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Messages - Altos

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31
General / Re: Winter Vacation 2018-2019
« on: December 30, 2018, 01:34:09 am »
Merry Christmas and Happy New Year, you guys. Enjoy your vacation! :)

32
Well this is a welcome surprise! And boy are these some huge changes! An assault rifle that doesn't degrade? It's a shame you have to kill (or pickpocket??) Kokoschka to get it, though. Maybe you could implement an optional quest for Free Drones members that rewards you with the AKX, so you don't have to betray your faction to get it?

Also, that value decrease is going to make Dominating even more difficult than it already is, and not in a positive way, I fear. All the more reason to spec Mercantile, I suppose. Looks like you're going to need to take Mercantile if you want to stand any chance of completing a Dominating playthrough now. :-\

The same goes for the Quick Tinkering nerf, but I think we all saw that coming. I just hope that the number of Death Stalkers in the game is suitably reduced to account for the primary method of dealing with them now being noticeably weakened.

(Seriously, tone down on the Death Stalkers. In my entire Dominating playthrough, I only ever encountered one regular Crawler. All the rest were Death Stalkers. I know it's called Dominating for a reason, but 7 in one zone? In the Upper Caves? That's too far.)


  • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
This is an absolutely gigantic nerf to burst fire builds. I always thought the effects from Smart Goggles and Modules really shouldn't stack and so mostly used the Goggles only, but the loss of that smaller bonus alone still represents a significant reduction in damage output. Maybe there's something I don't know, but this seems like an unnecessarily heavy-handed approach. :S

I have to agree with Hazard. I know that burst builds were some of the strongest in the game, but if you're going to nerf burst builds so hard, what about all the other OP builds in the game? (*cough*Locus Builds*cough*) It doesn't seem like psi builds are being nerfed at all, for that matter. Oh well. We'll just have to see how the new feats and specializations change things. That Versatility feat certainly seems like a good one to take! Free skill points! It almost sounds too good to be true. :P

As somebody who used an SMG special attack burst build w/ Quick Tinkering and w/o Mercantile to get through Dominating (barely), this patch has single-handedly wrecked my entire build. :P I don't really mind, because I'll still be more than strong enough to get through Expedition; I just think it's funny how significantly this one patch has impacted my whole build. xD

My whiny complaining aside, I'm still very excited to play Expedition when I have the time. You guys have worked incredibly hard on this thing for years, and I can't wait to see how it all turns out! I know it'll make this masterpiece of a game even more incredible. :)

Keep up the great work, you guys. Merry Christmas! :)

(Digging the new logo, by the way.)

33
General / Re: The surface
« on: September 25, 2018, 01:56:44 am »

You... you do realize he's joking, right?

A woosh for me I guess ...

Sorry destroyor. :P You made your post while I was in the middle of trying to make the plot of Chrono Trigger fit Underrail's. xD
By the time I realized you had posted, I didn't exactly want to delete all my work. ;)


You... you do realize he's joking, right?

I really didnt
lol

I was just looking for an answer and i thought it was true lol

Lol, no problem mate. Sorry if I came off as a little rude in writing that. TBH, I was a little confused too when I first read HulkOSaurus' post. ;)


I'm just gonna leave this here

(Inserts actual backstory)

Aww, c'mon Tygrende. Aren't you going to make up your own backstory? :P

Like maybe Underrail is just a part of the Metro 2033 universe, but in Serbia instead of Russia? It could be possible! They both involve metro tunnels and have slavic influences! :P

... Or maybe Ezra did it? :o

34
General / Re: The surface
« on: September 24, 2018, 11:03:27 pm »
Oh.. damn
Thanks !
Really appreciated
 :)

You... you do realize he's joking, right?

What really happened was that a space parasite [Tchort] crash-landed onto the planet 65 million years ago, forming the Yucatan Peninsula, before burrowing down into the center of the Earth to absorb all life from the Lifestream. This caused the equivalent of a nuclear winter, which overtook the Earth for the next 64 million years and caused the dinosaurs to go extinct. In order to escape the never-ending cold, human civilization was forced to dig down into the Earth, where they established an interconnected series of passages between settlements [the "Metro"], before stumbling upon shards originating from Tchort that granted them superhuman powers [the Psi Monoliths]. The largest of these shards was hollowed out by humans, becoming the Oculus.

One day, 12,000 years before today, one settlement, gifted in telekinesis, lifted their kingdom out of the ground and raised it far above the Earth's surface above the cloud-line, where they were able to take in light and heat from the Sun in order to grow crops and expand their population. However, they became enamored with the space parasite and were eventually destroyed by their own greed. The remnants of their civilization then fell back to Earth, and became the Institute of Tchort. However, just before the civilization was destroyed, the princess of the kingdom used her powers to send the space parasite back to sleep, before splitting herself in two and sending her clone far into the future to play a pivotal role in a widely-contested sequel that has objectively better music. (fight me)

Time passed, and eventually the protagonist was born, and using a time machine created by his neighbor, the protagonist escaped into the past to defeat the space parasite Lavo--I mean, Tchort--in order to stop him from eventually reaching his true strength and erupting out from the Earth's core to rain death upon the peoples of the Underrail. He went back in time, stole the Cube from the Faceless in order to give it to Oculus who sold it to the Bakers who had it stolen from them by a gang that sold it to Coretech before the Tchortists stole it and then you took it from Tchort and gave it back to the Faceless. ... Yeah, that was how it happened.



And if you still can't tell, I was also joking when I wrote all that... mostly.

(It is pretty hilarious how well the plot of Chrono Trigger matches the plot of Underrail.)

35
General / Re: Nobody seems to believe you're Invictus
« on: September 19, 2018, 10:31:54 pm »
Don't worry, this is normal. It's poking fun at a common troupe in RPGs where the protagonist often performs all these incredible feats and rises immediately to the top of every guild they enter, and yet nobody seems to recognize them. The best example of this, IMO, is in The Elder Scrolls IV: Oblivion, where (if you complete all of the quests) the protagonist becomes the leader of literally every guild in the entire game--Arch Mage of the Mage's Guild, Master of the Fighter's Guild, Listener of the Dark Brotherhood, etc., basically the de facto Emperor of the whole Realm--and yet half of the NPCs don't recognize you and the bandits still try to mug you with glass battleaxes. Skyrim has the same problem, but at least some of the people seem to know you're the Dragonborn, if nothing else.

I love mentioning the Invictus title to Six, who basically just ignores you and moves on with the conversation. He doesn't give a sh*t about your worthless mortal title. :P

EDIT: Also, if you agree to drink with the guy that runs the Chemistry Dept. in the Tchortist Institute, when you get really drunk you can lament about how nobody seems to recognize you as the Invictus, but the other guy's so drunk he doesn't really even hear you and I think that's hilarious.

All of the lines from that drinking game are hilarious and I want more of them in Expedition. :P "I think rathounds are cute! There, I said it! I know it's weird but it's true!" (paraphrasing from memory)

36
General / Re: Expedition alpha testing
« on: September 10, 2018, 09:40:11 pm »
Al Fabet may not be the most skilled trader in South Underrail, but you gotta hand it to him: the man's got heart.

Upwards of 40 of them.

I received many an odd look in my local library for laughing hysterically at this joke. Well done! :P

Just wanted to chime in to say that I unfortunately will not be able to beta-test the coming expansion, but I wish you all the best of luck and fun in your expeditions! Pun!

Don't forget to use all of the new OP weapons, veteran feats, and psi abilities before they get nerfed into the ground come the public release! ;D

37
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 19, 2018, 02:31:07 am »
Pleeeeease tell me we get access to some of those awesome costumes. I want that bison skull as a piece of headgear!! (And the rest of that sick skeleton costume, too.) I also want to be able to wear the Beast's skull and get hilarious dialogue options as a result, but I'll take what I can get.

... we're really interested to see how you guys use and abuse them to kill our precious NPCs before we nerf everything into the ground.

I laughed my butt off at this. You know us so well!

I look forward to the expansion, and I hope to see many Heart of Darkness references as it concerns the "savage natives." ;)
  (they do actually look pretty savage, though)

Also, obligatory https://www.youtube.com/watch?v=kLp_Hh6DKWc

38
So, this is a really silly question, but in the "kill the beast" quest, there's an entry in the journal for "find another way to kill the beast...".  Is it possible to kill him through conventional combat via Neural Overload?  I didn't try to hard and don't have a save at a convenient place to try it, but a part of me is curious about the possibility of Neural Overloading it to death; with only 810 HP, it wouldn't take too many rounds to do it at a high level, and that does bypass every resistance in the game...

I doubt you can kill it with Neural Overload, but even if you could, you would end up breaking the whole quest probably. There is only one intended way to kill the Beast.

If you're having trouble figuring out what that is, here's some help (semi-spoilers): Capture a borer in a dog crate, get an impure chromium blade, and take both items to the first biologist you meet in the game.

39
Development Log / Re: Dev Log #58: Environments Preview
« on: July 01, 2018, 09:37:15 pm »
Nikola works now some time with us, he does the characters and helps me with some assets so I have more time to focus on smaller details that make the difference. Thanks for the praise and support!

I'm glad that it's not just you anymore! You guys are truly amazing artists! :)

40
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 09:15:44 pm »
Wow. Just wow.

This looks and sounds incredible. I can't remember if Mac is still the only one in the art department, but if so, he has seriously outdone himself! It's crazy to look back on the old alpha / Early Access version of Underrail and compare it to what it is today. It's almost unbelievable that it's even the same game!

I'm just in total awe. And the new graphics for the cameras look awesome!

Regarding the music, I thought it was great. I personally didn't find it bothersome at all. It all sounded just right. :)

Keep up the great work, guys. I'm so proud of how far you've come! :D

41
Development Log / Re: Dev Log #57: The Rig
« on: April 13, 2018, 04:45:03 pm »
Wow. This all looks amazing! The Black Eels just became a LOT more threatening.

All these waterways remind me of epeli's old alpha map for the lower caves. It looks like you weren't too far off, epeli! :P

I do have a few questions, though:

1.) Will the player be able to access Silent Isle and Forsaken Island using these waterways? I don't see any structures that look like them on that screenshot of the lower caves you've provided us.

2.) By any chance, does that village of the "savage natives" have any relation to the elemental twins of Forsaken Island? ;D

3.) Is this content part of Expedition, or will it be released as an update to the base game separate from the expansion?

Thanks for the update, guys! I can't wait to conquer the Black Sea! >:D

42
General / Re: Stealth Build w/o crafting viable?
« on: February 15, 2018, 09:53:02 pm »
Yeah, Thailand is great, i agree.
I've never been there myself, but I hear great things. :P

Gotta love autocorrect sometimes. ;D

43
General / Re: Deep Caverns - Frustration
« on: January 25, 2018, 07:11:20 pm »
I am playing first time on Hard with full PSI build.

I think I may have found your problem. ;)

But, in all seriousness, MirddinEmris offers some good advice. Look for the hatches that are littered around throughout the Hollowed Earth complex. There are 3 of them in total, IIRC. (Four, technically, but the fourth one doesn't count. It's different. You'll understand if you beat DC.)

One is in the center of the zone that has a bunch of dead Tchortists everywhere and a handful of vehicles in the northwest corner. (This is the screen directly north of where you met Six, and directly east of where the Tchortist outpost is.)

Another is southwest of that zone, in the zone with all of the destructible walls and Leo's lost bone knife. It's the most useless of the 3 in my opinion, and the hardest to access.

The third is north of the complex itself, in the northeast corner of the screen with all of the toxic gas and cuttlesnails. You'll know the screen when you see it.

If those hatches are inaccessible to you (lock-picking skill too low, for example), then you can get the Creeping Dread / Eye of Tchort to go away by simply exiting the Hollowed Earth section. This can be accomplished either by exiting to the south back to where you meet Six, or by traveling west-southwest to where the Faceless are stationed. If you're not at least neutral with the Faceless, then you're going to have to dispose of them if you want to make it through the Deep Caverns.

If you think the Tchortlings are bad, wait 'til you meet the Faceless Gaunts and the Mushroom Forest. Oh, and ARKE.

Really, all of Deep Caverns is difficult. It's that last mountain you have to climb before you reach the finish. But it's a rewarding finish, so it's worth completing. Plus, the final boss is awesome, so you definitely don't want to miss out on that.

Best of luck. Let us know if you have any questions. As always, most of your questions can probably be answered by perusing the Underrail Wiki @ http://www.underrail.com/wiki/index.php?title=Deep_Caverns

44
I have also encountered this issue, exactly as Viktor described; loading a quicksave created in lux-b5 produces the "failed to load the saved game" error, but thankfully the autosave produced from the initial transition into lux-b5 is still loadable. Leaving lux-b5 and then trying to re-enter produces the "zone transition failed" error and disables loading of autosaves for lux-b5.

I have no real idea what causes this, but I suspect that it has something to do with the campfire introduced into the zone with the update to v. 1.3.

45
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 28, 2017, 03:47:17 am »

[...]

1) The problem is if you are playing oddity mode there's just no way to bring burrower's accuracy down to 10% with evasion early game on dominating, 50% is just not good enough.

2) My point w/ Grover is that he's a very weak npc, my char was overleveled with the best setup possible for dodge and it STILL FAILED. 50% dodge rate is just not good enough.

[...]

In the past (pre ver 1.0.3) many dodge/evasion builds are without uncanny dodge/sprint/evasive maneuvers [...]. This is either because there are far better alternative and/or just simply can't afford the feat slot. These builds traded skill point in order to save ability points and/or feat slot, with the prime example being crossbow builds. I would argue uncanny dodge + evasive maneuvers greatly enhance dodge/evasion but are not truly the core of d/e builds. You simply cannot activate uncanny dodge when you are ambushed by a lurker (and lost initiative check) assassin. Evasive maneuvers will only save you from aimed shot/shock bolt/burst for one turn while realistically d/e builds need to be safe from those threats for more than one turns. In addition, if you have enough MP for evasive maneuvers/sprint to be effective it's usually far better to run away (outside enemies' weapon optimal range) and/or break line of sight. This is not ... the desired tactics for some special melee build such as a crit brawler/psi monk.


Correct me if I am wrong, but your goal, so far as I can understand it from these quotations, is to see if it is possible -- on Dominating difficulty, mind you -- to develop a Dodge & Evasion build that can push most enemies' chance to hit below 50% (preferably 10%, if not full immunity) by the time that the player commonly encounters them (e.g. a level 5 character dodging rathounds and burrowers in the early-game) without use of Uncanny Dodge & Evasive Maneuvers. Correct? This is what you are testing the viability of?

Doesn't that sound a little... unrealistic? This is the hardest difficulty in the game, mind you. It's called "DOMINATING," in all caps, for a reason. There's even a disclaimer on it that says "We do not guarantee that the game can be completed in this mode so choose at your own peril." It shouldn't be a cake-walk.

Now, I understand wanting to conserve feat slots. Believe me; I've played a crossbow-user and a psi-monk. But... shouldn't the ability to avoid practically all attacks still warrant use over something like Expertise or Recklessness? IDK, call me crazy, but when you're setting your build up around alpha-striking enemies to death within the first round, anyway, 1-turn immunity feats still sound pretty good. ;)

Yeah, putting Uncanny Dodge and Evasive Maneuvers aside, you're not going to be able to dodge more than half of the attacks that get thrown at you, but considering that you're playing on the hardest difficulty, is that really so lamentable? A 50% hit-ratio may not be "good enough" if you can only take a couple of hits before dying, but it's better than a 95% hit-ratio, and I think that difference alone still warrants the use of Dodge & Evasion on Dominating difficulty.

Regardless, I suppose that I am really just squabbling over your use of the word "viable," at this point. After all, wouldn't it be a bad thing if Dominating wasn't a challenge, no matter how hard you try to mitigate it? Remember, Styg only put this difficulty in for crazy idiots like us that feel compelled to try it out even if it destroys us. ;D

And let me state that I mean no hostility towards you at all, destroyor. Truthfully, you are a much better Underrail player than I. I just enjoy debating with you. :P

You do whatever makes you happiest, my friend. :)

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