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Topics - Duskmare

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General / Way to check if Jet Eater mission has spawned in a save?
« on: April 27, 2023, 12:52:18 am »
Hi there,

I don't mind starting a new game repeatedly to reroll the random events, but there doesn't seem to be a way to check which random events are active in a particular save. A couple of them have hints, like the dead body in the medical area or the emails about the arena, but the Jet Eater one doesn't seem to have an early game tell. Which means I would have to put in a good number of hours before even reaching core city just to see if the quest has spawned or not. Mostly I'm concerned about missing out on a good boss battle with the Jet Eater. 

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General / (minor Expedition spoilers)
« on: October 03, 2019, 05:22:27 pm »
Ghosts in the boneyard. Can you kill them? If so, how? If not, how do you get around them?

Magnar. Can you kill him a second time? If so, how?

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Bugs / DLC Exploding Serpents Crash The Game
« on: October 03, 2019, 12:46:25 pm »
No that's not a weird haiku type poem. I mean, technically it is a haiku... But it's also a bug!

Using Thermodynamic Destabilisation on a Leper Serpent in grid square F10 of the black sea will cause the game to crash as it dies. Repeated twice so it seems to be fairly constant.

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Suggestions / More Psi equipment!
« on: October 01, 2019, 08:48:37 pm »
So, there's a decent amount of variation in psi headbands, but headbands are pretty much the only psi equipment. You can modify certain armours with a psi beetle carapace to give a psi bonus but that's pretty much it for the base game.

Expedition adds a lot of psi stuff compared to the base game. Things for the weapon slot that are actually worth using as a pure psi build, for example. The psi crab carapace that can be used to make heavier psi armour.
I would really have liked the option for custom made psi staffs or spears.

However there's still far less choice for psi equipment than there is for weapons and normal armour. Especially when it comes to unique weapons or armours.

A unique psi headband for example could be a Thought Control headband that lets you restore a portion of psi points equal to 10% of the damage done by Neural Overload.
Maybe one for Temporal Manipulation, or Universal, that halves the action point cost of every psi skill but increases their psi point costs by 50%.
A helmet that increases resolve by a fixed number or percentage.
Armour that drains 10 psi at the end of every turn during combat and has amazing DR/DT, but if it loses power then it has no defence or very little defence.
Boots that raise your movement speed by a percentage of your temporal manipulation skill.
A jet ski that lets you use psi powers that don't usually work on water, like forcefield and electrostatic imprint.
A Metathermics headband that prevents friendly fire for allies and neutral parties. Maybe with a button to turn it off and on in-case you want to start combat against someone with it.

Anyway, there's a lot of scope for unique psi items and it would have been really nice to see them. Perhaps there's a good few I haven't found in expedition yet, I'll keep hoping, but otherwise it would be great to see some added or for the ideas to be adopted for Underrail 2.

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Suggestions / Sequel Suggestion
« on: June 06, 2019, 03:35:33 am »
So, north underrail is going to be highly anticipated by previous fans but I've seen quite a few people hoping that the player character won't have to start from scratch. There's a couple of ways you could deal with this.

Personally, I would like to see a 'Mass Effect' system where it analyses your save game from Underrail and carries across important choices. For example, if you sided with the free drones then the northern underrail free-drones know about you and invite you to join them without having to do pre-requisite things. The protectorate will likewise start with a negative disposition toward you, though perhaps not fully hostile, since I imagine their presence will be much more pronounced in north underrail.
However I wouldn't like to see characters being copied across, or at least an option for your choices to be carried without your character also being carried. Building a character up through the game is a lot of fun and I wouldn't want to miss out on that just to keep my old guy. Plus, I'm not sure how my old build would do in a new world.

Another option is to carry across characters and equipped gear from the first game and have the game balanced so that your old stuff seems really weak compared to new gear. That and the level cap gets doubled. I think this would be a more difficult option from a game balancing point of view. I suppose you could always balance the game for new starts and allow people to export and import their characters like in Underrail.

A third option could be something like your train crashes at the start of the game. Your character gets amnesia and you basically have to start again but later in the game you can hunt down groups of scavengers that stole your old equipment and pay a memory expert to recover your lost abilities/psi powers. That way you could get your awesome stuff from the first game back without it making you overpowered for the start of the game.

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General / Implosion doesn't do as it says in the description...
« on: June 06, 2019, 01:51:24 am »
So, I've used implosion a few times and it's great. It's a real killer against any enemy with a large health pool. However, I have noticed that when it says it will do "75% of target's current health" as damage, it doesn't. For example, fighting the final boss. They have 2000 HP on normal mode. Implosion only does 500. That's 25%, not 75%.

Is there something I'm missing? I doubt even the final boss has mechanical damage threshold of 1000 and that it took that from implosion's damage... Or does it perhaps have 66% mechanical resistance? That second one seems much more likely.

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Fairly annoying because it's my 'go-to' move for dealing heavy damage. Sadly doesn't work on the deep worms and I think most of their programming was copied for the final boss's minions. Posting this here so hopefully Styg will see and either justify why not, if it was intentional, or stick it on the 'bugs to be squashed' list.

Edit: the boss himself was also immune. Sad times. Though I did still manage to beat him without noticing the mutagen tanks... Oups. Mostly thanks to implosion and a kinetic proxy, haha.

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