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Messages - Coaxl

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46
Suggestions / Re: Altering the level cap (Warning: Text wall)
« on: December 31, 2015, 08:55:53 pm »
Well, that's not much of a text wall. :D I think you forgot something, like 95% of your post?

47
General / Re: You should raise Underrail's price
« on: December 29, 2015, 09:06:03 pm »
I, on the other hand, think that raising the price would kill off its position on the indie niche market, making it lose out against more conventional, mainstream titles. Plus I am partial to making the game as widely accessible as possible. I don't really think this idea is that good, although Styg probably has a better understanding of what would be financially sound anyways.

48
General / Re: [spoilers] - Mutually exclusive factions?
« on: December 29, 2015, 09:03:37 pm »
The Tchortists and the Faceless are arch-enemies, but they are not mutually exclusive in the same way those other factions are. They will have some conflict of interests, but later you'll see that you'll have to end up working for a specific one of them anyway. I'm not sure who the "Oculists" (Occultists?) are supposed to be. Obviously, Black Eels and Scrappers clash as well.

49
General / Re: Which level for Depot A
« on: December 29, 2015, 01:46:04 pm »
Alternatively, I think my psion got mutated dog leather armor from one of Page's raiders, the ones that are beyond the eastern entrance of the lowest level of the GMS compound (presumably where the raiders in the compound came from).

50
Bugs / Re: Junkyard Black Eels quest fight
« on: December 29, 2015, 01:44:18 pm »
I think the slowdown is simply caused by Scrappers and Black Eels duking it out off-screen in the eastern part of the map. However, I also get the bug of Roman spawning dead.

51
General / Re: DC Mutagens
« on: December 29, 2015, 09:46:47 am »
Well then, I don't see how you are supposed to solve the puzzle. It's actually a pretty good question, has anyone ever solved it? If so, could they comment on what you have to do?

52
General / Re: Deep Caverns missing canister (Spoilers)
« on: December 28, 2015, 11:17:25 pm »
I think that is the one. It's not in a box as far as I can remember, the canister is actually just a separate container or something, next to another container of some sort that holds some other mechanical part (something useless, I believe). It's in the southwestern part of the ruined building. I don't have a save in the region right now, though, so I can't really check.

53
General / Re: Deep Caverns missing canister (Spoilers)
« on: December 28, 2015, 10:41:01 pm »
I... don't think there are any fluid canisters in the labyrinth. There was a part there, yes, maybe some sort of valve or shaft (which your character inserted), but not a canister.

If, in light of that information, you want to explore some more, go ahead. If not (certainly understandable), here are spoilers about two more canisters you can get:

One is guarded by a lot of burrowers, as well as burrower warriors, near an elevator. The other is in the Tchortist base, behind the electronic lock. I know that destroying the Faceless base in Talos Outpost and rescuing the Tchortist hostages there will result in Harmost Stavros giving you access to that canister. I'm not sure if it's possible to negotiate their release with the Faceless if you are friendly to them, or if it's possible to get past that electronic lock in any way other than doing the quest. Obviously, most characters would find getting the one near the burrowers easier.

54
General / Re: DC Mutagens
« on: December 28, 2015, 10:34:43 pm »
I'd love to know something about this too. I found a big supply of reagents including Exitus-1, which the combinator doesn't accept. As for the rest, I understand the principle of how combining reagents would lead to different sequences, I just don't know the end result. If there were a hidden scrap of paper somewhere that described the combination of Exitus-1 and/or Exitus-2, the puzzle would be quite logical indeed - as it is, though, since I don't know what the end result must be, technically all I could do is to try out different combinations and see if it affects Tchort in any way (a big no-no). Does anyone know if there is, perhaps, a location where the sequence of the Exitus compounds can be discovered?

55
Bugs / Detritus keeps coming back (spoilers)
« on: December 28, 2015, 08:58:05 pm »
Alright, so I met the Tchortling Devourer called Detritus in the lower area of some mutagen tanks. Poor guy apparently got a pretty bad deal out of joining the Institute, I feel kinda bad for suckering him in for the Investigators now. I killed him to put him out of his misery (and because I needed to get to some containers) and after coming back another time, I found that he was alive, while his previous incarnation's corpse was lying next to him. I think he should be made non-respawning, shouldn't he?

56
General / Re: I've had enough of the Deep Caverns (spoilery help-request)
« on: December 28, 2015, 07:45:11 pm »
Well, I've made some progress. I now have to find a hydro-pneumatic accumulator for the gate, as well as a control valve, and based on some reading I did I also apparently need to use the drop from the mushroom boss to make some sort of grenades to remove the fungus on the gate. These are the 3 things I'm stuck on. Honestly, it's a bit disappointing how frustrating the end of the game is, especially if your build isn't too overpowered (and I wasted a lot of supplies taking out the Faceless base too - I'd say it wasn't worth it, but at least I got a lot of satisfaction from that) and by now, I'd just like to know where I must go to get these 3 plot items so I can move on with the plot. Could anyone help me out here once again? Thank you!

(Edit: Nevermind the valve, I've found that. Damn, that was some creepy and sad stuff in the place where it was held. Now, two more things - accumulator and where to make the grenades.

Edit 2: Got the accumulator too, damn heavy thing. I think I passed that building by 3 times already, thinking it was another one I had already explored. One more to go.)

57
Bugs / Re: Uncanny dodge not working against Dirty Kick
« on: December 27, 2015, 12:50:53 pm »
As far as I can tell, the same goes for Expose Weakness, which makes Faceless Gaunts kind of a pain.

58
General / Re: I've had enough of the Deep Caverns (spoilery help-request)
« on: December 26, 2015, 01:07:18 am »
Alright. I've calmed down a bit after ragequitting Underrail a while ago (i.e. when I created this thread). In view of that... hmm... your answer is kind of a relief in some ways.

About the Faceless, well, I've roleplayed myself as consistently hostile towards them. Dropping the caged specimen down into the chasm, misleading the patrol near the Foundry about what they seek... the idea being "hey, if you are going to butcher tons of innocent people for your shiny toy, I'm not gonna help you - learn to be civil and not treat other people's minds as your personal property if you want me to be civil with you!". I guess they aren't dumb either and realize I'm not their friend. Which means I should probably fire at will when seeing them anyway. It brings me immense pleasure to take those masked jerks down a notch, heh heh. :D

59
General / Re: I've had enough of the Deep Caverns (spoilery help-request)
« on: December 25, 2015, 10:43:06 pm »
I've noticed. I've been mostly running through the maps, fighting nothing, whenever the Tchortlings spawned. Right now, I'm at an area with Faceless guards telling me to turn back (the debuff seems to go away here) and there are two Devourers and other nasty monsters on the way back to the Tchortist base. I just really need to kill at least the ranged attackers there to be able to go back that way. That way to avoid Tchort's Eye is interesting though, and I'll have to try that out. Thank you.

(Still looking for answers to the above questions though.)

60
Suggestions / Re: Thick Skull seems a bit dubious
« on: December 25, 2015, 10:25:43 pm »
I'm doing a build that focuses on crossbow and stealth, with high Constitution and Perception (both 10 at the moment, somewhere between level 16 and 20 right now) and good Agility and Intelligence (I think they're at 7, or Agi may be at 8, I'm not sure). Basically, it's my first character, and the idea I had before starting the game was: light, evasive and stealthy, but with a lot of HP just to be safe.

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