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Topics - Tygrende

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16
Bugs / XAL-001 and corrosive acid vials
« on: May 23, 2017, 07:31:55 pm »
After some testing I think I figured out how the "leaking acid" mechanic of XAL-001 works.

It basically copies the attack against the enemy and applies it to you. So if it misses you are not going to suffer any damage either, if it hits you are going to suffer the exact same amount of damage as the enemy (what's more, you are even going to suffer bonus damage from feats like Opportunist if the enemy meets the conditions, even if you don't met the conditions yourself), if the acid entanglement procs you will become entangled yourself, etc.

Sadly I don't have 100% acid resistance to test with, but I think it would also apply corroded debuff to the PC even though he effectively resisted all the damage. That's really bad as corroded is going to lower said resistance.

What's funny is that the combat feed actually shows as if you are attacking the enemy twice instead of attacking yourself, so it's a bit confusing.

On top of that it also spawns an additonial layer of acid puddles all around you regardless of if you hit or miss. The trouble is, it's always a standard acid puddle. So if you shoot corrosive ammo out of it, you end up surrounded with one layer of standard green puddles and one layer of corrosive puddles. Doesn't make much sense, but from what I understand the mechanic was implement long before corrosive ammo was a thing.

Another thing is that the gun doesn't leak at all when used with special attacks such as Aimed Shot, Kneecap Shot and Point Shot, only on regular attacks.

Also, arelated question- I'm wondering why chemical pistols can't be unloaded. It's not like we are pouring pure acid/cryoliquid/incendiary directly into the gun, we are loading it with self-contained vials. Also, reloading an acid blob pistol with corrosive vials while it's loaded with standard vials (or vice versa) gives the standard vials back, so it is possible to get the vials out of a loaded gun. Bit of an inconsistency here.

Also, this one is more of a suggestion, but I can't say I'm a fan of the entire mechanic to begin with. It basically punishes you for improving your damage. There are ways to achieve +/- 95% DR against acid and immunity to immobilization with CAU armor and very high quality infused siphoner tabis, or even 100% with mutated dog leather tabis, but it still doesn't feel right. It also seems prone to many issues in general as stated above.

In my opinion static acid damage dealt to the player with no entanglement/corrosion debuff would work out much better and probably less prone to issues/bugs. The gun would still require highly dedicated gear to resist this damage while top quality crafted acid blob pistols have much bigger chance to proc acid entaglement and will deal more secondary damage, especially with Mad Chemist (44% and 110%/220% damage with 120 quality dispenser, XAL has only 30% and 100%). Not finishing the quest means less XP, too.

I think those things are a good trade-off for higher base damage and 9 AP less to shoot. Chemical pistols really could use some love.

17
Bugs / Impact speed of unique assault rifles
« on: April 27, 2017, 08:23:57 pm »
I just noticed that while the impact speed of all regular, craftable Marauder/Huszar/Hornet/Chimera assault rifles is set to high, it's only medium for all unique assault rifles.

I don't know, maybe it's intentional, but it seems a little odd. None of the other unique weapons have impact speeds different that their standard, craftable counterparts.

18
Bugs / Expose Weakness performed by Faceless Gaunts ignores Uncanny Dodge
« on: December 15, 2016, 05:32:12 pm »
It's all in the title.

Sadly I don't have a save from before killing Tchort anymore so I can't replicate it right now.

19
Bugs / Oligarchs
« on: November 22, 2016, 09:07:33 pm »
According to the wiki, oligarchs will offer you a job only after becoming a gladiator and defeating your first gladiator enemy in the Arena.

I only won 2 arena fights (rathounds and psi bettles) and yet all of them are offering me a job already. The oldest save I have is the autosave from before the rathound fight, I will check if one fight is enough as well.

I'm not even sure if this is a bug, maybe the information on the wiki is simply incorrect.

20
Bugs / Rapid reloader and silencer can't be used together
« on: November 08, 2016, 08:30:07 am »
I don't think it's intentional, don't see how a device attached to the barrel would interfere with an improved cycling mechanism, unless I grossly misunderstood the way in which rapid reloader works.

21
General / Nanocomposite Plate
« on: September 15, 2016, 04:29:06 pm »
How does the critical damage reduction on those work exactly? Is it like Conditioning, i.e it reduces the final damage after it passes after all the resistances/thresholds/shields?

Also, does it work against all damage types, or mechanical only?

22
So In my last playthrough I tried to get all the oddites in the game and here is the end result:



As you can see, I didn't succeed in getting all of them, but I think I got as close as possible. This is why I think some oddites quantity/placement could use some minor tweaking.

The oddites I'm missing are:

One Black Eye: Those have a limit of three, yet I was able to find only two of them in the utility section. I've searched in all containers in both maps and even killed all the rejects to check if they don't drop them. I'm fairly sure there are only two that can be found. I would suggest adding another one in the utility section or maybe make rejects/Mouth of Tchort drop them. If I did indeed miss it for some reason, disregard it.

Two Electronic Idols: Those have a limit of three as well. The wiki says that they are a rare drop from Lunatics, but in all my playthroughs I only found one carried by the Lunatic Ripper. Since all Lunatics already drop Lunatic Poetry, I would suggest adding them either as a drop from Frost/Vega as welll and add another one in a container somewhere, or just reduce their limit to one.

Three Loaded Dices: I'm really confused about those. They have a limit of four yet I was only able to find a single one in a container somewhere in the Lower Underrail tunnels in a seemingly random location just by pure luck. I find it hard to believe I missed three of them, hell in some of my playthroughs I never found a single one. The wiki says that they can also be found around Rail Crossing but I never found any. I suggest adding a few of them around the Junkyard gambling house, it would fit perfectly. Maybe even in a pocket of one of the gamblers there.

One Quad Damage Module: The problem with those is that they are a fairly rare drop from Industrial Bots. Unlike all other creatures that drop oddites, Industrial Bots do not respawn anywhere and are pretty rare themeselves (I found only 6 of them, 1 in Hollow Earth, 2 in Arke, 2 in Iris Core and 1 in the warehouse). This makes getting Quad Damage Module a matter of pure luck. I would suggest at least making them drop a little more often, if not guaranteed.

Two Train Logs: I'm not sure about those, I might have missed them. The problem with them is they are placed rather inconsistently and it's hard to figure out where to look for them, I remember I found the 6th one in Fraser storeroom which was rather unexpected. The same applies to Train Driver Manuals, which is managed to max just by pure luck as well (the 8th one was sitting in the room of Consul Oliver, even more unexpected). I wouldsuggest adding a few more of those around the Lower/Upper Underrail.

Beyond those, I think everything else is fine more or less. I really liked how Blanket (that zoner watching Arena in his home) has an Arena Broadcasting Schedule in his pockets. Really nice touch, I wish there was more things like that.

23
Bugs / A few typos
« on: August 30, 2016, 12:57:01 pm »


1. Asking Svana to take you to the Forsaken Island

2. Refusing to drink with Georgis

3. Encountering Faceless for the first time in DC if you were hostile to them during the whole game

24
Bugs / Deep mushroom forest transition
« on: August 29, 2016, 07:09:00 pm »
The south transition in one of the deep mushroom forest maps (http://www.underrail.com/wiki/images/a/ad/Dc-fs2.png) doesn't work correctly.

Upon entering it I end up in the same map (as if I didn't even enter it at all) instead of actually transitioning to another one, so it's pretty much impossible to return to the first area where you wake up after inhaling too much spores.

It's nothing game breaking since there is little reason to go back there, but still.

25
General / A simple question regarding Initiative
« on: August 14, 2016, 06:44:02 pm »
Recently I felt like playing Underrail again and it got me thinking about Initiative.

So now I'm trying to make a simple calculator that will tell me the exact chance of acting first based on the Initiative of my PC and the enemy.

My question is: What happens in case of a tie? Let's say my PC has 16 Initiative and the enemy has 20. I roll 9 while the enemy rolls only 5, so we both end up with 25. What then?

26
Bugs / Wrong Music?
« on: January 19, 2016, 07:05:11 pm »
The music that plays in the Mushroom forest is called "MutagenTanks" in the game files while there is also one named "MushroomForest" that doesn't play anywhere in the game as far as I know.

Is it a bug, or maybe it's intended and "MushroomForest" file is just a leftover or something?

27
Bugs / 1.0.0.8 Creeping Dread duration exploit
« on: January 16, 2016, 12:15:44 am »
While I appreciate you guys tried to balance it a bit by making it go away faster, the duration is too short now.

It's possible to get rid of all the debuff stacks by simply waiting until it has like 2-3 seconds of duration left, then initating combat and ending it. It will go away before it can stack again, so you will have only one stack again instead of getting more of them.

28
General / Shield rechargers?
« on: January 10, 2016, 01:30:41 am »
According to the wiki, there is not only a blueprint for them, but also unique components to craft it and such, all with textures, working formulas and basically ready to be put into the game.

But the only example of shield recharging I ever seen in the game are the plasma sentries in Arke power plant.

I wonder if there are any plans to implement them (perhaps in an expansion/DLC/sequel/whatever?) or is just an abandoned idea that didn't make it into the game? I predict it's the latter, but they would be great to have, especially in those rare fights where enemies use EMP grenades.

29
Bugs / Deep Caverns canister bug
« on: December 29, 2015, 01:42:34 pm »
I have all the parts already installed, high mechanics (160+) and the manual, all I'm missing is one fluid canister.

The problem is, it's like the game doesn't register installing it. After doing it there are still only two of them standing next to the mechanism and nothing changes in the dialogue, like in the screenhots below.

http://i.imgur.com/9My3TRG.jpg
http://i.imgur.com/g7RzHjW.jpg
http://i.imgur.com/sYy6P5b.jpg

I already used the canister from the burrowers and elevator location, but I didn't notice the bug before so I got another one from the Tchortists.

I can also provide saves from before and after using the canister if it helps.

30
General / Deep Caverns missing canister (Spoilers)
« on: December 28, 2015, 10:22:26 pm »
So, I already managed to get rid of the Tchorts biomass covering the gate with biocide grenades , and have both all the parts and skills to repair the opening mechanism.

The problem is, it seems when I tried to install the first fluid canister I found (The one from the tunnel labyrinth) the game didn't actually register that, so I lost the canister but the game still wants me to install 3 of them.

I found another 2 in the warehouse, but I'm still missing one and have really no idea what to do now, reloading an earlier save is not an option.

My question is, is there any other place where I can found at least one more canister, and if not, is there a way to edit my save/cheat to get it?

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