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Topics - Toast

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1
Bugs / A certain Efreitor's head
« on: December 20, 2016, 02:54:21 am »
A very small thing: Efreitor Mateo's Severed Head is not removed from inventory after turning in the related quest. You can see in the log that I've just received the quest reward money but the head is still there: http://images.akamai.steamusercontent.com/ugc/199679790008216279/6CBC3B8291033DEB695CCC6A5F9B1B1B9257387A/    I ended up shoving the thing in a vase in a corridor. The Tchortist janitorial staff is in for a nasty surprise.

I am assuming this is a bug because Cornell's head does disappear after turning in that quest.

2
Bugs / map weirdness and other small glitches in Deep Caverns (spoilers)
« on: January 21, 2016, 05:23:06 pm »
Very faint grid lines are visible in the water ponds in the mushroom forest.
http://steamcommunity.com/sharedfiles/filedetails/?id=592307772


This secret safe inside Caerus Residential requires Perception to detect, but there is nothing inside it. It has been empty for me both times in two different DC playthroughs so I am guessing it's not a fluke. I haven't encountered any other detectable secrets in the game that were just there to troll me, so I assume this was not intentional.  :P
http://steamcommunity.com/sharedfiles/filedetails/?id=603338510


This medical locker inside Project Eos is a "ghost." It's semi-invisible and you can see the wall through it.
http://steamcommunity.com/sharedfiles/filedetails/?id=603911116


There is a Box visible on these Shelves, but it is impossible to loot it because the Shelves get in the way of your pointer.
http://steamcommunity.com/sharedfiles/filedetails/?id=603911142


This spot of the map in the Mutagen Tanks area behaves oddly. Look at the box where my character is standing--if you start to the north of it and click on the box, character will go directly south, passing right through the barrier and over the pit as if they were not there, instead of walking around to use the ramp as expected.
http://steamcommunity.com/sharedfiles/filedetails/?id=603911227


"Forgetful" junk pile in DC:
http://steamcommunity.com/sharedfiles/filedetails/?id=605221580

"Forgetful" vase in Tchortist camp; this one ate all the guns I was going to sell. How rude!
http://steamcommunity.com/sharedfiles/filedetails/?id=603338495


Is it intentional or not that the... weird grub honeycomb things do not have a name? It's not possible to find the ones that contain oddities by pressing Tab, but maybe you meant for it to be that way, I can't tell.
http://steamcommunity.com/sharedfiles/filedetails/?id=605221610


The Miner's Helmet is found next to the Miner's Corpse, instead of on it. It is a bit hard to see, and it would make more sense if it was looted through the corpse itself.
http://steamcommunity.com/sharedfiles/filedetails/?id=605221618


If you blow up a wall in Caerus Residential with TNT, the nearby Faceless will investigate the noise. When I did this, they all eventually left, except the Doctor. He continues to stand an eternal vigil for that poor departed wall.
http://steamcommunity.com/sharedfiles/filedetails/?id=592307622

3
Bugs / Deep Worms don't drop blastema
« on: January 21, 2016, 04:44:45 pm »
I'm in DC currently and trying to make regenerative mixture for the final fight, but I have never seen a "blastema" anywhere. I looked it up on the wiki and it says they are dropped by Deep Worms. I killed every single Deep Worm in the labyrinth and none of them dropped anything other than an acid gland, not one.

So maybe I have the worst luck in the world, but here's the thing: this is my second playthrough of Deep Caverns, and on my first one, I ALSO killed every single worm in the maze, and they ALSO never dropped a single blastema. My luck can't be THAT bad, can it?

So assuming the wiki is right (is it?) that this organ does indeed come from Deep Worms, the drop rate of the blastema needs to be adjusted, because right now it's possible to kill every worm and not get a single one.  :(

4
Bugs / Tchortists became hostile because THEY shot ME (SPOILERS)
« on: January 19, 2016, 12:34:29 am »
During the elevator defense battle in the Institute, one of the Tchortists behind me had a crossbow. She shot a fiery crossbow bolt at a Faceless in front of me, and it struck me as it passed by, as fire bolts do. As soon as it did, suddenly every Tchortist in the room was hostile to me even though I did nothing aggressive, it was THEM who shot ME!

This hardly seems sporting of them. If there's no way to fix this as an AI problem, might I suggest you take the fire bolts OUT of her inventory to avoid this problem in the future? Replace them with something else that does not hit more than one target, acid bolts maybe?

The bolt was fired by the Prophore behind me; I have the purple shield. http://steamcommunity.com/sharedfiles/filedetails/?id=591540715

5
Bugs / 1.0.0.7 Cannot ally with Faceless
« on: January 05, 2016, 11:30:16 pm »
There is currently dispute about what must be done to ally with the Faceless. No one seems to be able to do it without letting them kill Buzzer, yet that does not seem to be the intent of the game code that has been found. Please see this thread for details: http://underrail.com/forums/index.php?topic=1763.0

Here's an entire history of my interactions with them:

--disabled the plasma sentries, snuck into Buzzer's shop, let them read my mind, convinced them to leave and spare Buzzer
--helped them in Foundry by honestly telling them everything I knew, they left peacefully and thanked me
--saved the guy in Core City, gave him a high quality health hypo
--dude showed up at the Institute to warn me to leave, I attempted to do so but the game doesn't continue unless you go and squeal to Eidein, sigh
--sat there twiddling my thumbs and doing nothing at all while the Faceless and Tchortists fought each other, then bravely ran away on the elevator

In essence I did every single thing possible to help them and nothing to harm them, ever, yet they still tell me I am "not an ally." Unless disabling the plasma sentries or using Persuasion to save Buzzer have some negative effect, there is no way they should be neutral to me. I just can't figure it out, and it's frustrating as hell.

It would be a great help to many people to get official clarification on this matter!


6
They are awful. Here's why.

This is the endgame section and I understand wanting to make changes in difficulty and even in tone. But the Deep Caverns tries to make too many simultaneous changes that when combined only increase tedium and frustration instead of being a pleasing and natural challenge. Here is everything it throws at us at once:

1. Vastly harder enemies. Makes sense for an endgame area, yes. But the resistances on some of these things are simply absurd. 75% Mechanical resist, trap immunity, stun immunity, worms that regen. Strategies that served you for the entirety of the game will now be useless in many fights, and there are fights everywhere, because

2. Endless respawns. Bots inside the power plant, Burrowers outside it, regrowing spore turrets, Tchortlings forever, and god forbid you're hostile to the Faceless. The enemies are endless, and your ability to kill them is not, because

3. Limited supplies. Regular ammo is plentiful, but regular ammo is not a sufficient match for what's thrown at you, because of enemy resistances. If you didn't bring your own armor-piercing rounds, batteries, high-end explosives, traps, special bolts, and chemical ammo, the warehouses will not help you. You can have all the regular bullets in the world and it won't do you any good against most of the enemies down here. It is entirely possible to find yourself in a situation where you cannot trade with either the Tchortists or the Faceless, and god help you trying to buy what you need from Leo. Speaking of allies,

4. You are blind, lost, and alone. Six gives you the worst "directions" in the world, and then you're dropped in the middle of a maze with no clear idea of where to go or what to do. This would ordinarily be an exciting opportunity for exploration! Except now...

5. You are punished for exploration instead of rewarded. Eye of Tchort punishes you for taking your time to explore and find out what you need to do and where you need to go. This is possibly the worst of all, because *exploration* is the heart and soul of the game up to this point. Now, you are forced to do it and punished for it at the same time. You will constantly need to backtrack and retrace your steps, whether it's to reroute the power or simply because you're lost, but every time you do, you meet more respawning enemies stealing your precious, dwindling, non-renewable resources from you. Exploration is now a tedious and frustrating chore instead of a joy. It feels like a slap in the face.

You can do any one or two of these things in an endgame area, maybe you can even do three of them. But you cannot do ALL of them at once and expect the player to enjoy herself.

***

The game is finished, and I doubt we will be seeing MAJOR changes to the Deep Caverns. But there have to be some small things that can be done to make this area less tedious, frustrating, and generally awful. Here are my suggestions.

--MAKE SIX HINT ABOUT LEO. Leo is the only guaranteed source of information the player has available, but he's hidden away in a corner behind a bunch of enemies, far from where the player starts, and hidden inside a locker. You might never find him on your own. Right now Six only tells the player to check out the Faceless and the mushroom forest. I get that you don't want Six to be Mr. Exposition, but adding the ability to simply ask "are there any other people down here?" and having him say he's seen an old man around to the northeast, or something like that, would be a tremendously bigger help than telling the player to go get lost in the mushroom forest.

--STOP LEO FROM LYING ABOUT THE MUSHROOM FOREST. He specifically tells you NOT to stand around in the spores, when that is EXACTLY what you need to do to progress! He also mentions he "ended up somewhere else," but unless you already know what needs to happen here, that is NOT what the player will focus on; they will focus on avoiding the danger he warned them about. Have him say something like "Those spores do strange things" instead of explicitly "Don't stand in the spores," and/or have him say MORE about the strange place he ended up, if you want his advice to helpful instead of misleading.

--STOP THE POWER PLANT BURROWERS FROM RESPAWNING. Burrowers are trash mobs. They are neither interesting nor challenging to fight like they were at level 6. The player will need to revisit the power plant probably numerous times as they figure out what the hell they are doing. Do not make us waste precious resources on trash mobs to do it. This is ridiculous: http://steamcommunity.com/sharedfiles/filedetails/?id=593815743

--or: JUST LET ME REROUTE POWER TO EVERYTHING AT ONCE. No more boring, annoying backtracking in the first place. Problem solved. Having to return here to reroute power adds nothing but frustration.

--SERIOUSLY RECONSIDER ENEMY RESISTANCES. 75-90% mechanical resist is simply absurd and makes fights into a tedious slog when you have limited resources. When you are without the ability to shop for things to adapt to new combat strategies, and you don't even really know where you're going or how much more combat you have to plan and ration for, this is not a fun challenge, it is just torture. You've suddenly taken us from an RPG to a survival horror game. That's not a fun surprise. You can either give us a better and more reliable ability to buy things, or you can give us enemies that don't eat bullets for breakfast lunch and dinner. Since I doubt you want to change interactions with the Deep Cavern factions too much, I suggest you make the enemies more reasonable.

--CONSIDERABLY REDUCE THE DURATION OF EYE OF TCHORT. Hiding in a hole is not compelling gameplay. Making me do it for fifty seconds while this debuff wears off is simply insulting.

--LET ME READ THE DAMN MUTAGEN SCANNER WITHOUT STACKING EYE OF TCHORT. I think someone else already suggested this. Allow me to repeat their request to stop the counter while the player is reading. Constantly having to stop reading to go hide in a hole adds nothing but tedium and annoyance.

I think these suggestions are reasonably simple and they would go a long way to removing the joyless slog from the Deep Caverns without removing legitimate challenge. Please consider it, Styg; this horrible place is currently not a fitting end to this wonderful game, and I know I'm not the only one who thinks so.

7
Bugs / even more minor errors
« on: January 02, 2016, 02:37:41 am »
This poor dead turret has no name.

http://steamcommunity.com/sharedfiles/filedetails/?id=586528889

And neither does this poor... dumpster or whatever it is, under the Port Zenith warehouse.

http://steamcommunity.com/sharedfiles/filedetails/?id=587820078


When using a Super Steel sheet in a tactical vest, the description of the finished armor incorrectly states that the armor has a fabric ballistic panel.

http://steamcommunity.com/sharedfiles/filedetails/?id=586853814


Just more junk piles that "forget" they have been looted:

http://steamcommunity.com/sharedfiles/filedetails/?id=586853876

http://steamcommunity.com/sharedfiles/filedetails/?id=588694515


And last but certainly not least, this curtain in the Black Crawlers' hideout cannot be shut once it is opened. HOW WILL THE ZONE RATS POOP IN PRIVACY??

http://steamcommunity.com/sharedfiles/filedetails/?id=587820168

8
Bugs / 1.0.0.6 Jyles refuses to sell lab room stuff
« on: December 30, 2015, 08:18:00 pm »
Jyles offers to sell me shelves for the crafting rooms in my basement. I've bought some for the tailoring and mech/elec rooms without issue. However, he refuses to sell me shelves or anything else for the lab room. He just keeps telling me I should buy a lab bench first, but I already bought the lab bench from Fixer and had it delivered to the basement. It's sitting there and gives me the proper buffs and everything. But Jyles refuses to recognize it's there and just keeps repeating the dialog telling me to buy a lab bench.

I have a save I can provide if needed.

9
General / mystery lady... (missing merchants spoilers)
« on: December 28, 2015, 09:27:47 pm »
...I found Terry Baker's body in the caves but not his wife's. I used Persuasion on the woman in the bar and she told me a story about waking up in the caves and not knowing who she was, but there is no option to ask her if her name is Lora or anything like that. I can only turn the quest into Vera and say there's "A possibility" that Lora might have survived.

Does this mean that the woman in the Hanging Rat is unrelated to this quest, or is this a bug?

10
Bugs / even more small glitches
« on: December 28, 2015, 06:16:37 pm »
This junk pile near Foundy not only forgets it was looted, it replenishes its stock of junk every time. Oh boy, ALL the free bullet cases I could EVER want!!!

http://steamcommunity.com/sharedfiles/filedetails/?id=586024034


Just ordinary "forgetful" barrels in the Foundry mine:

http://steamcommunity.com/sharedfiles/filedetails/?id=586023956
http://steamcommunity.com/sharedfiles/filedetails/?id=585898506
both here: http://steamcommunity.com/sharedfiles/filedetails/?id=585898490


At the bandit "roadblock" between SGS and Rail Crossing, if you use Persuasion to pass them peacefully, you'll find they don't want you messing with their footlocker but don't seem to care if you steal their boots (not "owned"). Silly bandits.

http://steamcommunity.com/sharedfiles/filedetails/?id=585898350

11
Bugs / more small things
« on: December 27, 2015, 06:16:52 am »
A couple of Lunatics in the tunnels somewhere between Core City and Rail Crossing turn into piles of clothing "remains" instead of human bodies when you kill them. It's quite creepy...

http://steamcommunity.com/sharedfiles/filedetails/?id=584034841



These barrels and junk piles in Core City "forget" they have been looted:

http://steamcommunity.com/sharedfiles/filedetails/?id=584034863
http://steamcommunity.com/sharedfiles/filedetails/?id=584034938
http://steamcommunity.com/sharedfiles/filedetails/?id=584034976

And in Foundry:

http://steamcommunity.com/sharedfiles/filedetails/?id=584824060



These people in the Foundry residential district really like standing around in the dark; their house lights are off by default.

http://steamcommunity.com/sharedfiles/filedetails/?id=584741306
http://steamcommunity.com/sharedfiles/filedetails/?id=584741573



When killed, the borers in the mine often leave visible remains piles that cannot be looted. Intentional or bug?

http://steamcommunity.com/sharedfiles/filedetails/?id=584824091

12
Suggestions / your useless Coretech allies in the warehouse fight
« on: December 26, 2015, 06:21:33 pm »
The warehouse fight is already insanely difficult without these chuckleheads doing everything possible to screw it up: they abandon their easily-defensible position to run into the open and get one-shotted by sniper assholes, they run across flames and caltrops placed by the player, and they use adrenaline shots at the beginning of an extended battle which ensures they will be useless and fatigued for most of it.

Now, maybe fixing their AI to make them less stupid would be a difficult task. But here's a very simple suggestion to make them suck less: take the dang Adrenaline Shots OUT of their inventories! Then they will not use them, and they won't be FATIGUED and useless for most of the battle!

13
Bugs / small Core City weirdnesses
« on: December 25, 2015, 11:52:52 am »
If you close this door after combat begins, Zaman will never open it, despite being aware of your presence and being a human with hands capable of turning a doorknob. He will just lurk outside it until you open it.

http://steamcommunity.com/sharedfiles/filedetails/?id=583398488



If you use persuasion to get the thugs around the Faceless tunneler to leave, the "use" cursor over the tunneler will still be red, despite no one being around any longer to care if you touch it.

http://steamcommunity.com/sharedfiles/filedetails/?id=583398266

14
General / What counts as a "special attack"?
« on: December 23, 2015, 07:39:38 pm »
Certain crafting options increase "special attack" damage but I am not sure what counts. Presumably not criticals, since there are different items that explicitly say they increase critical damage. So is it attacks like Kneecap Shot and Snipe, or is it attacks that also cause a status effect like crossbow bolts/special ammo, or both, or something else?

15
Bugs / Small visual glitches
« on: December 22, 2015, 06:10:36 pm »
...Excuse me, "features."  :P

The tutorial testing gauntlet has a row of security camera monitors in the first room. You can look at them, like all security monitors, but they do not show you anything in the small inset screen even though they reveal the "fog of war" on the map.

http://steamcommunity.com/sharedfiles/filedetails/?id=579992363


One strip of the wall in the player's room in SGS illuminates and de-illuminates oddly.

http://steamcommunity.com/sharedfiles/filedetails/?id=579992190

http://steamcommunity.com/sharedfiles/filedetails/?id=579299227

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