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 - Altos

Pages: 1 ... 5 6 [7] 8 9 10
91
General / Re: Dude's vision
« on: March 12, 2017, 11:30:51 am »
Fenix, the secret area you discover via "Perception" is that narrow hallway leading to the room with the shelves and the locker that is shown in your screenshot. This isn't a conventional Perception check, per se, because it does not actually check against your Perception stat, but instead "checks" your ability as a gamer to be perceptive. By wearing night-vision goggles, you are "increasing your perception," allowing you to better perceive the door in the wall leading to the secret room.
That's what Mac Orion meant when he said,
lol you run around with nightvision, take it away and you get it why you need perception for it :D
In other words: try finding that room without night-vision goggles on and without already knowing it's there, and you'll understand, by how difficult such a task is, why it's like a perception check.

Does that make sense now?

92
General / Re: Dude's vision
« on: March 06, 2017, 01:11:56 pm »
Yes, talking to Dude and hearing about his vision is what triggers this crawlspace becoming detectable. There are a couple of other instances of this mechanic throughout the game, and I think it's pretty nifty.

93
General / Re: Strange Markings...
« on: February 23, 2017, 09:38:58 pm »
Damn it, reinhark! At least use spoiler tags!

And yeah, you should probably encrypt them, Styg. It will make things like translations and proof-reading far more difficult, but at least things like this won't happen again.

YEah, cut-out all those ppl who still wait for  all localisation projects to complete and can't play yet. Great idea. Definitely.

My apologies. I suppose as a native English speaker, I can't understand how immensely aggravating it must be to love a game that's only available in English. I made that suggestion only to safeguard those who go on these forums and have not yet played much of the game (or read through the dialogue files, for that matter). I know first-hand how off-putting it can be to have big surprises ruined in a game like this, and I'd hate to see that done to another, for whatever reason.

Speaking of localization projects, does anyone know how those are progressing--or if they even still exist? It's evident, especially on the Steam Forums, that Underrail has a very global audience across many languages, but unfortunately I cannot recall ever seeing anyone actively working to translate this wonderful game, at least not since the full release.
If I remember correctly, Styg, you guys wanted to wait until the release to begin working on any sort of official translation. Now that it's been over a year, has there been any progress on that front? It would be a shame for this game to remain English-only.

Anyway, I'm glad this thread is relatively spoiler-free again. Thanks for editing your post, reinhark. :)

94
General / Re: Strange Markings...
« on: February 23, 2017, 12:21:30 pm »
Damn it, reinhark! At least use spoiler tags!

And yeah, you should probably encrypt them, Styg. It will make things like translations and proof-reading far more difficult, but at least things like this won't happen again.

95
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 21, 2017, 10:22:02 pm »
*sees "shotguns" and "Underrail" in the same Dev Log*

...


THIS. CHANGES. EVERYTHING!

I never thought I would see the day! I recall you mentioning long ago how difficult it would be to implement shotguns and other new weapon types into the game, since you would have to change the fundamentals of all the animations. I am amazed and beyond impressed that you actually went through all of that labor just for these new weapons (and others in the future). You guys really are the best! :D

I love the versatility you have added to shotguns; the different pellet types allow shotguns to function well at various ranges, a fact that I think will really make them popular choices for all situations.

The new melee weapons are fascinating additions. My favorite part has to be the fact that I can now play as a futuristic legionnaire with some shielded riot gear and a spear. Viva la Roma! :D

The addition of special attacks to certain weapons I think is an excellent idea. I imagine that the unique weapons will carry some pretty interesting attacks, no?

Lastly, I cannot wait to see what feats you add for the new weapons (alongside the awesome Veteran Feats). So many potential builds, so little time!

Excellent work as always, you guys! <3

96
General / Re: Strange Markings...
« on: February 19, 2017, 09:10:58 pm »
It's a secret to everybody.

97
Thanks Altos. After testing out two different characters, I've settled on the CON 9 Psychosis variant, very similar to your suggestion. I play on Hard as well, and you're right, more hp is extremely nice. Especially with those annoying stealthy enemies, gives you a chance to survive their alphastrike. The added flexibility of choosing whether to run on >30% hp for more crit or 100% hp for added tankiness is great as well. And the crits are so satisfying :)

Anyway, this is the build I've settled on:
https://postimg.org/image/o5sekxsiv/

Does it look ok? I can't seem to figure out how to save my build on the actual page.

The skills are based on destroyor's Steam guide, although I'm puzzled as to why Tailoring is set so high in the build in the guide. I assume the equipment is non-steel psi sturdy tactical vest, psi band/motion goggles, siphoner tabis, which would require less tailoring from what I can tell. Then again, it's hard to figure out the exact values needed. I wish there was an item builder as well :)

And why does everyone seem to pick mental subversion? The benefit seems a bit minor. Perhaps it's for repeated Neural Overloads on isolated targets, or for use after AoE Mental Breakdown?

Overall, your build seems perfectly viable. However, I highly suggest that you switch out two of your feats for Force User and Fast Metabolism. Let me explain why:

Force User doubles the strength of your Telekinetic Punch, which is already one of the strongest moves at your disposal. Combine this with Trance, Psionic Mania, Neural Overclocking, an Amplified Psi Headband, Tchortist Noble Robes, and Telekinetic Proxy, and you are capable of (with good luck) 1-Hit KO-ing the final boss and every single enemy in the game except for maybe the Dreadnoughts. It practically turns you into a Sniper capable of dealing upwards of 2,000 damage all at once. It's... unreasonably broken.
Oh, and it also gives you 2 more turns on your Force Fields, which is nice when you're suffering from the effects of Adrenaline Rush wearing off.

Hilf already explained why Fast Metabolism is good, so just take his word for it.

If you really want to keep Nimble and Sprint, then I suggest you take out Mental Subversion (which is mainly for Bilocation and Neural Overload spam) and either Psychostatic Electricity or Cerebral Trauma.

Additionally, if you intend to abuse Junkyard Surprises for the +2 INT, and you intend to pursue the super secret (not so secret anymore) questline to get the Huxkey, you can lower your Hacking to a base skill of 82 and still be able to unlock everything. This gives you the points to raise Lockpicking to an effective skill of 130 if you so choose, but honestly once you get above 100 there's nothing in the game worth lockpicking (yet).

As for your Tailoring skill, I do think it is too high for your purposes. With +2 INT you have an effective skill of 162 Tailoring, which is definitely not necessary (it's very rare to find anything that high, and even if you do, the stat differences between that and any quality 145 gear is negligible, if you ask me). I suggest you lower it to a base skill of 109 (146 effective w/ +2 INT) and put the extra points into Mechanics. There's a part of me that thinks your Mechanics skill might even be too low, but I suppose it really depends on the requirements of the armor you want to craft.

tl;dr : Trade Mental Subversion and Psychostatic Electricity for Fast Metabolism and Force User, lower your Hacking to a base of 82, raise Lockpicking to a base of 123, lower Tailoring to a base of 109, up Mechanics to 56.

Have fun playing! :)

98
Er ... Altos, bro, super soldier drug does not increase wil nor int so it's not that useful for psi user.

That's true, but I personally like the added CON and AGI for improving my survivability in difficult encounters. The 11 CON also means I have a larger pool of health at 30% for using Survival Instincts, which helps to make my character less of a complete glass cannon. Then again, I play exclusively on Hard, where Constitution is far and away the limiting reagent for a PSI character (besides psi points, of course), so it's a little different. To each their own, I guess. :)

I'll probably take your advice and invest in enough evasion for Evasive Maneuvers, but I'd prefer to craft the very nice PSI assault vests. I take it no-one thinks Meditation/Neurology are good?

Meditation is certainly nice, but I feel like it limits your offensive capability. Yeah, you can get more attacks off, especially with Blitz, but if they aren't critting as often or as hard, is it really much of an improvement? Again, to each their own.
Of course, if you don't want Survival Instincts or Evasive Maneuvers, and would prefer to play a lot more dangerously, then you could take a point out of Constitution or Agility (or both) and place it into Intelligence, giving you the 7 INT you need for Neurology. I suppose it really depends on how stark you want your offense to defense ratio to be. If you take both out, you'd have an extra feat which you could use for Hypothermia or Cryogenic Induction.

At the end of the day, it's your character, so do whatever makes you happiest. :)

99
If I could offer a small suggestion: while you explain why you play without lockpicking and hacking, as a new player (and with a preference for the oddity system) I'd want to play with them. However, some of your builds only have the non-lock/hack option available. Specifically, I'm looking at pure PSI builds (both tranquility and the juicy, juicy crits of Psychosis) and racking my brains how to fit in those skills in there, and, for instance, if a CON 3 Psychosis build would be viable.

Well, if you ask me, a PSI build with only 3 Constitution sounds like suicide, especially on Hard. I recommend something like this instead: http://underrail.info.tm/?build=AwGloJgVhBmOQDYQE4EEZnPGXAOdEAo5Y9CPXHcnFS0dWGR5pq3ZmCUWeNgFggh+8fv2FZCeUHRDpgheUPmwgA

This setup allows you to have 135 Hacking, 160 Electronics, and 131 Biology so long as you have a bonus of 2 to Intelligence from consuming a Junkyard Surprise (or, alternatively, you could reach 160 Electronics and 131 Biology with the respective crafting bonuses from minor spoilers your Core City residence w/ workbenches installed end spoilers, but you'd only have 121 Hacking w/o the Junkyard Surprise).

With such insane skill levels in Electronics and Biology, you will be able to craft any psionic headband imaginable. Honestly, 160 Electronics is probably way overkill, and you could do well even with just 145 effective skill (or a minimum base skill of 95). With 130 effective Biology, you can craft the Supersoldier Drug, which temporarily increases all your Base Ability Points besides Will and Intelligence by 2. If you think that's too high, 70 effective Biology allows you to craft Trance, which is by far the most important drug for a psion.
You also get 130 Lockpicking, which is currently the max for any locked containers in the game.

I've also put 81-86 points into Stealth, Dodge, and Evasion just to round the build out some more. High Stealth skill is extremely helpful for the final area, and with high evasion you can access the Evasive Maneuvers feat, which (when you're a psi user who probably won't be moving a lot in most battles, anyway) makes you practically untouchable. You could honestly remove all of those points from Dodge and put them somewhere else, because as a psi user it's very unlikely that you'll ever have to fear melee users, just because of the wide array of crowd control skills that you have at your disposal.
Plus, if you ever do get melee'd, you can just activate Exothermic Aura and most enemies will run away and attack you from range instead.

EDIT:

Oh, and unless you want to craft your own armor (which is not a bad idea at all, although you don't really have any points available for it given that you want hacking and lockpicking), the Tchortist Noble Robe is probably going to be your ultimate armor suit of choice, as it increases your Will, Resolve, and Thought Control skill. The lowered Perception won't make any difference because you're not going to be shooting any guns, anyway.

100
General / Re: SMG build
« on: January 23, 2017, 09:18:33 pm »
I'd recommend this build instead: http://underrail.info.tm/?build=AwGloJgVhBmECMA2Rp4A45YbGVxghQAsIA7KAsKAJxkjGkE4wuLSFsHeeIwQQQHWKGKgoeelBogkgpDDIJy8MlCA

Let me explain why I've built it as such.

By taking 2 points off of Perception and putting them into Agility, you can unlock the Blitz feat, which converts all of your MP to AP up to 20 AP. Combine Blitz with Hit & Run and Sprint, and you've got yourself a guaranteed 20 extra AP per battle. With 16 Dexterity, the Spec Ops feat, and the occasional Adrenaline Shot, this allows you to practically double the amount of shots you can put out per turn (or, at the very least, gives you the APs you need to reload before firing off your next burst with the Commando feat).
If you're concerned about what this might do to your precision or damage, just wear Adaptive Goggles for the 9 effective Perception, and down a Junkyard Surprise now and then for the possibility of 1-2 more Perception (or Dexterity, even better) on top of what you've got.

Alternatively, if you need to play defensively, the addition of the Evasive Maneuvers feat allows you to transfer your Sprint MP to pure evasion, instead. Combine this with Uncanny Dodge, and you're practically untouchable.

I also gave you Critical Power, for the extra crit damage. This might not seem like it would stack up to a lot, but if you can build an SMG that focuses on extra crit damage, you're looking at a very significant increase. Imagine the crit bursts.
Aimed Shot is useful when you just have to kill a siphoner or a single burrower or some other creature where you don't want to waste ammo.

As for your skill points, I gave you 112 effective Chemistry so you can craft the best grenades possible and lowered your Biology to a base of 0 because you don't have the 130 extra points to get the Supersoldier Drug anyway, so you mind as well dump it. Everything else is pretty much arbitrary.

101
Bugs / [RESOLVED] New Ezra Dialogs Repeating After Foundry Quest
« on: January 22, 2017, 01:23:00 am »
As it says in the title, I have encountered a very minor bug while playing on v. 1.0.2.3 using a character originally created in v. 1.0.1.10 in which what appears to be new dialogue from Ezra involving the Kill the Beast quest repeats itself every time I talk to him. Once the new dialogue completes (it's only 5 or 6 boxes long), it returns back to the standard list of dialogue options (i.e. "do you have anything to trade?" , "are you blind?" , et cetera) and remains that way unless I should leave the Engineering deck and re-enter, at which point the new dialogue repeats again ad nauseam. I have already completed the Foundry quest with this character (again, in the previous version), and I presume that's why the dialogue is repeating.

When talking to Ezra pre-Foundry with a character originally created in v. 1.0.2.2, this problem does not occur. Unfortunately, I do not have a save with that newer character post-Foundry, so I cannot determine with absolute certainty that this problem is exclusive to saves that have been upgraded from the previous version. Still, while it may just be a problem of compatibility with older saves (which is to be expected with a game this complicated), this is still a glitch in the system, and as a result I feel like it's worth noting, nonetheless.

It is cool dialogue, though ("at least two thousand five hundred degrees centigrade!"), so I guess I don't really mind. :P

UPDATE: I booted up a save I made after reading through the dialogue for the first time, and now it no longer repeats if I leave and re-enter the Engineering deck. I'm not sure why exactly this seems to have worked, but maybe it has something to do with changing the file state to that of the new version? I'm no programmer, though, so it could be something else entirely.

Regardless, it appears that the problem is now miraculously fixed. Yay?

Sorry if I wasted anybody's time. If anyone else experiences this problem, try making a new save and then loading it... or something.

102
Bugs / Re: [Steam Version] Black screen on startup
« on: January 21, 2017, 07:57:41 pm »
Whenever I load up Underrail, it always starts up as a black rectangle in the center of my monitor and stays like that for a minute or two before finally loading up in fullscreen, but honestly I'm not that bothered by the wait because it does always start up eventually.

So, with that in mind, have you tried just giving it another few minutes to boot up fully?

I know that's far from a perfect fix, but going off of my own experience that's all I can really recommend. I too have Malwarebytes Anti-Malware on a Windows 10 PC, so if it works for me maybe it'll work for you, too? It seems to work for everyone that asks this question on the Steam forums (though, to be fair, they never really respond to my help, so it's hard to tell sometimes).

103
General / Re: Highest hacking required *spoiler*
« on: January 16, 2017, 01:56:05 pm »
As of the current level cap, it is impossible to have more than base skill 115 in any skill.

Uh... what? No, the base skill cap is definitely 135. You can place 15 skill points into any given skill at level 1, and can improve it by a maximum of 5 skill points every level thereafter. Since the current level cap is 25, this gives you 24 opportunities after character creation to improve your skills by 5. Thus:

15 + (5 x 24) = 135

104
General / Re: Retrieve ICPD quest - how to talk to Duff?
« on: January 16, 2017, 04:24:16 am »
There is a new thread on the Underrail Steam forums that reports this same bug (and it definitely is a bug). However, that player provided his version as being 1.0.1.10, not that of the Experimental Build (1.0.2.2), so I find it very interesting that this problem has persisted despite the quest being changed slightly. Presumably this bug has flown under the radar until now.
Hopefully Sytg and co. have some time to take a look at this so it can be corrected for the next public patch. :)

105
Bugs / Re: Locked out of tchort institute (big spoilers)
« on: January 11, 2017, 02:09:02 pm »
Did this bug get fixed? I've just gone in to tchort and failed their interview so hostile, don't want to get locked out of the game by a bug.

Also since I'm apparently locked into the end game now (I read somewhere I get pushed into the deep caverns from here and can't get back out) am I buggered if I didn't take a heap of ammo, medicine etc with me?  I only thought I'd be infiltrating by doing a bunch of gopher jobs like I did with coretech and protectorate so I didn't load up before I went in

If you are hostile to the Tchortists or otherwise unable to get in, then I am afraid that you may be locked out of the Institute. If possible, I would reload a save from either right before or during the interview and either advance through it correctly (you basically just tell them what they want to hear and try to sound as innocent as possible) or just slaughter everyone in the Institute. It sounds like hell, but once you get past the 2nd screen it's actually a piece of cake. Killing Eidein is the hardest part, but he can be practically stunlocked if you have things like flashbangs, traps, telekinetic punch, electrokinesis, the electrokinetic trap, any melee skill that stuns, etc.
If you pass the interview, then all of their shops will be available to you and you will be able to stock up for the journey to the Deep Caverns. I definitely recommend that you take a lot of meds and ammo with you, but if you're allied to or neutral with the Faceless (as in, you spoilershelped them in Foundry, saved the Faceless in the Drop Zone, don't attack them when they plan to invade the Institute, and maybe you also let them kill Buzzer or persuaded the Mindreader in his shop to let him goend spoilers) then you'll have access to more ammo than you could ever possibly use.

PS:  The security measures for this forum are above and beyond.  I have serious issues reading those verification letters and on top of having to google history is it really necessary?  And I was searching for threads earlier so I didn't post up something that had already been covered and after two searches it locked me out because I'd searched less than five minutes ago ... seems extreme.

Have you noticed all the spambots on the forums, especially within the past couple of days? It's bad. Somehow they still get through, but I'm sure the security (while it is annoying) is probably keeping a lot of bots out.

Pages: 1 ... 5 6 [7] 8 9 10