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Messages - Toast

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16
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 18, 2016, 02:11:21 am »
OP here. After the hotfix, I am now able to ally with the Faceless as expected.

I restarted from a save I made at the very beginning of the Deep Caverns and went immediately to the Faceless camp, and the commander told me he trusted me and gave me permission to roam the camp and so forth. I don't know what's gone wrong for the rest of you and I'm sorry it's not working! But the fix works for me. Perhaps some more investigation is needed, but don't just put the game on hold without trying your own save.

17
Suggestions / Re: A suggestion to make entrances more visible
« on: January 17, 2016, 11:30:01 pm »
There's some doors on the west wing of the tchort institute that are completely invisible: dark green doors on a dark green wall on a very dark place. Perhaps doors should be highlighted as well.

Agreed. It took me forever to figure out those doors were there! I had no idea how I was supposed to get around those blocked hallways for the longest time.

18
General / Re: Unique weapons
« on: January 17, 2016, 11:21:43 pm »
Visited most of Lower Underrail and still can't find any unique energy/chemical pistol :/
You can find an unique energy weapon in Deep Caverns. Not that powerful though.

IIRC, its special feature is that it removes 100 points of energy shield with each blast. Pro tip: don't wait to find it until AFTER you're already done with the power plant, like I did.  ::)

19
General / Re: Big Improvements List for Underrail
« on: January 17, 2016, 11:06:45 pm »
This should really go in the Suggestions forum. But, anyway.

- Make better tutorial

It's fine. Enough information is available in it and the F1 sheet to get a player going. If anything, what the game needs is a manual.

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- Enlarge and replace font

Good news! You can already do this!

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- Quest management
Quests guidance for players is horrible. Should add arrow guide in ui for current quest. Add separate ui to list available quests, explaining exactly what to do in each step and how to report.

No arrows, please. I agree that some of the quest notes are unhelpfully vague but the answer is better explanation, not arrows.

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- World map
Add world map to game. Or Without it game is stripped out of strategic level. Add fast travel via world map -- no need really to travel manually like 5 minutes to fight like 30 seconds.

A world map would be a welcome feature but I doubt we are getting one at this stage of development.

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- Character present
Add dozen pre-build characters presets for new character. For each present show "nickname", portrait, recommended starting stats and skills, explaning what this preset character is good for. When character level up, suggest that to put points into, based on starting preset.

Eh. I guess I'm neutral on this. It does seem like a lot of people have difficulty starting with a functional build, but planning and putting together your own build is half of the fun of the game! This is another place a manual could be helpful, I think.

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- explaing better to player what world of underrail is about
- reduce redundant texts from npc, which does not explains anything and does not gives any insights about the world
- give hint to player about difficulty of current locations and enemies
- find ways to reduce annoying instant death of player in very first turn
- add some companions to player, game is too 1-vs-many

It seems like you want Underrail to be a kind of game that it is not? It is a hardcore CRPG based on exploration and discovery in a strange and hostile world. It is supposed to be punishing, it is supposed to force you to think and plan and mitigate risks, and it is supposed to be a bit mysterious. I dislike the way that some CRPG players sneer at "handholding" features, because I have played games where they were perfectly appropriate and I appreciated them very much, but this simply isn't that kind of game and it shouldn't be.

Also, I don't know precisely what "redundant texts" you're talking about, but the nonessential dialogues with NPCs give the world flavor and charm. I love that I could have a completely pointless discussion about graffiti art with a guy in Core City or hit on the hot Tchortist cafeteria worker. I love the random feud between the two Core City food vendors and the different personalities of three Freds in Camp Hathor. These are the sorts of things that make you feel invested in the world of the game and I can't imagine wanting to remove them.

20
Bugs / Re: [Foundry] Killing "The Beast" Twice
« on: January 16, 2016, 07:37:10 pm »
I don't recall any NPC saying "Hmm, well maybe if we could determine the biology of this thing, we could discover how to kill it. Hint hint, wink, wink, nudge, nudge."

No NPC says it, but your quest log does. It explicitly says you probably need the help of a biologist to find a weakness.

If you're not the sort to review your quest log notes, I suppose you might never realize what you were expected to do next.

21
Suggestions / Re: Various Suggestions
« on: January 10, 2016, 01:05:11 am »
I feel like you might just be having terrible luck? Playing through as a pistoleer/crafter, once I got past level 12 or so there was simply no way for the weapons I found to compete with what I could make. It's true I had to hunt a bit for the best quality frames, but MODS are what tip the balance. I never, ever found a pistol with the rapid reloader on it, let alone both the rapid reloader and the laser sight. Being able to fire my extra-accurate .44 three times a turn without taking Gunslinger is something I would never have been able to do without crafting, and that gave me FAR more offensive potential than a few extra base damage points from a higher quality frame.

Crafting is incredibly powerful, it just isn't explained well in the game itself. To get the most out of it you need to scour the wiki for what each component does precisely, figure out what configuration of mods is going to work with your build to give you the most advantage, AND be willing to do a lot of walking from vendor to vendor to find what you need. And some of those steps are tedious, but in the end, you will profit immeasurably from it. With that in mind, I'd support having vendors offer a greater variety of components, but *not* nerfing the quality of findable weapons. They are already less powerful in enough ways.

22
Suggestions / Re: More transparent mechanics
« on: January 09, 2016, 07:45:48 pm »
Detection
At the moment my character has Perception 8 with a +1 goggles. I keep coming across goggles in shops with +40% detection. I don't know which one is better for detecting mines, Lurkers, hidden passageways, etc. Does it simply come down to looking at the Combat Stats page and comparing "Detection" while swapping gear? Or are there other things changing at the same time?

Secrets (hidden passageways etc.) can only be found with the appropriate Perception score; Detection is not considered there. Everything else (stealthed enemies, traps, etc) is dependent on Detection. So you may wish to keep both types of goggles with you.

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Items
From its description, it seems the Dog Crate can capture a number of small critters. I have frequently tried to use it to capture a Dog on multiple maps, first by netting it or incapacitating it, and the capture keeps failing. I'm hoping to have my very own Dogmeat, even if I have to carry him in a can. Am I missing something here? Or are Dog Crates programmed to be incapable of capturing eponymous Dogs? If so, please could the crate be renamed to Hopper Crate?

To the best of my knowledge, the crate can only be used to capture two things: Hoppers and a small critter you meet in Foundry. They do not appear to have any other use.

I think opening up the Wiki to allow more edits would indeed be a good idea. It is a great resource but still doesn't have everything it needs yet.

23
That does seem fair to me.

24
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 08, 2016, 10:06:19 pm »
Much appreciated, Styg.

25
General / Re: Turning hostile in Tchort Institute *SPOILER*
« on: January 08, 2016, 06:58:20 am »
That's interesting. How were your relations with the Faceless during the rest of the game? Did you help them or attack them, or a mixture? Also, did you ever meet anyone in the West Wing of the Institute?

26
General / Re: Whatever you say, pops
« on: January 07, 2016, 10:32:07 pm »
I love that I could continually hit on the hot cafeteria worker in the Institute with cheesy pick-up lines. His deadpan responses were hilarious. The poor fellow would have every right to file a sexual harassment suit against my character by now.

27
General / Re: deep caverns help (spoiler)
« on: January 07, 2016, 10:25:19 pm »
Well, where have you been in the Deep Caverns where you've seen AI at work?  :P

28
General / Re: deep caverns help (spoiler)
« on: January 07, 2016, 08:36:18 pm »
Keep going east. There is an eastern exit on one of the maps that is hard to see until you get close to it.

29
I don't know if it's a bug or not, but it's certainly hilarious!

30
General / Re: deep caverns help (spoiler)
« on: January 07, 2016, 12:40:59 am »
project "eos": i have powered up the research facility and now i can use the console in the area with these  blue cylinders. but he asks me for an id card i dont have.
what exactly shall i do?

p.s. how to go to the "Residential Block". need i before power up this area? and if yes, how is this area named in the arke power station computer?
project eos was named as "research facility"

The ID card you need is Wasi Abdul's. You can find his keycard also in the Residential Block.

You do need to power up the Residential Block to get Maria's keycard, but you can get Wasi's without power; it's in the only unlocked room in the building. I think the name at the power plant is Caerus Residential Block; it definitely has "Residential" in the name. All of the names in this area are from Greek mythology so some of them are a bit odd.

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