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Messages - Albert Altmann

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1
Bugs / Re: Very strange and worrisome bug
« on: January 20, 2026, 08:52:14 am »
I think your PC has turned into a monolith and is attempting to communicate with you psionically.
Don't resist. Absorb the truth.

2
Bugs / Re: Razor still has no knife at one specific point in the game
« on: January 19, 2026, 02:16:04 pm »
Its for the best that he doesnt use his shotgun in the cabin fight; he'd hit his allies.  Shotgun AI is really bad about that.

Cruzer is smart enough to only ever AR burst when he's the only left alive, the same should - might? - technically apply to shotgun AI. Besides, there are also ways to wind up relatively isolated in the cabin, such as by killing Grimm and Cruzer first (which is exactly how I once ended up dying to an EMP nade tossed by Razor, as well as to Cruzer tossing a flashbang another time).

3
Bugs / Razor still has no knife at one specific point in the game
« on: January 19, 2026, 03:58:12 am »
Prior to the autumn of 2023 or so, Razor used to be armed with a sharpened tungsten knife during the negotiation dialogue with Captain Grimm, but has since been fighting with nothing but his bare fists in that event, which is pretty strange for a character known to be the deadliest knife wielder among the Grim Jetters. It's not that he doesn't equip a knife for the occasion; he simply doesn't even have one in the inventory during that time, as testified by the examimation of his corpse.

On a somewhat related note, even though I've seen Cruzer alternate between the AR and the sledgehammer he wields, Razor never uses the shotgun he has in that fight specifically, only when he's on a jet ski. I'm guessing Razor's melee skill is so much higher than his guns skill that on land his AI doesn't even see the shotgun he has as a competitive option? Captain Grimm never uses the energy pistol he sports as a sidearm either, but his sword is much cooler anyway so it makes perfect sense he doesn't.

this is a duplicate of a bug report I made about a year ago; I'm going to do it again next year as well

4
Bugs / Minor dialogue issue
« on: January 17, 2026, 04:50:47 am »
Maybe more of a suggestion than a bug report, but it is a bit odd for a normal dialogue option to be 100% identical to an option locked behind a skill/base ability check.

5
Bugs / Obscure AP carry over bug
« on: January 16, 2026, 09:41:14 am »
When I use Psycho-temporal Contraction (with Psycho-temporal Acceleration feat), Expert Sprint and Vitality Powder, bringing my AP to 105, then pass the turn, instead of 115 AP I'm supposed to have next turn due to 10 AP carry over and the aforementioned buffs still affecting me, I only have 110: https://youtu.be/isT95NPron4

And even if I spend all 105 AP, to exclude 10 carry over AP from the equation, next turn I still get only 100 AP.

I have a weird theory on what might be causing it, based on the fact that replacing Vitality Powder with Adrenaline Shot makes me start the next turn with 110 AP, as it should. With Adrenaline and other two AP buffs, I start the next turn at 100/110 AP just as expected (10 carry over AP somehow doesn't appear to have any impact on this so I will be omitting it altogether), because 100 is exactly double the base AP and so the game has no problem with it. However, when I'm supposed to start a turn with more than double the base AP - 105, for instance - the 5 AP that goes over double the base value mysteriously disappears.

This restriction might be an intended mechanic I'm not aware of, I guess?.. Carry over does allow to start a turn with 110 AP though, so I'm not really sure. 

I also tried all combinations of applying only two of the three AP buffs, in case the issue lay with one of them specifically, but the AP I was starting further turns with was invariably correct, so I don't think that the buffs themselves are to blame.

6
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.

7
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.

8
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.

9
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.

10
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.

11
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.

12
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).

13
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.

14
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).

15
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.

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