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Messages - Phyroks

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16
Builds / Re: What will be your first build in Expedition and why?
« on: July 11, 2019, 08:56:56 am »
Trying out melee with some psi on top.

Pistols/melee/energy weapons are things I have not really tried out much. Did enjoy xbow/stealth & assaultrifle with heavy armors quite a lot!

17
Development Log / Re: Dev Log #61: Expedition Release Date
« on: July 03, 2019, 10:37:04 am »
Had to check when was my 1st waiting post, and it seems to be from 2017 lol.

btw can we get price and stuff on steam for the dlc so we could buy it? Going to buy it anyways, but would be nice to get some silly summer sale coins while throwing money at it!

18
General / Re: Expedition beta testing
« on: June 30, 2019, 04:41:20 pm »
Oh boy! Will the waiting finally end??? Glad to see a release date!

19
General / Re: System Tweaks to improve save time?
« on: February 24, 2019, 07:18:17 pm »
Speaking of saves, would it be possible to add option to choose if you want save files located in installation folder instead of windows. My windows is not on SSD and its much easier to install underrail on one that moving windows to speed up saves/loads.  :(

Or atleast have this option for quick/auto saves.
Look into creating a Symbolic Link on Windows, you can either download a program to do it or do it via CMD, but it cannot be done in the file manager by default last I checked. A Symlink basically creates a pointer that points to another file or folder, so you can turn the My Games\Underrail folder into a Symlink pointing to a save folder in your Underrail folder (or anywhere else on your SSD), and you'll effectively have the result you wanted.

Holy shit, thank you very much! It works and was not even hard to do!

20
General / Re: System Tweaks to improve save time?
« on: February 24, 2019, 11:38:55 am »
Speaking of saves, would it be possible to add option to choose if you want save files located in installation folder instead of windows. My windows is not on SSD and its much easier to install underrail on one that moving windows to speed up saves/loads.  :(

Or atleast have this option for quick/auto saves.

21
Bugs / Re: Report spelling/grammar errors
« on: November 06, 2018, 01:30:57 am »
JKK Ola

This does not seem to be correct, not that im expert on the matter.  :-\


22
General / Re: Expedition alpha testing
« on: September 09, 2018, 04:15:59 pm »
I do have time to test it out and tell you how many mushrooms I gathered and sold to shops! Al Fabet is a noob!

23
Yeah would like to hear something about current plans for expansion release, even if its bad news :)

24
General / Re: Super Slam feat question
« on: September 28, 2017, 12:25:32 pm »
it does not say anything about not critting so i would guess it can crit normally.

normal damage just means it happens like normal attack, and normal attacks can crit.

25
General / Re: Super Slam feat question
« on: September 28, 2017, 11:54:23 am »
it deals normal damage and bonus damage based on your max hp >.>

so if you have 100 maxhp and deal 50 dmg on normal attack, you would deal 70 with the feat (50 + 20 from max hp)

26
My 1st character when underrail released was xbow/stealth, in the end I took bit crafting to make new xbow, the fight was rather long/rng, had to play around a lot to get opening window to take out tank and then retreat, I had no chance without the adds losing regen. Think it took me nearly 100 hours to finish the game :P... was so paper as I also took the psi talent and had no points in psi. Had to rely on mines for aoe :/

Finished the game in v 1.0.0.8



120/125 persuation, 25/50 merc 360~ crit bonus.

There was not much info out on underrail so even when you tried to find out something that you were stuck with there was no info out, solved all the puzzles but mushroom cave I could not figure out, really banged my head in the wall with them, fuck I was so pissed when I finaly got it right. My new psi crafter has had way less difficulty during the play and I think he could just burst trough the last fight as hes unable to die for few turns. Will see how it goes!

27
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 06, 2014, 10:00:32 pm »
Cheers, any idea when 1.0 comes out? ^^

28
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: September 30, 2013, 11:58:31 pm »
Yeah I dont know wich would actually be better, but I do know it needs to be improved, just dont know what is easy or reasonable way to change it to be better.

29
Suggestions / Re: Good game but some suggestions after some play
« on: September 30, 2013, 11:55:45 pm »
Some other things that have popped into my mind after more playing, mostly crafting.

A) Starting the game. Please give the poor fellow some skill based weapon with increased durability to make the start bit more easier, its not big thing but having to repair your weapon little later makes it easier. Edit: Maybe after returning from shooting range you could be asked if you were comfortable with your current weapon, and option to change it?

B)Crafting exp. Im really divided upon this matter... but could you make crafting grant some experience? I dont mean it should give you ton load of it, even having same amount of exp as the item needs skill would eventually grant you a level! Why? Well..... I really hate when games give you levels just for running around or doing something outside of combat and suddenly you are more skilled in martial arts for nothing! But it also makes me wonder why I need to go shoot some monsters in the head to learn the secrets of needle and thread. Granting small exp would actually give you something in return and at least some of those tailoring skills would also come from actually doing it(crafting or salvaging stuff). By all means dont make it too good source of exp, just somewhat useful would be nice. Maybe same amount as the crafting requires skill(s)?

C) Repair. The "better" repair kits seem to have only minor discount in price, it should be cheaper for sure as not all weapon can even use up all that repair! But I still feel like the discount on higher amount kits should be bit better. 2nd thing about repair is the fact that when items value goes up, its durability barely keeps up with it. If higher cost weapons would have more max durability, repairing junk for profit could stay in better control and the high repair amount kits more wanted, it could actually make repairing items more expensive, specially with low kits.

D) Salvage. Hey it feels completely useless(so far)! If salvaged items would always give more scraps it could actually be more useful to try salvage it for repair kit parts, but so far I have never found that situation. Would it be possible to consider the items to be around 40% durability for salvaging (unless its over it). This could actually make you wonder if its better to use it as spare parts instead of fixing it up and buying more repair kits/something.

E) Crafting components. So far items have quality that adds to the stats of the weapon, could there be some "quality misc components" that you could use to fill weapon/armor enhancement slot? These could have no effect on the actual performance of the weapon, but grant better durability or reduced durability to trigger the worn item effects. It could also make the crafting bit easier, buy more expensive parts to be able to make that weapon you wanted bit earlier with less skill (if for some reason you are swimming in money)

C and E are not really big concerns and Im divided on B for being good, or easily turned into bad idea.


30
Suggestions / Re: Thoughts on Traps (And Grenades)
« on: September 30, 2013, 11:24:47 pm »
If you would make all the ones passing the area take the damage it would not really make it "realistic" as not all monsters move at same speed, at least with delay it would considering the speed if someone was just way more slower to even get into the explosion in the 1st place. It might be hard to estimate all of the monsters stopping points but isnt that part of skilful trap laying? ^^

Or am I understanding your problems totally wrong?

ps. I ran into those mine "1st runs and explodes the mine" problem with burrowers and it seems the small ones are much faster.

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