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Messages - bushwhacker2k

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151
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)?

152
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)

153
Bugs / Re: A Few Bugs
« on: May 28, 2013, 04:25:20 am »
I will look into the bugs you've mentioned. As for the rest:

- Import/export is a metagame feature. If someone wants to use/abuse it for whatever reason they are free to. As you said there's only one campaign right now and it doesn't serve the purpose of preserving your character through continuing story. Might change in the future.

Yeah, np atm, definitely.

- When badly damaged, items don't give any positive bonuses. So for example, the goggles won't give you perception bonus.

Good to know, I don't think the tooltip reflects this though.

- Conditioning does not increase resistances, it just reduces the final amount of damage (once it gets past the resistances and thresholds) by said amount. It's not the same thing and it's not listed anywhere except in the feat's description.

Okay, I'll check it again but you may want to consider adding an additional line noting this fact in the information.

- Damaged weapons have reduced precision, not damage.

Oh, thanks for the info!

Thanks for the responses :D

154
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?

155
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.

156
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).

157
General / Re: Extremely Slow Saving/Loading
« on: May 26, 2013, 10:56:31 pm »
That would be in the late Junkyard.
It might take a bit longer at the very end, but it's really not much to write home about.

It's possible that it's partially because it's on my laptop, I'll check out how much quicker it is on my computer (in fact I may actually time it :D).

However, if load times progress with game progress, I expect to see some signifiant sources of boredom another 5 hours in, as soon as that content is available.

Yeah, this is the biggest worry for me, even if it's not a big issue for desktop-users at this point in the game. The save/load time DEFINITELY increases as one progresses into the game, which I'm surprised is so noticeable with how far I've gotten (not all that far).

It really makes me wonder what is actually increasing the time taken by so much.

158
General / Re: Respawning - Pickpocketing Inventories
« on: May 26, 2013, 10:50:02 pm »
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?
God I hope so.

In addition to the suspicion bar eventually depleting.

It would make sense, in both ways-

If a person regularly lost items in their pockets they'd get pretty suspicious, but if it happened a while ago then they'd logically forget.

I guess a process of increasing difficulty as more and more items are stolen? (in between respawns of course, the idea is that they didn't notice at the time)

But at the same time the suspicion BAR would reduce to nothing in between segments.

In this way it couldn't be super easily abused but it would continue to give some kind of payoff as the character plays the game and revisits areas.

159
Bugs / Re: Underrail Prevents Sound on Other Applications
« on: May 23, 2013, 07:25:25 pm »
Youtube stopped making sound for me, and the video player I used started a video but no sound was coming from it. When I alt+tabbed and restarted it it worked though...

Let me do a rain check on this, it could just be a one-time bug that popped up for reasons unrelated to Underrail. If I encounter it again I'll bring this topic back up. Thanks for the response.

160
Suggestions / Re: A List of Suggestions...
« on: May 23, 2013, 07:23:26 pm »
I suppose it's the sentry bots essentially stunning you for 3-4 turns in a row (given enough sentry bots)?

Yeah, I didn't encounter it elsewhere, it just occurred to me that you could very, very easily get stunlocked in certain situations. Certain character types would just get ganked if they accidentally had 2+ sentry bots stumble upon them.

I will say this: if you (the dev) wants to keep the game a little bit unforgiving in situations that are truly meant to be dangerous then I can just roll with it. The fact that each bot only had one flashbang made the situation a lot fairer than it would have otherwise been.

161
General / Re: The Purpose of Tradeskills
« on: May 23, 2013, 07:00:34 pm »
Okay, I'm planning on putting more info into this post, but as a preliminary to clarify something I clearly took for granted as a definition:

A tradeskill is a skill that is learned for providing a service or creating something (i.e. crafting), generally with the intention of providing for oneself, whether through self-sustaining means or through trade. This is what is meant when it is said that someone 'has a trade', they utilize a specific skill in this manner.

I'm not referring to mercantile, the skill speaks for itself in usefulness.

-

They actually do allow you to make a significant amount of extra money; f.Ex. having a decent tailoring skill allows you to turn the rathound hides you "find" early on into leather armours that you can sell for far more money.

Yes, I didn't add this in my earlier post (I should have) but the hides from Rathounds are the only reliable drop used in simplistic crafting. 20-30-40 tailoring actually does make some extra cash.

Raw materials are indeed incredibly rare, and it's not worth the money nor the skillpoints to try and create knives or hypos.

I'm glad someone agrees with me :D The items required just don't seem to drop reliably... I guess if I got enough of a certain crafting material I could buy the recipe then just buy the OTHER ingredients which might allow me to craft them at a fraction of the price... though I don't even know if that would be worthwhile.

But the more you want of an item slot, the more attractive crafting becomes. Metal Armours, for example, offer three support slots you can fill, and to my knowledge crafting is the only way to create a chemical pistol, for all the good it will do ya.

Right, when I made the original post I hadn't gotten to the point of really looking into Metal Armor... but now I see how ridiculously useful it would be to have it custom-made with melee-boosting enhancements. This and rare items definitely seem like they'd benefit from the ability to craft them. (not to mention crafting metal armor seems to be way cheaper than buying it)

-

   I never thought of crafting as a trade skill, although late in the game you make more money, if instead of selling some gun frames and barrels you could (if you have the blueprints and skill) sell guns instead and make more credits than selling those parts one by one.

Not to make any judgments of anyone else's playstyle, but- I really prefer not to horde items over long periods of time in the hope that they may become useful at some later date. I don't mean to say I won't hold onto items I intend to use but CAN'T use at the time. I guess what I'm trying to say is that I don't want to use tradeskills just to make a little extra cash way late game.

With my sneaky character, i craft my own traps and it is a very nice useful thing to have. I can decide
on the spot if i want one big dangerous mine or instead, lot of weak mines to place around. I also have access to better traps earlier on the game.

Yes! This actually seems to be by far the most useful function of tradeskills (as I refer to them), that is: grenades and mines. It seems to be relatively easy to get some ingredients and create explosives of a higher level than are even available otherwise.

With my Sledgehammer guy, i craft my own electroshock Sledgehammer that's usually much better than the ones for sale, specially with the power management feat that's always nice to have, and cheaper to get.

Yeah, specialized enhanced item types seem to be one of the main reasons to use tradeskills.

Crafting Health Hypos is hard because of the many components required and the rarity of some of them, yet
i find it quite useful to have. But much more useful is being to able psy boosters. Back when the recipe was only 3 psy mushrooms and a syringe i had my psy meter always full but now that you need 5 psy mushrooms i have much less psy boosters but i still find the ability of crafting them quite useful since syringes are cheap and psy mushrooms are free.

Yeah, I was hard on health hypos at first but it doesn't seem that bad presently. I'm actually coming across the materials as I play now. The jump from the demo on psi hypos (1 mindshroom -> 5 mindshrooms) made me flinch at first but with the respawning shrooms it seems totally viable.

-

Sorry for the long post, I was trying to find a way to collapse my responses using spoiler tags or something but I didn't find anything.

My conclusions are that tradeskills (once again, as I refer to them as) are good for:

  • Creating items in short supply (Grenades, Traps, Psi-Hypos... potentially Health Hypos/Crossbow Bolts)
  • Creating specialized gear (Shock-Sledgehammers, Enhanced Armor, etc.)
  • Getting SOME extra money (Tailoring rathound hides)

A last note I have to add, it pays to only really start tradeskilling after you're a bit into the game, it's too expensive at the beginning.

162
General / Re: Extremely Slow Saving/Loading
« on: May 23, 2013, 06:58:04 pm »
I don't.
Saving/loading is still way slow, but a level change with autosave hasn't taken more than 20 seconds, so far.

Okay, thanks for the reply. Just for additional confirmation, how far in the game is that character?

163
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).

164
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?

165
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.

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