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 - captainmeow

Pages: 1 [2] 3
16
General / Re: Let's talk about new PSI System!
« on: April 02, 2015, 03:26:58 pm »

Game consist not only from "start", it is also "middle" and "finish". Pistol+Granade sucks compared to Psi.


I'll admit that psi has superior CC, but I've been getting crits in excess of 800 damage with my pistol build in this update.

17
Suggestions / Re: Suggested newbie builds
« on: April 02, 2015, 10:18:03 am »

Attack skills increase your damage (idk the exact formula, never bothered to check it)


I think it's Base Damage x (0.7 x effective skill)%

at least for melee weapons and guns, I think it scales differently with psi

18
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 27, 2015, 05:31:39 pm »

NPCs now use EMP grenades; you've been warned

Plasma Sentry no longer loses the rest of its turn when it switches back into mobile form


oops, missed these on the first read. RIP low CON toons.

19
Suggestions / Re: Crafting? Hmmmm.
« on: March 27, 2015, 04:37:12 pm »

Sorry, but sprayer dispenser is not, and will not, be implemented.


:(

I'm guessing it's the same for the shield chargers? because I haven't seen one of those yet either.

20

The problem is this system hands down does not work when you have multiple merchants all refreshing what they buy all over.  Maybe it'd work if you added even more realism: melting loot on the ground (people steal your stuff), costly transportation costs, etc.  But as is, the inventory system tries to be unique at the cost of just adding busy work.   Busy work != fun. Infinite money != fun.


This is actually a very good point. If the mercantile skill had a lot more impact on the amount of money you could make, it wouldn't be possible for every build to be swimming in charons just by selling what you find. I think back when styg reduced the merchant price modifier it was a bit too much, or could even have done with being slightly increased. The melting loot would also stop people being pigeonholed into a 'back and forth' play style, because there'd be nothing to go back to!


This isn't fallout: you can't just get all the best ability scores or "good enough".  Since the game is combat heavy, and atts have no upper limit, you have to invest in only a few.  A point in int is a point lower that might cause your psi spell to fail a stun or your pistol to leave an enemy at 1 hp, or to not have enough attributes for that feat you need.


Styg has actually talked about this before. He doesn't want the game to be like fallout, he doesn't want people to get 'all the best ability scores' or all the best items. He wants build diversity, so some items and feats should be off limits to different builds. although I agree that high INT builds are pretty lacking right now - even in terms of feats, 5 is the max INT you'll need and both of the feats that require it are for melee builds. So some skill bonuses (not much though) for investing in it would be nice.  That said, you also shouldn't be going for a pure crafting build. Just 1 or 2 crafting disciplines to augment your existing skills.

21
General / Re: Oculus? [SPOILERS]
« on: February 24, 2015, 05:57:58 pm »
you have to complete the quests perfectly, this means:

(highlight for spoilers)

freeing todor without breaking him out, and getting the full story behind Patrick's death

22
General / Re: Oculus? [SPOILERS]
« on: February 24, 2015, 01:24:49 pm »
also some old assets got a nice overhaul, won't be in this update but that will give Underrail a more polished look. :)

Oh thank god. I didn't have a problem with Styg's art by itself but the difference between yours and his was really jarring.

23
One thing to note RE: stealth and psi-beetles. If you reach the alert (orange) suspicion level with a single beetle all other beetles nearby jump straight to that suspicion level too.

24
Mysterious disk - for the quest in the jankyard (Scrappers).

heh, I know that, I mean in the context of the greater plot.  or maybe it's just not as important as it seems.

25
hey there friend

it is actually possible to disarm the lost train bomb if you have high enough traps skill

i don't think you can do anything with the head of the beast yet... I also really want to know what the mysterious disk is for

I agree that we need a money pouch or something along those lines and the keyring too

i agree that speech options need to be more rewarding. also that they should show a number for the skill check, but i don't think styg agrees with me on that one :(

regarding cold damage:
SPOILER
have you been to the bunker west of the lost vault yet?

and yes more uniques would be great but the only good ones so far are the regalia and the dragunov so don't get your hopes up

26
Bugs / Re: 0.1.13 bugs
« on: December 14, 2014, 07:13:29 pm »
the rocks that block the underpass between sgs and rail crossing (next to the two lurkers) respawn when you leave the map/cell/whateveritscalled

also i'll just put any more bugs i find into this post instead of making new ones:

the door to the free drones base in the underpass is 'protected' by a 0 skill check mechanical lock :P also after breaking in everyone knows my name despite the fact that i haven't even met the person to start the free drones questline yet :/

27
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: December 09, 2014, 01:53:01 pm »
20. In Core City I could not find a merchant that sells crossbows, bolts, traps, leather armors, stuff like that. Junkyard and Hathor have such merchant. Did I miss him/her? If not, maybe it could be added? I was rather unimpressed by number of merchant is Core City, TBH.
If i missed this merchant, don't tell me where he/she is (:

the general store sells all of those bits, usually all very high quality too

28
Suggestions / Implants /cybernetics
« on: November 18, 2014, 02:02:23 pm »
Have you considered adding anything like this to the game for the player character to use? It makes sense considering ezra and balor...  Only granting small bonuses or big tradeoffs though, not asking for OP stuff. Really I just want something to spend my fat stacks of charons on. :P


29
General / Re: What is Your Build???
« on: June 05, 2014, 12:44:00 pm »
STR 10
DEX 7
AGI 7
CON 5
PER 3
WIL 3
INT 5

throwing
melee
dodge
evasion
stealth
hacking
lockpicking
pickpocketing

essential start gear:
sledgehammer
motion goggles (to compensate for shitty detection)
any armour with a stealth bonus
any boots with a stealth bonus

later gear:
lifting belt
shock hammer
shock knife (to squeeze every last bit of damage out of leftover AP)
shield emitter
rathound regalia (seriously this thing is so OP)
tabi boots (when combined with regalia you can run from any situation that gets too bad. also dat stealth)

start feats:
conditioning
opportunist (because chance to stun with sledgehammer)

essential later feats:
reckless
paranoid (again for detection boost and to cancel out +3% chance to be crit)
dirty kick
cheap shots
(these last two synergise fantastically with opportunist)

other later feats:
interloper
bone breaker
cut throat
eviscerate

(these last two are great together but take such a long time to get together)

yeah so this build will tear through pretty much anything. pickpocketing hacking and lockpicking make you so goddamn rich. i feel like mercantile needs to do more and money just needs to be a lot harder to come by, my late game battery habit doesn't even dent my stacks and stacks of money. :D the build actually feels quite balanced, up until the point where you get the shock weapons. also the bonuses on the rathound regalia mean it should have a much lower defensive stat. i also think constitution should play a much bigger part in defence; with dodge and evasion so high on the off chance that anyone actually hits me 5 con and conditioning soak a good amount of it up. honestly the only thing more OP than this build is endgame psi imo.

30
Development Log / Re: Dev Log #28: Energy Shields
« on: February 03, 2014, 12:33:01 am »
Finally! something to make low CON builds a little more viable. I'm curious to see what EMP grenades will do to shields though...

Electroshock primary target damage, pneumatic hit damage and force emission hit damage no longer remove incapacitation in order to better synergies with Cheap Shot feat

And I really want to see how well this synergises with shock sledgehammers :DD

I did some number crunching, but until we put it to test in a real playthrough and also have you the players have a go at it, it's hard to balance it out properly.

Can't wait!

Also sprint + Evasive Maneuvers is going to be a crazy combo now...

Pages: 1 [2] 3