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Topics - bushwhacker2k

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61
Suggestions / Toggle Auto-Open on Move
« on: June 02, 2014, 03:58:06 pm »
I don't believe it used to do this-

It seems like doors are automatically opened when clicking to move somewhere, this is actually inconvenient for me because I like to use fences and doors as barriers.

Therefore I just want the option to toggle whether or not they're automatically opened on move.

Alternative option is to require verification to open something when movement would cause something to open.

62
General / Steadfast Aim - Functionality
« on: June 02, 2014, 02:04:48 am »
Is the bonus from the base pistol AP firing cost, or from the reduced cost (assuming dexterity actually does lower pistol AP cost)?

63
General / Is the full version only available from Desura?
« on: August 31, 2013, 09:40:24 am »
Got a new computer and going to reinstall and (hopefully) check new updates and such.

I forget- is the full version only available from Desura? (I don't use Desura often, I think this and Unepic are the only games I own on it)

64
Suggestions / Breaking Stealth Upon...
« on: May 26, 2013, 11:34:07 pm »
This is a bit of a continuation of the last suggestion thread I made, but it seemed relevant and I wasn't sure if I should make a new thread or continue in the old thread so here I am.

I notice stealth gets broken upon several activities, undoubtably some of which I'm not even aware yet.

This includes:
  • Getting spotted by a hostile enemy, which results in combat
  • Using a bandage
  • Using a computer (dialogue-esque)
  • Initiating dialogue

The first makes sense, but 2 and 3 kinda bother me. I don't think they should necessarily break stealth.

As for 4, I was thinking that maybe only the person you're talking to notices you, unless for whatever reason (combat) attention would be drawn to you. Thoughts?

65
Bugs / A Few Bugs
« on: May 26, 2013, 11:24:12 pm »
I wanted to take a screenshot to represent this one better, but in the farthest left room in the lowest level of SGS(I really can't remember the abbreviation, it's the one where you visit with Gorsky) there is a desk which doesn't bring up the word 'desk' upon holding Z.

Last I checked, plot-relevant items are not checked in regards to receiving them AGAIN with an exported character. There are a few methods to dealing with this (and I definitely get that it's not a tier-1 priority bug, since there's only one campaign being worked on atm).
  • Checking whether or not a player has the plot-relevant item in question, and giving an appropriate alternate dialogue.
  • Removing plot-relevant items upon
    • Exporting the character
    • Importing the character into the relevant campaign

Adaptive Goggles, despite not actually affecting armor, still give the Damaged Armor status effect, which, upon mousing-over, gives a tooltip explaining about reduced armor effectiveness. Either I'm missing something or there are two good ways to deal with this:
  • Remove the status effect, thereby keeping the monetary aspect of damaged goggles
  • Remove the durability of the item in question
  • Just explain to Bushwhacker what he doesn't understand about the item :O

The feat Conditioning isn't factored into the character resistances list.

Weapon info in the character's damage information list doesn't factor in alterations from a damaged weapon.

66
General / A Question or Two
« on: May 26, 2013, 11:10:19 pm »
How can I take screenshots of Underrail? I've tried the 'prt sc' button, but I keep getting a blank screen.

Is it possible to cook food? I know you can get Hopper Meat but I haven't seen a method to actually cook it.

For the purpose of learning Psychic abilities: is it supposed to only count your relevant base skill, or is supposed to check your modified skill? This is more of a question for the dev(s).

67
General / The Purpose of Tradeskills
« on: May 22, 2013, 12:54:18 am »
I'd been messing around with Tradeskills a bit, generally probing it and seeing how far I could go with it.

It seems like the main purpose of tradeskills is creating one-use items that might be in somewhat short-supply otherwise.

  • Creating weapons/armor with tradeskills is pretty expensive and given the lack of materials can be quite unviable.
  • It seems like, according to the Dev, that tradeskills are not for the purpose of making money.
  • Some items seem borderline worthless to invest in. Health hypos are far more easily bought than created.

What have been your experiences with the tradeskills? How focused are we really meant to make characters? Has anyone made any electronic items? Are more expensive item materials (gun-parts, etc.) ever found, or are they just bought, which seems to be more expensive than simply purchasing a premade gun?

I'm trying to wrap my head around what the intention/purpose of the tradeskills are. So far from my experience only grenades are a decent investment (not that I can aim with any accuracy with the things, despite my focus on the throwing skill).

68
General / Extremely Slow Saving/Loading
« on: May 22, 2013, 12:46:50 am »
I mentioned this in a different thread earlier, but it's becoming way too significant to ignore.

I used my brother's stop-watch function on his iPhone and quicksaving took 56.5 seconds and quickloading took 71 seconds.

I've only been playing with this character for a few hours. If there's ever going to be any kind of lengthy campaign (something I sincerely hope for, I love this style of game) this is going to be a major inconvenience.

Is anyone else having this issue?

69
Bugs / Underrail Prevents Sound on Other Applications
« on: May 22, 2013, 12:42:24 am »
While Underrail is running, several other applications I've been running have ceased producing sound. When I shut down Underrail and restarted the program it started functioning again.

70
General / Respawning - Pickpocketing Inventories
« on: May 22, 2013, 12:40:41 am »
Okay, so I know that some creatures respawn. I know that some things (mushrooms) respawn. I know that merchant inventories respawn.

Are there any plans to have character inventories respawn, for pickpocketing purposes, or is it planned for this to stay constant throughout the entirety of the game?

71
Suggestions / A List of Suggestions...
« on: May 22, 2013, 12:38:14 am »
I had a bunch of things compiled on a list and I'm not sure if I should make individual topics or not, so here I go-

1 - Health/Psi Hypos should have a syringe left over after use.

2 - Using a bandage should not break stealth.

3 - Using a computer should not break stealth.

4 - Even though I seem to be able to use things on myself by selecting them and then using my portrait, the icon gives the impression that the portrait isn't a viable target. The icon should probably change to reflect the viability.

5 - Incapacitation should have a temporary resulting immunity in the same fashion as stun does.

I want to establish that I'm not demanding any of this, just suggesting, and if anyone disagrees I'm totally open to discuss this.

72
Suggestions / Aggro Cooldown + Stealthy Reentry
« on: May 19, 2013, 06:37:59 am »
I accidentally aggro'd an Azurite (or w/e the name was) and because of my specialty (melee) and my current range I decided to high-tail it out of there.

I later returned, while stealthed, and the enemy IMMEDIATELY knew my position regardless of the fact that the aggro happened a while ago and I was hiding.

I think, first, that if you leave an area for a sufficient amount of time that the enemy should at least not immediately engage combat on reentry to the area. (TBH might already exist and I just came back too soon...)

Secondly, I think if I'm hiding he especially shouldn't get to immediately move.

-

I actually kind of understand why it would happen at first, because you wouldn't want stealthy players to abuse a hit-and-run tactic which, in one way, was previously allowed by opening a door, shooting and then closing the door (this was fixed by upping the AP cost of using doors).

But I definitely left the general area and later returned, so the enemy immediately noticing me was kinda weird.

Can I get a clarification as to whether or not there is a 'cooldown' period for aggro'd enemies?

73
General / Ninja Looter
« on: May 17, 2013, 07:37:43 am »
"... reduces suspicion raised when pickpocketing by 25% when hidden from the target."

Can someone clarify this for me? Does this mean I literally have to be stealthed and undetected by the target??

Either I'm totally missing something in the game mechanics or this seems pretty useless because it's impossible to not get detected when you're right next to the person. At the very least you'll only stay undetected for a half second...

Is this meant to be applicable at much higher levels?

74
General / Health/Psi Hypo Reagents
« on: May 16, 2013, 07:57:16 am »
I have to ask, are the reagents for Health/Psi Hypos likely to be changed somewhat? Health Hypos require a ton of stuff for not a lot of pay-off and the increase in cost from the demo (1 mindshroom) to the alpha (5 mindshrooms) for the psi hypo is absolutely ridiculous.

Am I just too early in the game? Do these things become ridiculously easy to find later?

75
Bugs / Indirect Kills - Exp
« on: May 16, 2013, 04:39:17 am »
I mentioned it in a different thread, that in the demo explosive barrels didn't grant exp.

That got fixed and now I'm wondering if we can do the same for a hacked auto-turret (for example). I just successfully hacked a turret and it gunned down several enemies, but I didn't get any experience from this.

I understand why it might not get me experience, but at the same time if we DON'T get experience from it then the game is telling us that it's a bad way to do things, despite the fact that it's actually a very smart way to deal with them.

I think we should get experience from kills from the auto-turret in question. (Though it should still be hostile if left on)

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