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Messages - Sanger

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61
General / Re: Faceless Medallion (Spoilers)
« on: August 27, 2017, 08:55:01 pm »
I find it funny that when we finally get rid of the game's primary MacGuffin, it immediately hands us another one as reward.

62
Yeah, but there's no way I'm sinking 10 points into agility with a marksman build.

Edit: just did a bit of testing to make absolutely sure; special bolt criticals definitely benefit from bonuses to crit chance and crit damage in exactly the same way as any other critical.

63
General / Faceless Medallion (Spoilers)
« on: August 27, 2017, 12:07:42 am »
This has been bothering me since the first time I completed the game. When someone randomly gives me a thing in real life my gut reaction is usually to ask what it is or why I've been given it, but unfortunately our PC isn't able to do that when presented with this medallion. So what is it? Just some nondescript thank-you gewgaw? A membership card for their club for jerks? Surveillance bug, so they can spy on me while I poop? I'm surprised you can't actually ask about it when you receive it.

64
I ended up using a Monsoon in my most recent game, but that's honestly only because it was the only frame I could find above QL125. I would've preferred a Cyclon for the four attacks per round with adrenaline. I used an anatomically aware scope; I had 16 perception by level 24 and definitely didn't need more precision. I suspect the numbers would probably always favour the anatomically aware scope. You could use seekers if you wanted higher crit chance, though I'm doubtful that they could ever beat out smart goggles for a crossbow marksman, as Snipe and Aimed Shot are also critically important.

65
General / Re: Current state of crossbows
« on: August 26, 2017, 12:35:08 pm »
Just slaughtered my way through the end game. Much fun. Crossbows are in a pretty good place now, I think. Not so overpowered as a burst-happy SMG or AR build, but so much more potential strategy and the ability to just cut multiple soft targets down in a single round from stealth is pretty glorious.

66
Elemental criticals seem to work with all respects the same way as any other critical, based on some of the enormous figures I've seen from critical hits on special bolts.

67
General / Re: Where'd Jack Quicksilver go? (Spoilers)
« on: August 24, 2017, 07:04:19 pm »
Hmm, okay. So he just gets deleted from the game, I take it? I would've expected to find him in Oculus like Abram, if anything.

68
General / Re: Dialogue file reader
« on: August 22, 2017, 01:17:51 pm »
Similar reasons for why I'm interested in modifying udlg files - typo correction/general small time game tweaking options. (Well, I assume the .k files include item descriptions and the like, anyway, for all that they're wholly unreadable when compiled.)

The .k files mostly contain dynamic text related to game mechanics. Unfortunately fluff text like item descriptions are all over the place and some of them would be very hard to mod. Most static items have item definition files of their own, but some items like keys are defined locally inside map files and texts for generated/crafted dynamic items are directly in the executable.

Oh, I see. Well, that makes localisation and stuff tricky...

69
General / Where'd Jack Quicksilver go? (Spoilers)
« on: August 22, 2017, 01:39:01 am »
Jack seems to have vanished after my meeting with Azif, and unless I'm going crazy this didn't happen previously - he'd just hang around Hardcore City Bar for the rest of the game. I can't find him anywhere in Core City, SGS or Oculus. Does he just disappear from the game after you finish his tasks in the current version?

70
General / Re: Current state of crossbows
« on: August 20, 2017, 02:13:57 pm »
They are immune to criticals, all psimorphs are. I found them annoying to deal with using a crossbow, but not so much that I regretted not taking Hypertoxicity, or even felt as though I needed to switch strategies. No doubt it would've been quicker to kill them with acid or burrower poison.

71
General / Re: Rescue Rassophores
« on: August 20, 2017, 12:57:44 pm »
You have the right place. The Rassophores you're meant to rescue are in the northmost building of Talos Outpost, behind bars. But I've never managed to do this quest without making enemies of the Faceless and am not sure it's possible.

72
General / Re: Where can i find(buy) robe or another hooded armor?
« on: August 20, 2017, 12:38:20 pm »
If you're actually asking which armor pieces makes the player character look like they're wearing a hood, then the answer is that there are four - the crappy brown robe you posted a picture of there, and also Tchortist robes, Tchortist Noble robes and Tchortist Rassophore armor, all of which you'll have the opportunity to acquire when you reach the University.

73
General / Re: Where can i find(buy) robe or another hooded armor?
« on: August 20, 2017, 12:31:43 pm »
The first two are leather overcoats, you can loot them from tonnes of hostile npcs or make them yourself by crafting leather armor with a bolt of cloth (except for a black bolt of cloth, which yields a different, sleeveless sprite). Your character won't ever have the hood in the second image though as it's part of an npc-only sprite. The third image is a plain robe, you'll find them randomly  and non-randomly in various places, some NPCs will wear them (the Tchortist in Foundry, various hobos and zoners in Core City, etc.) and overall they aren't particularly rare, but they're also more or less useless for general wear as they provide no protection and do nothing but reduce your perception by 2.

74
General / Re: Where can i find(buy) robe or another hooded armor?
« on: August 20, 2017, 11:37:03 am »
What're you talking about exactly? Got a screenshot of an NPC wearing whatever it is you're looking for?

75
General / Underrail and frontend moddability
« on: August 19, 2017, 11:04:16 pm »
Styg: I realise that at this point in time Underrail is unlikely to ever be especially moddable, due to the fact that there's no way to allow anyone to mod it in a compiled state without spending a lot of time and effort; that's unfortunate, as I think modding can prolong interest in a game quite a lot, but I know that trying to change it now is probably a poor use of limited manpower. I'm curious, though, whether after your experience with Underrail you'd consider making future instalments mod-friendly?

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