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Topics - Alice Malice

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Bugs / Crawlers attempting to attack despite being dead
« on: April 11, 2020, 04:30:46 pm »
I think this has something to do with the interaction between damage over time effects and a crawler's natural health regen, but in my current run I've noticed crawlers that have died to DoTs from my chemical pistol's acid entanglement attempting to attack me from beyond the grave.

I say attempting to attack, since after they try to invoke their sting ability, they simply vanish and cease to exist - leaving no corpse and giving no classic experience. So far, I haven't actually been hit by these phantom crawlers, although I'm uncertain as to whether that's something to do with the bug, or if they're simply missing me. Missing is unlikely since "Crawler's attack misses [playername]" doesn't appear in the combat log, plus I only have 3 agility and 30 points in dodge for escape artist, and I'm playing on DOMINATING, so their melee skill is higher than normal.

I've included a screenshot with the combat log - note that the very same crawler that 'dies' to my acidic entanglement is also the one that attempts to invoke 'Crawler sting' afterwards. He was the last crawler alive in the area, so I'm 100% certain I didn't mistake him for a different one.

My current theory is that this bug occurs when a crawler is killed by an instance of damage over time that is lesser than what it would have naturally have been able to heal back through its base health regeneration - perhaps it thinks that it's still alive since it was able to 'heal' back the damage, then attempts to attack normally, whereupon the game realizes the error and attempts to correct it by just vanishing the crawler out of existence?

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General / Changing DOMINATING economic modifiers?
« on: April 02, 2020, 10:02:11 am »
I've been playing for a while and I'm finding normal and hard difficulty to be far too easy for the most part, but the fact that all of your items sell for only 25% of their base value on DOMINATING is a such a drag for me. It doesn't even make the game any more difficult, it just means I need to waste way far more time doing merchant runs and hauling loot since I'm planning on buying all the workbenches for my house as well as the Devastator jet ski.

I was wondering if there's a way to just manually edit the DOMINATING economic modifier so that my items sell for their normal base value. I managed to find a game file called 'difficulty', but when I open it in notepad it's just a bunch of gibberish. If anyone knows how to do something like that, I'd really appreciate it, since I'm super excited to experience the hardest content the game has to offer - I just don't want to have to spend loads of extra time doing menial tasks like hauling thousands of kilos of loot and going on merchant runs across the entire map every hour.

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Suggestions / Bullets-to-casings recipe blueprint
« on: April 01, 2020, 06:35:39 am »
Can we have a blueprint for converting standard bullets into casings of the same caliber? E.g, fifty 9mm standard rounds could be crafted into fifty 9mm empty cases, and maybe 1-2 T.N.T.

It'd be a relatively common blueprint you could find at most arms dealers, with a higher mechanics requirement for the larger, more powerful calibers. Plus, it'd give a great use for the thousands of standard rounds I have in my stashes that I'll never end up firing. Instead of loading them all into an assault rifle and spamming burst on indestructible rocks to get a few cases, let us craft bullets of a certain caliber into cases of that same caliber at a 1:1 ratio. Hell, even a 2:1 ratio would be fine, I just want to be able to use the unique bullets more often. It'd feel really satisfying to eventually phase out standard rounds from your arsenal and replace them with the cool special rounds like acid, shock or micro-shrapnel.

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Suggestions / Empty shell/casings from merchants or blueprints
« on: October 27, 2019, 07:28:46 pm »
I really think there should be a chance for weapons merchants to have bullet and shell casings in stock that you could buy in bulk, maybe at a hyper inflated buying price to prevent you from easily crafting mountains of the best ammo. As of right now, if I want more .44 explosive rounds, I have to just sit there and waste all my regular ammo shooting rocks until I have enough cases. Not only is this boring, but it doesn't really provide additional challenge, it just means you have to waste a bunch of time doing a repetitive task.

It'd be great to have a way of buying or crafting empty casings and shells to alleviate the boredom of shooting rocks all day.

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General / Empowered Psionic feats worth it?
« on: October 27, 2019, 06:08:33 pm »
I'm making a Psi/Guns build and at level 30 I end up with 1 spare feat point. Problem is, I've gotten pretty much every feat that catches my eye already and I'm not sure what to take. All my psi skills are maxed out, and with a good quality universal headband, they'll all reach an effective skill of 300+ (except for temporal manipulation, which I only need 70 in for stasis and contraction)

For anybody who has done a psi build and taken the empowered psi veteran feats before, would you say they're worth it?
If so, which one allows for the most powerful turn/combo in your opinion?

Here's my build plans for reference: https://underrail.info.tm/build/?HgUGAwUKCwbCoAAAAAAAAFRUAABPTyBIT8KgwqDCoEYAAD1PASssFCplwodmIVtLM34uwrdybRpswp7CncKtwq7inJoB4qK1AuKnvgrirIMC378

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Suggestions / Don't aggro unaware enemies
« on: October 22, 2019, 05:26:06 am »
I really dislike how an entire settlement/faction instantly aggro's on the player for killing one of their own even when you do it completely silently and out of sight of other enemies.

This had always annoyed me, but particularly so when I tried to kill Aran after returning from the expedition DLC. I closed the door to the bar, killed the barkeeper and patron without making a sound, then stunned Aran with dirty kick and finished him off with my machete, all of which was completely silent and entirely cut off from the line of sight of other characters.

Yet, when I opened the door to leave, the Praetorian guards outside all instantly aggro'd on me, along with the house merchant and other NPCs who weren't even in the same zone as the crime.
I'm all for challenging games, but this strikes me as rather arbitrary and unfair and makes playing a stealthy assassin pretty much impossible since every NPC seems to have an intrinsic, almost telepathic knowledge of every other character's health and location.

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