29:54 am »
I've been thinking about how it would be neat to have a unique sword focusing on Decapitate, concerning mainly frequency of use rather than damage (unlike Red Dragon's crit gimmick, in other words). A unique sword that sets Decapitate's cooldown to just one turn, or reduces the cooldown by 2 turns upon each killing blow dealt specifically with that sword, or even refreshes Decapitate's cooldown outright after successfully executing someone with it.

Honestly would be really cool if some of these features were integral to Decapitate to begin with, such as cooldown being decreased by 1 turn upon killing a living target with a sword attack, which the unique Executioner's Sword I'm talking about - or whatever it should be called - would then improve upon, one way or another. A potentially interesting alternative to Flurry spam, basically.

5
Suggestions / Re: Gubbins Quake sprite
« on: January 05, 2026, 02:38:48 am »
To somewhat complete the list in case there should be another sprite update in the future:

- Joe de Pacino doesn't have a sprite for Tommy Gun;
- Flynn the Flayer doesn't have a sprite for The Glaive;
- MacLander doesn't have a sprite for Claymore;
- Simon Peres doesn't have a sprite for Steyr-Auch.

The following are kind of hard to see but I think they lack the sprites as well:

- Lurker Butcher & Butcher's Cleaver;
- Frost & Wasteland Hawk;
- Clifton & NF R90;
- Black Crawler leader & K&H KH416;
- Master Exploder & Milcore MGL;
- Zaman & Dehumanizer;
- Ol' Chopper & Kukri;
- Needler & Mateo;
- Rick the Rat & The Claw;
- Lunatic Ripper & Ripper's Glove.

6
Bugs / All-in effect outdated text
« on: January 03, 2026, 02:35:42 pm »
Still says that it buffs all base abilities, like in the days of yore.

7
Suggestions / Gubbins Quake sprite
« on: January 03, 2026, 02:29:45 pm »
Now that player character has a sprite for Quake, it's a bit sad that the original owner still fights with a non-descript ordinary hammer (visually).

8
Localization / Re: Awesome Spanish Translation, in course!
« on: December 31, 2025, 03:38:35 pm »
Where'd you hear that? It's either over or out. Over is "over to you," and it means I'm done, you go ahead. Out is I'm done and don't expect a reply. Over and out... makes no sense.

9
Bugs / Re: Psychokinetic Chain does not transfer Force Emission's damage
« on: December 27, 2025, 03:33:39 am »
Possible follow-up: Psychokinetic Chain does not transfer damage from electroshock generator and pneumatic hammer either, although this might be working as intended? The Chain's effect states that it transfers all direct mechanical and electrical damage, so if electric shocks and pneumatic procs are supposed to be treated as indirect damage then it's all good. At the same time, damage instances from spikes on armour or boots do get transferred properly, so it is a bit peculiar.

All in all, please make Psychokinetic Chain recognise Force Emission's damage, so that 5 separate instances of damage done to the first link - punch + armour spikes + boot spikes + Force Emission + Proxy's copy of Force Emission - could turn into 40 received by the fourth (or between 56 and 62 with Power Fist's assistance, which would be exceedingly funny).

10
Bugs / Psychokinetic Chain does not transfer Force Emission's damage
« on: December 25, 2025, 11:23:47 am »
Title. Here's an example: https://www.youtube.com/watch?v=aF4DunBmbtI

Just the damage of the punch itself travels down the chain. Damage of all other psychokinetic abilities appears to be transferring just fine (Electrokinesis, Telekinetic Punch and Implosion, from what I've tested, including the instance copied by the Proxy), so I'd imagine Force Emission isn't supposed to be an exception.

11
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 10:05:26 am »
Not to mention the fact that there is finally a good reason to invest into Int besides delving deeper into the lore, which is an upside for casuals and new players alike, who are both already far more likely to be curious about the world and the story, are already likely leaning toward a more generalist playstyle and are utterly oblivious to the fine art of min-maxing as well.

12
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 09:54:53 am »
Even playing a low intelligence character for RPG reasons is out of the question now.

Is crafting somehow exempt from roleplaying? A complete moron being locked out of top-tier crafting components is what enhances the RPG experience, if anything, as it actually reflects the choice to go all in on one or two stats at the expense of the rest much more strongly now.

The Int-flation arguably improves build variety somewhat, by promoting an all-rounder build archetype that compensates for lower main damage stat with more spec/skill points and better crafting (rip non-psionic tanks though). The only issue that may arise from this is if such all-rounder builds begin to vastly outcompete any other build direction, but then again min-maxxing stat dump builds have been doing just that for the past, well, let's say ten years (same builds that could trivially have top damage and top crafting all at once; sounds legit, give them infinite mobility and two turn invulnerability to boot- wait hold up...) Even if we are not saved but rather under new management (c), that is still an interesting change of pace.

13
Bugs / No way to remove Fancy Footwork from scrolling combat text
« on: December 14, 2025, 01:32:08 am »
Even with every single box unticked, movement point gain from Fancy Footwork keeps appearing, player character and NPCs alike.
I haven't tested it, but Hit and Run might have the same issue.

14
Suggestions / Re: Myles reacting to Shoddy Shotgun
« on: November 30, 2025, 04:22:55 am »
I suggested this myself years ago.

If Styg had a charon for each time...

15
Suggestions / Parry block amount scaling with Melee skill
« on: November 29, 2025, 06:19:41 am »
Give poor under-utilised Parry some love, such as 1.5% more damage blocked for each 5 points in base skill value, or something similar.

Melee skill specifically instead of DEX because, in a sort of semi-realistic fashion, someone quite dextrous would be more likely to pull off a parry in the first place, whereas someone skilled would be able to mitigate more of the parried attack's damage.

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