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Messages - ciox

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256
General / Re: Where do you find high-quality pig leather?
« on: September 10, 2017, 07:58:34 pm »
Thanks, I decided to finally complete 'kill the beast' because of all this (first time after 2 full runs!)

Too bad I had bad luck and only got 75 quality super steel, I only realised fairly late that it was so close to the low end (70 is the minimum) and I already made some pig tabi boots, will have to redo the process before I go to DC.

257
General / Where do you find high-quality pig leather?
« on: September 10, 2017, 10:47:02 am »
I only know of a few places in the lower underrail caves where pigs will spawn, and they only drop pig leather up to a quality of 50 or so, are there more pigs/warthogs somewhere that are higher-leveled or is this it and you have to infuse and use Skinner to go higher?

258
General / Re: Faceless Medallion (Spoilers)
« on: August 28, 2017, 07:05:47 am »
I find it funny that when we finally get rid of the game's primary MacGuffin, it immediately hands us another one as reward.

Meanwhile I'm still wondering what this could be http://www.underrail.com/wiki/index.php?title=Mysterious_Disk since you can keep it until the end of the game after solving the quest if you just pickpocket it from the quest giver after getting the reward. Not that everything should be explained of course.

259
I wonder if a Monsoon or a Cyclon is better for exploiting these elemental crits.

Typically I use Cyclon so I can use as many special bolts per turn as possible, it's a shame Digital High-Resolution Scope kinda sucks or a Monsoon High-Resolution build would be tempting to get as many of these elemental crits as possible.

260
A weird idea about shields would be to make them work more like in other games where shields are a thing that's not very strong but quickly regenerates, so you still have to use terrain and crowd control as your shield can't absorb a whole mob's turn of attacks at once, however this might create more "popamole" gameplay where you duck in and out of easy cover.

Direction-based sounds pretty damn interesting too though, Agility builds would have an advantage against some shield users since they could afford to move and shoot at them from the side or back more frequently than other builds.

261
Bugs / 8.6mm Incendiary Rounds never ignite
« on: July 20, 2017, 06:22:04 am »
Fired several hundred such rounds and nothing has ever ignited, I'm in Deep Caverns and shot most enemies there, which I know can already be ignited with my incendiary grenades, the weapon i'm firing the rounds from is http://www.underrail.com/wiki/index.php?title=Syg_MPX

262
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 13, 2017, 02:45:26 pm »
Really interesting shotgun mechanics that I spy, no Aimed Shot or Snipe for you, but there's a feat for doing bonus damage with shotgun at point blank it seems, also if you have a double-barreled shotgun you can choose which of the two shells to fire, I'm glad Styg is adding this real shotgun feel to the game.

This post contains minor spoilers about the expansion from the video. You have been warned!




Everything looks great so far! The new weapons and armor look like a lot of fun to use, the enemies are awesome (that Handmaiden assassin robot thing is giving me System Shock 2 flashbacks), the graphics are stellar, and the new music tracks all seem to fit in perfectly with the atmosphere. My favorite of the new tracks has to be the piece @ 3:54, even though you only let us hear 6 seconds of it. :P

The one thing that has me a bit concerned is the new Hypercerebrix med. Properly built Psi-users are already OP enough as it is with +2 INT Junkyard Surprise, +1 WILL Tchortist Noble Robes, etc. Do we really need another item that gives +2 INT? Well, at least we won't have to save-scum JS for crafting anymore.

Also, lovin' the new Twitch drug. Finally, something that buffs Initiative! Take that, Carnifex!

Keep up the good work, you guys! :)
Sounds interesting but where in the video is this stuff?

263
General / Re: Please explain Heavy Punch use to me
« on: June 26, 2017, 11:12:52 am »
Even before you can get more advanced gear and feats, I always thought it was supposed to be used in situations where the target was at some disadvantage (incapacitated = extra damage from opportunist feat, unaware = guaranteed crit) that would be removed if they were attacked, so heavy punch lets you get the most out of that.

264
Thanks for replying, in my opinion once Denzil is killed the gate should open if it is closed and all Tchortists should be hostile to you if they weren't already, this would be a very quick fix, that makes sense and doesn't need additional content to be made like a new entrance.

I'll have to look into hacks but I'm not very hopeful since it doesn't seem like a "teleport" hack exists.

265
Bugs / Re: Impact speed of unique assault rifles
« on: June 14, 2017, 06:48:03 pm »
I would suggest looking at giving Jawbone some kind of buff to make up for the fix to precision penalties, it's pretty underwhelming for being the only unique crossbow you can find in the entire game. On the other hand if Expedition adds more well-balanced unique crossbows then you can disregard this.

266
Roughly 50 hours of play earlier I decided to clean up the Tchortists I mentioned, nobody cared much, there weren't any messages telling me that was a bad thing, and their loot was great. Well, now I've discovered the sequence to get into the Institute and Deep Caverns is broken as Efreitor Denzil will emerge after the cutscene and everyone in the hall is hostile to him and shooting him to death before I can give him the Reaching Man. Riveting stuff.

Now I like this game a lot, it's my favorite release in many years, but this is pretty bad. The game so far lets you clean up entire cities if you want and suggests freedom and so on, but for some reason killing 3 nondescript masked guys can break the main quest without a word of warning, up to 50 hours of gameplay later. Please tell me there's a way around with at least a hack or something to reach Deep Caverns and complete the main quest on a character that already has 115 hours racked up going from what Steam says.

267
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 19, 2013, 12:19:18 pm »
That new pickpocketing sounds fantastic, some of the new feats seem a bit arbitrary but I guess that's bound to happen with so many of them, either way this game is going places.

268
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 20, 2013, 12:22:37 pm »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

The random items are generated first time you enter the area.

Yeah, so if you have a save before the entrance to an area you can use it to walk in and see different items each time, individual areas can be pretty small. (not a bad thing)
What the other poster means by static random is you generate a seed for each new game, save it and use that one seed in the number generator of systems that shouldn't change their outcomes when you reload a save. Obviously you don't have to use the fixed seed for everything, you can exempt combat and other things easily.

269
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 20, 2013, 07:25:13 am »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

270
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 18, 2013, 11:58:38 am »
Hey there, I just want to make a small suggestion for pickpocketing, which works in a very traditional way right now, meaning you try and fail and immediately want to reload your save, this feels grindy and it can be done differently to remove the reloading impetus.
Basically just make it so you either can or can't pickpocket someone without chances, and your perception lets you know if you can. No more grinding.

That eliminates all consequences of a failed pickpocket attempt, I don't know if I agree with that.

But the consequence is usually being shot at by an important NPC, or starting a fight that 20 NPCs participate in, that's not a consequence it's a game over screen.

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