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 - crumbhouser

Pages: [1] 2 3
1
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 07, 2018, 03:04:08 am »
But if you don't want to be a cave wizard, an assault rifle will clear the way all the way to Tchort just fine, and when you pop adrenaline you can kill his eye in one turn of bursts.

Huh, is that really possible? I thought Tchort has way more health on Dominating than on the lower difficulties.

There's a guy who beat dominating at level four using AR bursts.
Does he have any videos/documentation? That sounds really cool

http://underrail.com/forums/index.php?topic=3388.0
Cool, thanks!

2
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 05, 2018, 05:51:26 am »
But if you don't want to be a cave wizard, an assault rifle will clear the way all the way to Tchort just fine, and when you pop adrenaline you can kill his eye in one turn of bursts.

Huh, is that really possible? I thought Tchort has way more health on Dominating than on the lower difficulties.

There's a guy who beat dominating at level four using AR bursts.
Does he have any videos/documentation? That sounds really cool

3
General / Re: Brown stuff on guns + plant life
« on: October 02, 2018, 05:47:49 am »
Avernum had nice explanation about that, allegedly mages did experimentation and cretated funguses that emit light and those that can be used as food for animals and humans/lizards etc, it was in first game.
Is Avernum good? I've been meaning to try it but I take a long time to get to games (took me years to finally play Underrail after hearing about it here and there, haha)

Also, let's not get too far into environment lore, As  you think about it more -  this world become  less believable.
Undoubtedly true, but nitpicking details is so fun :D

4
Builds / Re: Hook me up with Energy/Chem pistol build please
« on: September 29, 2018, 06:55:42 pm »
Okay then.  Get on the wiki and look up Milton and where to find him.
whoa. I didn't realize you could get to ol' milty pre-drill. Cool.

5
Builds / Re: Hook me up with Energy/Chem pistol build please
« on: September 29, 2018, 07:16:20 am »
yeah... planning out builds in this game is already super metagamey so I don't think anyone doing that's gonna be worried about spoilers, haha.

6
General / Re: Brown stuff on guns + plant life
« on: September 27, 2018, 03:35:07 am »
But I've always assumed that atmosphere management is a critical part of Underrail's infrastructure. There could be oxygen generators working on simple water electrolysis combined with CO2 scrubbers, similar to real-life submarines. Or maybe Underrail has some fancy scifi tech approximating photosynthesis. Using electric power instead of sunlight to convert carbon dioxide and water into oxygen and useful byproducts. In any case, human-built ventilation systems must be critical. There is no wind underground. Air must be very stale in remote caves far from settlements.
While there isn't a whole lot in the game about that, I remember one of the SGS residents (Bisson, I think?) mentioning that a past conflict with the Faceless started when someone cut off their air flow somehow. Therefore, I'd assume that significant Faceless settlements (unlike the temporary ones we see in the game) require oxygenated air to be constantly pumped in.

However, it would seem to me that pretty much all of the animals in Underrail require oxygen. Especially something like rathounds, which exist pretty much everywhere we can access in the game.

In real life, multicellular animals that can survive without oxygen tend to be rather rudimentary and worm-like, so maybe some don't need oxygen (deep worms maybe? Perhaps those wormy things we see going in and out of the ground but can't interact with?), but I'm suspecting that the places with a lot of animal life have some sort of natural production or ingress of oxygenated air and water.

Unless, of course, all of the animals were introduced by Biocorp, which is a definite possibility.

there is sadly no gameplay mechanic for low oxygen levels.
"It is pitch black.  You are likely to die with lips turning blue."
:D

7
General / Brown stuff on guns + plant life
« on: September 26, 2018, 02:05:22 am »
I notice that a lot of the guns in Underrail have brown parts on their furniture (grips, stocks, foregrips, etc.) but, based on the description of the Tommy Gun:
Quote
Some of the materials from which this gun is made feel like nothing you've encountered before.

it seems like wood doesn't really exist in this world, aside from a few Old World remnants.

So what is that stuff on the other guns? Bakelite (something like this perhaps)? Leather inlays? Some other synthetic material?

Come to think of it, does anyone other than SGS have plants, aside from the odd potted flower or two?

8
General / Re: The surface
« on: September 25, 2018, 01:59:36 am »
There aren't really any solid clues about the surface in the game. I think Styg's confirmed multiple times that some sort of apocalypse happened, though.

What I wonder is how people even know about the surface in the Underrail world, seeing as it's been such a long time since anyone's seen it. Old world pictures and literature?

9
General / Re: Nobody seems to believe you're Invictus
« on: September 19, 2018, 11:24:06 pm »
It's meant to be funny, but some people do recognize you, like Twitch.
I think all of the Oculus people (excepting Six) will actually acknowledge it, no?

10
General / Re: Terry's key? (spoiler)
« on: September 18, 2018, 12:47:48 am »
I could be wrong, but I don't think it opens anything. Possibly the room they used at SGS? Can't remember if there is one.

On a somewhat related note, I'm sure it's been mentioned before, but is there any chance "key card" and "keycard" could be unified to one spelling? Makes searching the wiki a pain.
Tried all the doors at SGS, so I don't suppose it's that (I also had 0 hacking skill, so none of the hackable doors were open yet). Probably just plot.

11
General / Terry's key? (spoiler)
« on: September 16, 2018, 04:41:06 am »
Does Terry's keycard actually open anything, or does it only serve as evidence? I've been going around to different locked doors, trying to open them, but no dice...

12
Bugs / Re: Core City gate
« on: September 15, 2018, 11:51:50 pm »
In that case, what's he having?

I'll take some of that! :D
Drunk on greed as usual, I should think:


Oh, and I just came across another super minor bug (while combing through Underrail to pick up every last salable item, naturally):
A box inside a room that's accessible through a wall. Inside a crawler den in Lower Underrail.


13
Suggestions / Re: drum magazine
« on: September 15, 2018, 04:41:43 pm »
Well, I guess he could do the Dune thing, where a laser pistol shooting a shield causes a nuclear explosion :D

14
Bugs / Re: Core City gate
« on: September 15, 2018, 02:29:33 pm »
Sweet perks!

What did you take? I'd like to make a ninja who passes through walls, as well!
Ah, not exactly. In the intervening time my character just dropped down and kind of awkwardly shimmied under the door, you see.

15
Suggestions / Re: drum magazine
« on: September 15, 2018, 01:52:17 pm »
I expect to see a smart module redesign along with the shield emitter redesign.
Hmm, what does Styg think is wrong with shields?

(In my personal experience, shield emitters are very all-or nothing, and a potential liability for low-hp builds that don't stack electric resistance on Hard/DOMINATING)
I'll try to find the post, but he has said that the doesn't like that there's no trade-off with shields. You turn them on, they protect you, done. He's bandied about ideas like stationary fields (almost certainly not going to go with that), directional shields, and other concepts where the shield is something you have to deliberately use, rather than just a pool of HP that you can turn on whenever you want.
Directional shields seem like they could be interesting, and create some cool tactical gameplay. It would definitely necessitate a way to change your character's facing without moving, though.

Pages: [1] 2 3