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 - hilf

Pages: 1 ... 6 7 [8] 9 10 ... 37
106
At first i was like "No way!" but then i realized this idea might be intended as a replacement to current abstraction, not in addition to it.

By current abstraction i mean this:
- Some creatures don't drop skins/carapaces. It represents cases when skin/carapace was damage so badly it's unusable.
- Other creatures drop skins/carapaces with varying quality values. It represents different levels of damage done to skins/carapaces without rendering it unusable.

If OP's idea is supposed to replace this abstraction then it's not bad. However, i'd improve it by making it more aligned with what we have in game.

If we look at animal skins we'll notice they aren't taken from creature's head. The skin is removed up to the neck. It can be seen i.e. on cave hopper skin. If we take a look at armours made from animal skins we'll notice they aren't covering head. If skin was taken from head as well armour would cover head, just like Rathound Regalia or an armour Heracles made from Nemean Lion.
This is why i wouldn't be decreasing quality from headstrikes.

But which attacks are headstrikes? Typically, critical hits are considered attacks to the head. But excluding all crits from lowering quality would perhaps be too much so i'd count as headstrikes crits that:
- Are single target attacks
- Aren't specifically aimed at body part that isn't head
- Are performed on a creature that is facing the attacker
Maybe there's more conditions that i'm missing here.

107
General / Re: Winter Vacation 2018-2019
« on: December 27, 2018, 03:31:41 pm »
Happy New Year and Merry Christmas, devs!

108
General / Re: Tchort
« on: November 02, 2018, 06:17:07 am »
There's 99.9% chance it's this:
https://en.wikipedia.org/wiki/Chort

109
Bugs / Re: My usual bunch of glitches\bugs.
« on: October 02, 2018, 06:12:55 am »
Mutie in Dep A performed Crippling Strike and my char got 2 stacks of it (4 Str penalty).
Looks like something is wrong here?

Crit!
I don't know if intended but i like idea of crits doing something more than just moar damage.


Dog in Depot A gave me Tackle debuff despite me blocking all damage.

110
General / Re: underrail.info.tm
« on: September 23, 2018, 07:19:20 am »
I've tried mutagen helper. Pretty good tool. Is there an option to unlock reagents after Dude gives up as says he couldn't solve it?
Right now to correct one typo i'm inserting all mutagens again. Rather inconvenient.


I found a puzzle instance Dude can't solve but is solvable. Not a bug but perhaps it can be useful. It's in that steam thread:
https://steamcommunity.com/app/250520/discussions/0/412447613575212496/

except this Io 3 should be used:
Io 3 = UA JO DP W2 DB DR -GU -GL -L2 -CX

Winning sequence is Echo-1, Ovid-1, Solis-1, Helicon-3, Io-3

111
General / Re: Where to find Advanced Catalyzing Belt???
« on: September 21, 2018, 02:04:32 pm »
You can also fish it!





Edit:
I saw it in Blaine's and Coretech's shops.

112
General / Re: Escape Artist feat
« on: September 16, 2018, 01:31:30 pm »
I'd be happy with just immunity to acidic entanglement on mutated dog tabi.

113
Maybe you have really low Initiative?

Actually, it's exactly the opposite.
Units that enter combat are added at the end of initiative queue.
If players rolls higer ini than enemy and casts bilocation on him, enemy will be next one to move and doppel will move last.

Another scenario:
Players rolls higher ini and makes his move. Enemy moves and casts bilocation on player. Dopple gets added at the end of ini queue. Now it's doppel's turn, he does his kung-fu and turn ends. New turn starts and player moves again.

If player rolls lower ini than enemy bilocator, (s)he will be able to move before doppelganger.

114
Suggestions / Re: Dual Wielding
« on: September 11, 2018, 02:55:25 pm »
Would be cool to dual wield pistols and aiming them at 2 different targets standing close to each other :)

Like in Desperados 3 trailer
https://www.youtube.com/watch?v=qbcppLD0Kl0
at 0:38 and 1:12.
It's worth it to see whole thing, tho.

115
Suggestions / Re: Option for nightvision effect
« on: September 09, 2018, 01:57:16 pm »
Agreed with OP.
Perhaps only creatures should be colored green, something like infravision in Baldur's Gate & friends.
Turning everything green makes sense in FPP games where player sees through PC's eyes, not so much in Underrail.

116
General / Re: Expedition alpha testing
« on: September 07, 2018, 06:06:16 pm »
Me! Choose me!

I'd try machetes and tempo manip.

117
General / Re: Finally! Finished!
« on: September 02, 2018, 01:44:37 pm »

It's a declared goal, not a real one, at least not in a way you think.


Interesting. How do You know it's not their real goal?

No, you wouldn't live in a shack after this. Did you see tchrotlings? That what you would become. And everybody else too, should Tchort succeed. The fate of Detritus should've been a hint.

Maybe not everybody. Tchortist Recombinants do not look like tchortlings but rather like genetically enhanced uberhumans.

118
General / Re: Chance to miss cap / Evasion / Dodge
« on: September 02, 2018, 04:35:43 am »
Miss a couple of 4 AP melee strikes? Or two bullets of a burst? Nobody cares. Miss two sniper shots? "RNG is rigged!!1"
Score 3 crits in a row with 10% chance? "Wow, i'm so powerful!".

119
Development Log / Re: Dev Log #58: Environments Preview
« on: August 10, 2018, 10:24:13 am »
:O Tchort has answered my prayers!
It's marvelous!

Tchort guide You, Mac Orion.

120
Development Log / Re: Dev Log #58: Environments Preview
« on: August 10, 2018, 07:53:15 am »
Let us know how you liked the areas showcased in the video.

All right: i want 4th location as my wallpaper!
( 1920x1200 )

Pages: 1 ... 6 7 [8] 9 10 ... 37