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Messages - chimaera

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151
Bugs / Re: Thermodynamicity and Thermodynamic Destabilization
« on: January 10, 2016, 02:01:38 pm »
What annoys me more - and I have no idea if its a bug or a feature, because the description doesn't indicate that it's similar to setting enemies on fire - is that it gets cancelled by dealing cold damage to the affected enemy.

152
Bugs / gas grenade doesn't turn the affected NPCs hostile
« on: January 09, 2016, 06:56:25 pm »
Throwing a gas grenade doesn't cause hostility, and neither do the affected NPCs walk out of the cloud, making it a completely safe and "people-friendly" assassination tool:


153
Bugs / Re: Locked out of tchort institute (big spoilers)
« on: January 09, 2016, 03:05:17 pm »
This is not the case here, however.Fighting your way through is one of the solutions the game presents to you: tchortists will attack you if you fail the interview. Or, if you succeed at the interview, later in the game Nevil gives you a pretty good reason to investigate the basement. The problem is that there is literally no indicator in the game that this is a one-way trip. You are told to infiltrate the institute and end up in deep caverns instead.

One solution would be to make the exits "two-way"; your character should be intelligent enough to manage a simple rope before sliding down the vent, or jumping down the hole.

154
General / Re: Turning hostile in Tchort Institute *SPOILER*
« on: January 09, 2016, 09:38:51 am »

My chac is a sneaky, unpersuasive crossbow wielding fellow. Don't think i will be able to convince even a shroom let alone the Tchortists. Indeed there are tons of supplies in the warehouses but i think i am suffering from underrail overdose. I am kind of sick of exploring the gloomy caves and opening lockers...so i will just lay it off for a while.

Waiting might be a good idea - I have reported the "locked in tchort institute" bug and it looks like it might get fixed. If you still have a save from before descending to deep caverns, your character could get his supplies.

155
General / Re: DC Mutagens
« on: January 08, 2016, 09:52:20 pm »
This is a complete guess, as I am currently slogging through DC and probably won't bother with the mutagen puzzle at all; there is enough traveling around for various quest items as it is, but: it could be that you need to recreate the sequence you get from scanning Exitus-1 by combining the other mutagens. Obviously two letters will cancel each other out, if one is predated by a minus, e.g. QO and -QO.

EDIT: oops! coaxl was faster
(still not going to bother, too much traveling in circles)

156
General / Re: Turning hostile in Tchort Institute *SPOILER*
« on: January 08, 2016, 06:25:20 pm »
Nope, turns out there isn't. Reported in the bug forum.

157
Bugs / Re: Locked out of tchort institute (big spoilers)
« on: January 08, 2016, 06:21:53 pm »
There are ways to break the main quest. We do not guard against all of them. That being said, in this particular case we'll consider introducing an alternative route of reentering the Institute.

We'll check out that kitchen situation as well.
I understand, but in this particular case it doesn't make that much sense for the main gate to stay closed: the tchortists consider you their enemy, and after you dispatch the group guarding the entrance, they should at least open the door to send a bigger squad after you. Otherwise - are they planning on staying locked forever, just to avoid confrontation with one person?

158
They raze the entire institute with everyone in it; that includes you (you get a fair warning at best). Allegiance only comes to play once you enter the Deep Caverns and meet their commander.
But that's what I mean:
http://underrail.com/forums/index.php?topic=1830.0
In his game the commander remains neutral, in my game he becomes hostile. (I can understand the latter, as my mage has freed the faceless in core city, but killed those that attacked foundry.) Either way you don't seem to get any recognition that their enemy leader and a vast amount of enemy forces are dead by your hand.

159
So, disabling the walkers/robots at crossing makes you unable to ally with the faceless  -  true or false?

False. The gist of it is as MichaelBurge said. Buzzer's death is also avoidable.
What about your allegiance to the tchortists? The faceless are at war with them, and yet if you kill the entire institute, including Eiden, they don't seem to acknowledge it.

160
General / Re: Turning hostile in Tchort Institute *SPOILER*
« on: January 08, 2016, 03:03:38 pm »
You should be able to leave the Institute. If you cannot open the front doors by yourself, there's still the hole in the West Wing that leads back to Upper Underrail.
Is that exit two way? I assumed it wasn't, because you fall through the floor.

If the tchortists are hostile, the main door won't open from outside. This is what happened to my character when she used Nevil's escape route, she couldn't go back in.

Well, since i didn't know that i will locked inside the Institute if i turn hostile, i am ill prepared for the Deep Carvans (my infused leathers are still outside!) and since the Faceless are not friendly, there are no way for me to resupply. I am pretty much screwed. I am guess my patience and drive is at an end. Underrail was fun from early to mid game but now at the end game, it is pretty underwhelming :( Disappointed..

I will just leave my character to rot in the deep with worms. Cheers.
What build is your character and what do you need to restock? You can avoid some of the encounters (and it's better that way, because most of them are repetitive and boring). There is also a tchortist outpost, and you can outright lie to them that you are still a tchortist, though it involved a persuade check, because my mage had no tchortist robe with her; I think you can barter with them. I've also found lots of supplies (useless for my mage) in those abandoned warehouses.

And yep, my mage still has a locker full of "final battle" supplies in core city.  ::)

161
Bugs / Locked out of tchort institute (big spoilers)
« on: January 08, 2016, 12:04:19 pm »
I have been playing around with the tchort institute questline, and noticed the following:

1) if you are accepted, do the "Track down Rassophore Nevil" quest and leave the institute, you can go back through the main gate, however,

2) if you are accepted, do the "Track down Rassophore Nevil" quest, decide to investigate the basement, make the tchortists hostile, then leave the institute through the same vent as Nevil, you get locked out, as the main gate won't open.

Is there any other way in? Otherwise, it's not possible to progress with the main plot.


I have also tried sneaking into the basement to avoid turning tchortists hostile, but the following door is inaccessible in my game, because the cook blocks one path and the cashier the other:

162
General / Re: alternative map *updated*
« on: January 08, 2016, 11:29:06 am »
Amazing work! Thank you!  :)

163
General / Re: Turning hostile in Tchort Institute *SPOILER*
« on: January 08, 2016, 11:26:37 am »
I haven't talked to the commander yet. But it will probably be the same as in your case, because I think that this particular path (fighting your way through the institute) is a bit underdeveloped.

For example: in order to free the rejected in the basement, I had to open the secret vent, so that they could use it to escape, even though at that point all the tchortist were dead and there was no point in sneaking through the ventilation system. The rejected simply don't acknowledge that the way is clear.

164
General / Re: Turning hostile in Tchort Institute *SPOILER*
« on: January 08, 2016, 10:17:31 am »
I decided to dick around during the interview to be accepted into Tchortism, saying things like 'yah, i smothered a baby', etc. They attacked me and i decided to go on an rampage because...why not? I killed everyone in the Institue including Eidein after many tries and acessed his elevator. Just when i pressed the elevator to the Deep Carvens, the Faceless attacked and now I am totally ***ked since no amount of reload can save me this time due to their overwhelming firepower.

Question: Has anyone ever succeeded in what I am trying to do, basically kill all Tchortists and the Faceless at the elevator? If so, will there be any consequences, say a positive relation with the Faceless? Shouldn't the Faceless not be hostile to me, the one who killed Eidein for them?
The faceless don't know at this point that you've killed all tchortists, including Eiden. If you talk to the faceless in west wing - which you can, provided you've saved him in core city - he will warn you that they basically attack on sight, and won't stop to chat. Considering that they are staging a big offensive, it wouldn't even make sense for them to pause and check if this one guy isn't the enemy.

Unfortunately, once you attack the tchortists (or they you), there is no way to leave the institute (well, there is a way, but you won't be able to return, thus breaking the main plot). You can however progress further, that's what my mage, who also failed the interview, did. At the elevator, you need to wait out the time until the lift arrives, and then board it. I think it takes about five turns; you can keep most of the faceless at bay by throwing cocktails (plenty of tchortists drop them) at the space between the barricades. Some will pass, but not all. You don't even have to kill them, my mage boarded the elevator with one of those armed rats, and it miraculously dissapeared on the way down. :D

165
If SGS credits are nickels, then Charons are dollar bills. Every sane vendor would prefer you to pay large sums in bills rather than change (even though in this case the roles of metal and paper are obviously reversed).
And how would a merchant know what your character has in their wallet? As it is, the game assumes it is the character's preference to pay in charons, which makes little sense.

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