Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bushwhacker2k

Pages: [1] 2 3 ... 14
1
Bugs / Re: HE Mines don't cause fear to Rathounds
« on: January 10, 2021, 12:32:44 am »
Not all sources of fire damage produce fear in them, it must produce light/ilumination, plasma damage and incendiary rounds that dont ignite targets doesnt make them fearfull either

Kk, if that's intentional then nevermind.

2
Bugs / HE Mines don't cause fear to Rathounds
« on: January 09, 2021, 06:11:08 pm »
1: Fire makes Rathounds become afraid.
2: HE Mines deal Heat damage, thus fire.

I used an HE Mine on Rathounds, they took damage but didn't become afraid.

3
Bugs / Psionic Mentor - Cryostasis or Pyrokinesis Stream?
« on: January 09, 2021, 04:32:38 am »
In this location,



from this box,



I found a Psionic Mentor where the description seems to conflict with the title (not actually sure which it teaches).




4
Bugs / Explosive Barrel - Troll Placement
« on: January 04, 2021, 11:51:24 am »
So I was in Lower Underrail, not far from Warehouse Block Beta...



... and I noticed an Explosive Barrel next to enemies, perfect for taking them down right away...



... so I threw a fireball with Pyrokinesis...



Wait, the Explosive Barrel did nothing? So the shelf and locker completely shielded them from the explosion? That's ludicrous! D:

I'm guessing it's not intentional for that Explosive Barrel to be completely useless despite being 1 tile away from both of them.

(Also getting major deja vu regarding this bug, but I went back through my old posts and didn't see it.)

EDIT: It occurs to me that just attacking the barrel by itself would demonstrate this better. Shame that didn't occur to me at the time, ah well.

5
Bugs / Re: Report spelling/grammar errors
« on: January 04, 2021, 08:14:41 am »
After handling the Beast, Olivia in the Foundry mine says "helped helped", she should only be saying it once.



When speaking to some Faceless not far West of Foundry, one sentence doesn't have a space after it. My cursor is pointing at the spot (copying Leilu's style here, lol).



Another space missing after a sentence. This one happens quite early in the game, when speaking to Lucas about Harland.


6
Development Log / Re: Dev Log #68: The Psi Question
« on: January 03, 2021, 05:41:44 am »
Wow, I picked an interesting time to come back after not having played for 4 years. So a big set of restrictions JUST got made for Psionics, eh?

I agree with the idea to add additional costs to Psi via reserves (as you could effectively blast a group of enemies into oblivion at no cost whatsoever, no equipment durability damage, no expended ammunition, no consumables, etc). It's only a mild inconvenience but it does add some upkeep to Psionicists that they lacked before.

The Innervation definitely seems more tenuous to me. Like others have noted, this makes more niche psi abilities likely to practically never see use.

One possible idea that came to me: instead of making it so you simply CAN'T use non-innervated psi abilities, just give them an additional psi point cost. That way, you'll primarily stick to your innervated abilities as they're more cost-effective, but you won't be totally locked out of using more niche abilities.

Maybe you could pick entire Psi Schools to innervate instead of specific Psi Abilities.

Just a few thoughts off the top of my head.

7
General / Re: Disappointed ...
« on: July 22, 2014, 07:13:39 pm »
... Thinking about it, chance encounters with bandits aren't a bad idea.

Enemies already respawn in some areas, but this is a great idea IMO. It would make moving through already cleared areas much more interesting because enemies wouldn't simply spawn in areas you already know they'd be in. Lot of potential there.

8
Bugs / Re: Mobs attacking each other on player arrival
« on: July 13, 2014, 06:07:01 pm »
This doesn't normally happen. Are you sure the muties didn't accidentally shoot at the dog?

Oh, maybe burst fire?

9
Suggestions / Balanced Handles
« on: July 13, 2014, 02:50:10 am »
Balanced handles for knives and sledgehammers, to add a slight accuracy bonus like the guns have.

10
Bugs / Re: Mobs attacking each other on player arrival
« on: July 13, 2014, 01:04:04 am »
Interesting, I wonder what could cause that? The dogs are normally allied with the Muties (hell, the Mutant Dogs are allied with the Auto-Turrets in there...)

11
Bugs / Inconsistent Camera Line-of-Sight
« on: July 13, 2014, 12:03:22 am »
So cameras only detect you when they're pointed in your general direction and you're close enough, right?

But if you use anything with a red cursor (thus implying something criminal or something that people nearby wouldn't want you to do) the camera either immediately breaks your stealth or starts combat with you- regardless of facing or even if there's anyone watching you do something.

[I'd realized this one ages ago, but it only just now occurred to me to submit this obvious bug]

12
Suggestions / Re: Foundry Ambiance Sound
« on: July 12, 2014, 09:08:45 pm »
More music/drones will be added at some point.

That'd be good! :D

I like Underrail's background music, but it does get a little tiring after you've been playing the game for 100+ hours.

13
Suggestions / Re: Possibilities for requirements/limits?
« on: July 12, 2014, 05:02:15 pm »
As for the "Controlled Bursts" idea, I think the easiest way to implement that would be making a feat that simply removes cooldown from Burst ability because why not

I like this idea- though unless I'm quite mistaken about how burst works this will only buff SMG-users (which already have more applicable feats than Assault Riflers) since bursts take 3 times as much AP as firing the gun (referring to the Spec Ops feat).

14
Bugs / Re: "Conversations" Break Stealth
« on: July 12, 2014, 04:54:10 pm »
Giving this a BUMP because editing my post doesn't do it.

-

Here is what I'm referring to:


15
Bugs / Visual Layer Disorder - Junkyard - Mutie's Footlocker
« on: July 11, 2014, 08:52:32 pm »


Only reason you can see most of the footlocker is because my cursor is hovering over it. From this position it clips to being beneath the table.

Pages: [1] 2 3 ... 14