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Topics - Amannamedsquid

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General / Make an Antagonist
« on: December 30, 2023, 06:55:30 pm »
I made a post a few years ago called "Make a monster" where I asked fellow Underrail enthusiasts what kinds of critters/enemies they would like to see in Infusion or whatever comes after that. Well this time, I'm going to ask you all this: What kind of Big Bad Evil Boss or Main/Major Antagonist would you like to see?

Will any of it be implemented in Infusion or whatever else comes next? I have no flip-flapping clue. But I figured that this makes for a fun little exercise in creativity while we wait.

So I ask again, what would you like to see?

2
Suggestions / Showdown with Mordre
« on: December 07, 2023, 06:43:02 am »
Would be cool to have Mordre ambush you at some point as a random encounter if he survives Lenox's quest. Either via breaking into your house in Core City like Aran does or just waiting for you out in lower or upper underrail.

3
General / Hidden Rathound cave in the Black sea?
« on: October 05, 2023, 02:23:58 am »
Does anybody recall a hidden rathound cave somewhere in the black sea? I remember there being some nice-ish loot and around 3-5 Ancient Rathounds inside. I also remember that you need a perception check to find it. I've looked for it myself but I can't seem to find it again. I may just be getting hit hard by the Mandela effect.

TL;DR: Does it exist, or am I just derailed?

4
General / New ways to learn Psi Abilities
« on: April 25, 2023, 11:14:44 pm »
Playing Underrail, I've noticed that there are 2 main ways to learn psi abilities:

1. Finding (or buying) a psionic mentor device.
2. Paying one of the four trainers you meet at the start of the game to teach you the basics.

There is one exception however; Bilocation, which can only be obtained by attuning yourself to the mysterious pillars at Silent Isle. (If your stats aren't high enough, you will likely be killed by 5 psionic clones of yourself). Learning to rift-walk also sort of counts I suppose.

We will likely see the return of old psionic abilities in Infusion and it is certainly possible that there will be new ones. What I'm hoping to see is maybe some more unique ways to obtain certain psi abilities. For example, maybe taught to you as a potential reward at the end of a quest or questline, attuning with a powerful psionic creature or entity, witnessing some sort of anomaly and then being able to duplicate it yourself, having it implanted into your brain by some sort of experimental device or mutagen, maybe even locked behind one of those infamous puzzle quests. (Let's face it, there's gonna be another one. Hey, somebody had to say it.)

It would be a way to separate the more common and well known abilities with some that are more unique/powerful/interesting.

Thoughts?

5
Suggestions / Amannamedsquid's rabbit hole of more ideas
« on: February 14, 2022, 07:27:09 pm »
Thought of some more ideas while playing with the Experimental branch and reading/watching/playing other science fiction stuff. For Infusion or whatever else comes next. Pretty long, so drink some caffeine before reading.

-A botanical lab researching and experimenting with old world plants, trying to modify existing varieties to survive underground without sunlight. Experiments worked a bit too well with mutated plants spilling out of the facility and into much of the surrounding caves. Animal life is abundant as well as several types of rare plants that can be harvested for crafting components and consumables. Also home to a few plant species that are carnivorous, parasitic, or just plain dangerous to be around for various reasons. Inspired by Crimson Meadow Horticulture Center and Vault 22 from Fallout: New Vegas.

-A psionics lab that was attempting to learn how exactly psionic mutations came to be and also how to artificially induce psionic potential. Now overrun by mutated brain monsters with limited physical power but powerful psionic abilities and who feed on the brain juices of intelligent creatures. Inspired by the Psi Reavers from System Shock 2 and the 1958 film "Fiend Without a Face".

-A tribe of degenerated humans that are descended from Biocorp personnel that were trapped deep underground and twisted by alien energies unleashed by a rift experiment gone horribly, horribly wrong. Has a primitive society that regularly engages in cannibalism, ritual scarification, implied incest and human sacrifice and generally makes the Sørmirbæren seem cultured and civilized in comparison. They fight with simple cudgels, blades, and spears made of scavenged metal, stone, and bones and they both worship and are terrified of a horrific being from another dimension that entered ours during the rift experiment. Inspired by H.P Lovecraft's various works.

-An extremely dark, treacherous region that has barely any natural light. Home to plenty of strange and deadly creatures and fungi, some of which are naturally bioluminescent and a few of which can use psionic abilities as a lure or even use bioluminescence as a weapon. Inspired by: the many deeper, darker biomes in Subnautica, Rock Bottom, the trench and the frogfish from Spongebob, Deepnest and the Ancient Basin from Hollow Knight, the caves region from Don't Starve, and the Shaded Citadel region from Rain World.

-A sentient, insane AI that cobbles together homemade robots from various scrap and junk and also turns people into horrific, murderous cyborgs. Inspired by SHODAN from system shock, the 1999 film "Virus", and the Claptrap Revolution expansion from Borderlands.

-A heavily armored rail tank type vehicle/boss that has a ton of firepower and is very hard to destroy. Inspired by the Panzer used by the Fourth Reich in Metro: 2033 and the Red Line Tank used by the Red Line in Metro: Last Light.

-An industrial facility very similar to Foundry but long abandoned. Located in a geothermically active area similar to the Blistering Shores and as a result was powered by geothermal energy. Was where stygian coins were printed and after you get the place operational again, you get the option to melt down supersteel plates to turn into money. Inspired by money.

-An enormous, bug creature/boss resembling an Earwig or a Whiptail Scorpion that can breath fire, leaves webs that scorch you if you touch them and has various fire based metathermic abilities including Plasma Beam. Inspired by that one scene in King Kong (2005) with all of the bugs and by Kong: Skull Island.

-Wererathound. Nuff said. Inspired by rathounds.

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General / Make a Monster
« on: September 02, 2021, 07:59:55 am »
I always enjoyed reading similar posts in Dead Space forums about necromorphs so I decided, "Why not start one here?".

Basically, think of or make-up your own non-human enemy you believe would be cool to see. Simple animals, horrific genetic aberrations, robots, psionic ghosts, go wild. Only rule is it has to make sense in Underail.

7
Suggestions / New weapon and gear ideas
« on: May 13, 2021, 09:00:13 pm »
Just some stuff I thought up in my spare time. Grab a snack and a drink because it's a long read.

Psionic Inhibition Grenade: Could be an uncommon mid to late game thing. Comes in 3 tiers like other special grenades and can be bought, found or crafted. Only affects entities with psionics.

Implosion Grenade: High tier grenade similar to plasma grenades, deals only mechanical damage but also ignores an extremely high percentage of damage resistance and threshold. Comes in 3 tiers, high crafting skill requirements. Rarely found as loot. It (as well as the blueprint) could also be looted from or bought from a specific faction.

G73: Unique assault rifle based on the G37. Wielded by some badass bandit warlord or mercenary who you have to kill for it like with the Steyr-Auch, Wasteland Hawk and Tommy gun. 30 round magazine, 9mm, good precision, burst precision, range, and durability. High damage, very high critical damage bonus but less than average critical damage chance. Low-medium AP cost.

PP-20 Bison: Unique SMG based on the PP-19 Bizon. Found gripped in the cold, dead hands of some nameless adventurer in some monster's lair or ruined facility. 7.62mm, a whopping 64 round magazine, decent precision, burst precision and damage, high durability, low AP cost. Average critical damage bonus and chance.

Energy rifles: New weapon type. Can be modified like other energy weapons to tweak their effects. Two variants, laser and plasma. Similarly to assault rifles, SMGs, and auto shotguns, Energy rifles have a special attack which is a concentrated energy beam. Beam attack is similar to pyrokinetic stream in function in the sense that it is a single target attack but will affect anything between the player and the target. Beam has very high damage potential but high AP cost and drains weapon energy significantly but can be mitigated with certain feats, modifications and certain gear. Parts and intact examples are rarely found as loot. Can also be looted from or bought from a high-tech, late game faction.

Energy Charging Belt: Energy weapon equivalent of the bullet strap belt, bolt quiver, and catalyzing belt.

Energy Overcharging Belt: More powerful version of the Energy Charging Belt, similar to the Advanced Catalyzing Belt.

Combat Power Armor: Powerful, late game armor. Something between the Industrial Powered Exoskeleton and the Protectorate Dreadnought. Very heavy. Requires energy to use effectively. Has high mechanical, energy, heat, electricity, and bio resistance and threshold and increases mechanical damage threshold against both bullets and melee attacks by 225%. Without power, has extremely high armor penalty, movement speed penalty, and decreases strength, agility and dexterity by 2. When powered, decreases agility and dexterity by only 1, increases strength and constitution by 2, negates movement and armor penalty, increases action points by 15, and reduces critical damage taken by 25% but uses 10 energy when activated and drains 5 energy per turn and 1 for every tile of movement. Energy can also be knocked out by EMPs like other electronic gear. Has high durability(Electronic) and an energy capacity of 350-400. Used by a powerful, high tech, late game faction and can be looted from them if made hostile or they will give one to you if they are befriended.

Combat Power Helmet: Goes with the power armor but is not required to wear. High mechanical, energy, heat, electricity, and bio resistance and threshold and increases mechanical damage threshold against both bullets and melee attacks by 125%. When powered up it increases perception by 2, detection by 50%, ranged weapon precision by 20%, damage with energy weapons by 25%, and decreases critical hit damage taken by 10%. Also activates a special repulsion field designed to repel projectiles and functions by increasing evasion by 30%. Knocked out by EMPs. High durability(electronic) and an energy capacity of 250. Consumes 10 energy when activated and 5 per turn. Like the armor, it can be looted from dead faction members or is given to the player if the faction is befriended.   

Shoulder Mounted Plasma Launcher: Energy type weapon that targets hostiles independent of the player, like a turret. Takes energy to function. Very powerful. Fires twice per round. Uses up energy when it fires. Can be knocked out by EMPs. Equipped in the shield emitter slot so you cannot have it and an energy shield at the same time.   

   

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Bugs / Reef Glider is Stuck
« on: April 19, 2021, 11:16:21 pm »
I was in the process of towing the Reef Glider out of JSHQ so that I could sell it to Ray in Core City, but I can't get it out for some reason. I lifted the lockdown, raised the gate, and I can exit just fine. But It's like the Reef Glider thinks the gate is still down or something.

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