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Topics - WeiJayTan

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Temporal Distortion: With the Heavy Duty DLC there are more enemies who can use it. As of yet, there isn't a method to remove or reduce the damage caused by Temporal Distortion, which ignores shields and 50% of damage resistance/threshold for mechanical and energy damage. This makes it particularly dangerous for agile/low hp characters.

Perhaps in the future, there should be a method to counter this particular move, much like how antidotes can be used to counter poisons. With the present abilities of Temporal Manipulation, I have a few ideas in mind, but I'm sure the developers also have other ideas for Temporal Manipulation in mind.

In any case, here are my ideas:
1. Stasis: Currently, while under the effects of stasis, cooldowns progress, but status effects (positive, ie. Psycho Temporal Acceleration; negative, ie. Knee Wound, Temporal Distortion) will not progress. Perhaps, while under Stasis, Temporal Distortion can still progress, allowing it to expire but the PC will resist all the damage. A simple countermeasure but requires high investment in Temporal Manipulation/late game time.
2. Psycho Temporal Acceleration: Casting this on self/on an ally will remove all temporal distortion debuffs from the target.
3. Stasis: Casting it on a neutral or allied npc (in combat situations only) will not cause immediate hostilities.
  a. Casting Stasis on Rassophore Nevil in RAF13 will cause him to turn hostile, even if the player wanted to keep them from taking damage from the sentry bots.
  b. (Did not test this myself) I think casting Stasis on Yahota will cause her, and by extension the rest of Aegis Inc, to turn hostile. However, what if the player wanted to keep her shielded from
     incoming enemies? Close calls are possible for a character with low hp like her. It can apply to generic sec troopers as well.
4. Precognition: Grants additional detection and trap detection ratings. Like a sixth sense feature.

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General / Author of the Music for the Heavy Duty DLC
« on: May 28, 2024, 04:54:44 pm »
It's listed as "Ryan Eston Paul" in the credits. Is it the same Ryan Eston Paul who composed the music for Colony Ship: A Post-Earth RPG (Iron Tower Studio) and The Age of Decadence (Iron Tower Studios)?

I'm asking this because I'm editing Underrail's title page on IMDb, and I need to confirm that it's him because I don't see the credit on his website where his composition credits are listed.

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Bugs / Rail Crossing Medical Supplies Storage Room
« on: May 21, 2024, 09:48:25 pm »
Before accepting the quest of catching the med thief, the door to the medical supplies storage room does not have a 'protected' cursor (red hand). However, attempting to picklock the door while being seen can still trigger hostilities.
Perhaps it should have a 'red hand' marker before the player accepts the quest.

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Bugs / Out of Context Dialogue: Thread
« on: May 16, 2024, 03:14:52 pm »
Sometimes, some dialogue that appears may be out of the game's story context. Here's a thread to compile them for reference.

Spoiler warning: Read at your own risk.

[1] I recall that Gene only mentions the news about Edmund Knight AFTER certain Oligarch quests have been finished, and that Gunnar says that the news about Edmund Knight has not yet gone public before giving the player the task of seeking out the Acid Hunters. I believe the news only goes public AFTER the research facility events have concluded.

[2] Arlene mentions that Gorsky's gathering up his squad even after Gorsky has departed to Core City.
After Lenox's Questline is completed, she still mentions the rumor that Mordre's been acquiring cigars.

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Title.

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Bugs / PC walking through non traversable tiles etc: Thread
« on: May 16, 2024, 03:00:34 pm »
Thread: Tiles that are supposed to be occupied by solid objects and are non traversable, but the PC can walk through them. And other similar scenarios.

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This is inspired by something I've seen in another game I've played: Fire Emblem: 3 Houses (2019).
If a player manages to defeat the highest difficulty of the game (Maddening) without the benefits of NG+ (New Game+, Progress and benefits can be optionally carried over from a previously cleared save file) on any of the four available paths, the game's main menu changes (See attached screenshots) to reflect the player's achievement.
I think something of a similar caliber could be used to reflect a player's achievement of completing Dominating Difficulty in Underrail.

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Suggestions / Non Repeatable Dialogue -> Repeatable Dialogue
« on: May 15, 2024, 06:46:27 am »
Some dialogue in the game cannot be repeated for the rest of the save's playthrough after they have been played through once. It would be great if some of these dialogs can be made repeatable if one wishes to hear the explanation once more, especially for the ones with complicated explanations (examples: The Ferryman's Philosophy, Character Backstories etc)

Currently, I can think of two parts which could use such a change:
1. Ethan's explanation of Temporal Manipulation in general. Also, not choosing the option: "You're implying that it takes an old person to be a good manipulator, yet you're looking pretty damn young." will result in not having the option to ask about his mentor, and the explanation dialogue is not repeatable anymore.
2. Explanation of the last part of the Ferryman's Philosophy: The Center.

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Bugs / Wall not solid during combat
« on: May 13, 2024, 02:15:32 pm »
An enemy is still able to target the player when in this scenario (See attached screenshot)

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Bugs / No sound effect while searching containers: Thread
« on: May 13, 2024, 02:07:00 pm »
On occasion, we come across certain containers in the game where there is no sound effect when we search them. It's a minor setback, and I thought about making a thread where we can compile these instances for easier reference.

Here's a few from my end.

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Bugs / Dialogue: Knowledge of an important artifact's lock
« on: May 10, 2024, 11:43:59 am »
If the player has only heard Dude's explanation of the artifact, when passing the artifact to Azif, the player automatically knows about the special lock, despite the subject matter not being mentioned by Dude.

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Bugs / Abandoned Waterway Facility Gate Button vanishing
« on: May 04, 2024, 02:58:32 pm »
If this red button is pressed when the gate is closed, the button vanishes and becomes non interactable. Though one can still see the highlight text briefly.

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I've visited the Drag n Drop after it refreshed many times in the same playthrough, and encountered the Gambler Patron scenario at least twice. Yet, I've never seen the 'All In' drink in stock.
Out of curiosity, is it guaranteed to appear in stock in that scenario or is it a chance to appear in stock in that scenario?

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Bugs / Gunslinger's Tactics against Greater Coil Spiders
« on: April 28, 2024, 05:02:33 pm »
When set to the option to 'Avoid engaging enemies', the Gunslinger still triggers combat from stealth when he sees the Greater Coil Spiders in the mall in his sights.

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