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Topics - Ransom

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General / Brown Robe Viability?
« on: April 01, 2021, 08:14:06 pm »
I'd like to try another run of Underrail and use a psi build this time. For maximum cave wizard aesthetic, I wanted to use the brown robe... except it offers no protection and debuffs perception. Is it even possible to play wearing the brown robe? For reference, I'd be playing on normal and following a forum build pretty closely.

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General / Impressed With Expedition Writing (Early Spoilers)
« on: December 17, 2019, 12:01:00 am »
Underrail has generally been a genuinely enjoyable experience for me and I'm impressed at the huge volume of content on offer considering the size of the team. One of the really cool things to see has been the (in my opinion) improvements in character writing in Expedition compared to the base game (the banter between Marcus and Tony in the camp humanizes the experience in ways the base game is generally lacking, for example). As an aside, I also quite like the style of the prose and its conciseness: it is very respectful of the player's time as well (no gynormous piles of needless Obsidian or BioWare style pointless backstory)

What has hands down impressed me the most, however, is the Ferryman. While it seems kind of on the nose that he's an author avatar (Charon being the Ferryman of Styx and the term Stygian deriving from the name of the river) I have a great fondness for allegorical characters like this when they're done well. His vivid tone really stands out from the other characters I've met in the base game and the expansion so far and I loved the story about him fighting that barbarian warrior. I also was quite impressed with philosophical stuff, which blended some really diverse influences (as far as I could tell Orthodoxy, Buddhist, and Heideggerian ideas among others, probably). It's also really good that the PC (with high enough intelligence) can make some cogent replies to the Ferryman instead of just saying "go on" and stuff like it over and over.

Like with Age of Decadence, my favorite part of games made with one writer or a small team of writers is how you get to see their interests and influences come through in the final product. From the base game, it's obvious Styg knows more than me about science, so it's cool to see some stuff I actually know a little about in there too. Looking forward to seeing more work from this studio!

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General / Jack Quicksilver Issue (Triggering "Meet Azif")
« on: December 03, 2019, 12:37:19 am »
So I am playing through again now that I bought Expedition and I can't get the "meet Azif" quest.

The only thing I did differently from my first play through (where I triggered "meet Azif" no problem) is that I checked the cameras in the security room after persuading Delma to let me in. The cameras "didn't catch me doing anything illegal." Why can't I meet Azif? I can't find any other Forum posts that seem to answer this question. Is there a trigger point in the main story I need to get to first? Does Expedition change this?

EDIT: I've tried re-running the quest without touching the camera and no dice; it stills goes "I'll meet with you later.?"

In terms of main quest progression, I had not yet gotten to Cornell on the first save. On the second save, it was before I had even done Gorsky's quests in CC but after Tanner gave "find cornell."

EDIT 2: Sorry if this post should have gone in the "bugs" subforum. I can't figure out if it's a problem with my game or with my playthrough (or if I just need to wait to get the next quest).

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Builds / Build Help Please "Ranger" (Guns-Infiltration-Speech)
« on: September 13, 2019, 11:45:19 pm »
Hello

I've been researching builds and trying to get a sense of what I want from this game. I wanted to ask for advice before I got too far into the game. The idea I had for a character is someone who is good with guns (I really like assault rifles or sniper rifles and shotguns- though it seems like assault rifles are easier than sniper rifles), taking care of their kit (mechanics), using stealth and lock-picking to position advantageously for fights (stealth, lockpicking) and using speech to defuse situations and prepare effectively (speech, mercantile).

The stat distribution I have is 5/7/7/3/8/3/7

A question on strength: what is the minimum strength where a character can still use long guns effectively?

The skills I've put to 15 are: guns, dodge, evasion, stealth, lockpicking, mechanics, speech, mercantile

I'd like to pick up traps as well.

The trait's I've chosen are aimed shot and nimble

I would be most grateful for any advice on how better to optimize this build. Thank you!

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