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Messages - Hal900x

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91
...he posted some great art with awful character sprites in the tradition of cutesy japanime toons...
What?

Styg...am I tripping? That's what I remember. You had some of the environments models, and some placeholder character sprites. And those placeholder sprites, at least to me, looked japanese influenced. Hrrrm...let me go look.

92
General / Re: Weird behavior using Sniper Rifle...??
« on: March 29, 2017, 08:52:25 pm »
Ah, OK: if I'm understanding correctly, you are penalized for close range even if that isn't the mob you are aiming at, correct? I had thought that the penalty was only imposed if your target was too close. But it sounds like you are saying the penalty is applied any time that any enemy is near you. I guess that makes sense in a "I'm distracted by your nearness" kind of way. I had the real world issues with scoped firearms in my mind, ie with telescopic vision it's very hard to aim at something close to you. Didn't think about just the presence of a threatening enemy nearby.

93
Yeah I had forgotten about the wiki situation. I mean I kind of get it: I was a regular on rpgcodex when Styx made his first post, proposing to do a dystopian turn based game set underground...he posted some great art with awful character sprites in the tradition of cutesy japanime toons. So I realize there is minimal manpower. But with the success and scope of the game, there really isn't any excuse for the state of the wiki. Many other sites suffer from similar issues. It can be dealt with, with effort, but unfortunately it seems to be a very low priority. Deep information is such a huge part of these types of games, for a lot of us. :(

I ended up reloading the area and it worked just fine. One in a million, or maybe I was just missing something.

94
First off: with such a great game, how is the Wiki not full of detail? It's surprising and frustrating given how awesome this game is. I can't believe there aren't a bunch of pros willing to flesh it out.

Anyway, the question is the title. I'm high Stealth, so got the keys no problem. Also have all the vents open. Talked to her, and there are no triggers for her to come along with me. So there is still another step. Since I have the prison key, maybe I could enter from the Embassy...but I'm assuming I'd need Persuasion/Intimidation.

I guess Maura, in spite of being a highly trained elite freedom fighter, is also morbidly obese. Otherwise she could leave via the vent with me.

95
General / Quick and dumb: do boots and armor DR/DT stack?
« on: March 29, 2017, 08:21:07 am »
Amazingly I never really considered this. I'm assuming there are no separate chance to hit different body parts in this game, therefore the damage mitigation of boots must stack with whatever armor you are wearing, right?

96
General / Re: End game experience
« on: March 29, 2017, 07:48:18 am »
The one thing that really angers me about the design of DC is you lose access to your crafting house. So basically all the parts and loot in DC is useless, since everyone gears up for endgame before descending. Why dev chose to place entire warehouses full of crafting parts down there is a mystery. It serves to frustrate and that's about it.

97
General / Re: Kidnap Sarine (Spoiler)
« on: March 29, 2017, 07:46:20 am »
Hello,

I would like to have some precision on the kidnapping because now most of camp is red and aggressive. I shot her a tranquilizing bolt and then stealth her out of the camp. It looked successful even if strength was low (3). The husband showed up and was killed, then, the rathound king is killed, but I cannot go back to the camp to collect a reward... Shall I free Sarine and then the camp will come back to peace? (I do not have enough lockpicking to test and would like to be sure before investing in the skill)

According to the story and your experience, is it normal that the camp became hostile?

Well, yes, of course. If you kidnap a girl to offer to the Camp's mortal enemy, they aren't going to be too happy about it! So if you choose to kidnap her, from then on Hathor will be hostile. It's unfortunate that the "evil" method doesn't give as many rewards as making peace or killing King. You miss out on a melee Feat and/or a nice Xbow. There should be a genuine "evil" playthrough in Underrail but there isn't really, if you want maximum reward.

98
General / Re: Weird behavior using Sniper Rifle...??
« on: March 29, 2017, 07:43:07 am »
You've taken the close range penalty into account, right?

Correct. Both mobs are at roughly the same range, but the second round/mob the chance to hit goes down drastically, without me moving. It's happened a few times, both times with Burrowers. I'm wondering if something about the Burrower(poison) or Spawn(melee bite) attacks cause your CTH to go down.

99
General / Weird behavior using Sniper Rifle...??
« on: March 28, 2017, 10:22:09 pm »
Hey all. I finished the game way back when, starting over with Stealth/Sniper build. I'm in the Burrower area in GMS Compound. Explain this to me: I open with Snipe from stealth and kill a burrower. Chance to hit: 95%. I end my turn without moving, so I'm still Focused. I take a couple hits from Spawn, and one of poison ranged attacks hits me. Next turn: my chance to hit another burrower at the same range is now ... 32% ?? Why did my chance to hit suddenly go down drastically? I thought as long as I stayed in Focus it would be same chance. Did getting him by one of those attacks cause it? I've killed numerous groups of enemies and this hasn't happened. Is there some effect of Burrower poison or the Spawn bites that isn't listed in the UI?

100
General / Re: Trying to figure out re-stealthing mechanic
« on: May 18, 2016, 09:08:52 pm »
Don't thank me yet, we didn't figure out what's going on in your case. :P

If you manage to leave turn-based mode, that's a sure sign your restealth attempt succeeded. It means you left combat, therefore detection has dropped below red and no enemy knows where you are. If they didn't detect you automatically in the first place, they shouldn't detect you automatically afterwards. The stealth/detection formula does not change after being detected.

And vice versa - if you can't leave turn-based mode, that means an enemy knows where you are and that's keeping you locked in combat. (Well, enemies also drop aggro if they can't get to you within 4-5 turns, but that's a different thing)


The ability you are using to restealth matters a bit. There are two slightly different ways the incap/freeze effects allow restealthing.

Some effects drop detection to orange immediately, others require distance and time to slowly drop detection from full red eye. Naturally, the slow-acting effects are easier to use if they have long duration and range.

If you're using cryostasis, you should have easy time. It's one of the few immediate restealth abilities.

This could be a case of me not understanding the mechanics, so let me try to suss this out. So, if still turn-based, someone is detecting you. So let's use your example of Cryostasis. You are in combat, and you freeze an enemy. You stealth, then run around the corner out of LOS. But won't turn-based mode stay active for multiple rounds regardless? That's been my experience, that the stealth button may be available, but that doesn't necessarily mean it will clear aggro. Whenever I've done this, the turn-based mode stays active for multiple rounds, and since I get out of LOS asap, I never know if aggro is cleared or not. Are you saying that a successful stealth from all possible enemies will immediately drop out of turn-based mode in the next round?

101
General / Re: Trying to figure out re-stealthing mechanic
« on: May 17, 2016, 09:48:31 pm »
Well I'm just stumped then. Does leaving turn mode made them detect you automatically? I just don't know. I feel like there is something obvious I'm missing. Not once have I not been detected instantly after restealth. I guess I could try testing it with maxed stealth and see if it's just a question of having my stealth too low. Does the formula change when you restealth, as opposed to when you first encounter an enemy? Meaning, if I successfully get the drop on someone before they detect me, and then later I restealth and come back, is there a much higher chance of them detecting me at that point?

Edit: I am typically using LOS and tactics other than incapacitation to restealth, in case that matters.

PS: Thank you for testing this for me.

102
General / Re: Trying to figure out re-stealthing mechanic
« on: May 17, 2016, 06:46:46 am »
I don't believe anything has been changed regarding restealthing but I could test it tonight and let you know if I notice anything weird.

I'm talking using a macro to spam combat mode faster than a human finger can

What? Why? You don't need to spam anything and that wouldn't even work.

I was just trying to test the mechanic, hitting combat mode as fast as possible in case I missed the orange eye. But there isn't one, the enter combat mode immediately regardless of how well stealthed I am. As in, a rathound or any other very low level mob still detects me immediately. If you can test this, that would be great.

103
General / Re: Trying to figure out re-stealthing mechanic
« on: May 16, 2016, 09:42:29 pm »
If enemy status starts with red right away then it means their detection skill (distance/illumination/angle also plays a role) vs your stealth skill surpassed a certain threshold where it's impossible for you to stealth/restealth.

is it possible this was changed in a  recent patch? Anyone willing to test? Because I'm telling y'all, I can waltz around enemies without being detected for a very long time, right up to their face, but if I restealth there is zero, and I mean zero time before they engage. I'm talking using a macro to spam combat mode faster than a human finger can, and it doesn't matter, they will get initiative. No orange eye, just red->combat. And they get init in spite of my 12 AGI.

104
General / Re: Pyrokinetic Stream and Action Points
« on: May 16, 2016, 10:26:04 am »
I agree that tooltip is accurate enough, the thing that threw me off is I could swear it wasn't draining all my AP earlier in the game. I must have been mistaken. I'm now regretting taking Thermodynamicity feat, because at least at this level, it's kind of a waste. I have two fire-based abilities so far, one with a fairly long cooldown and one that drains all my AP, so I can't do much chaining of fire/cold spells. Maybe it's designed that way so you can't abuse it, but it's pretty lackluster as a result for now.

105
General / Re: Trying to figure out re-stealthing mechanic
« on: May 16, 2016, 10:22:37 am »
Incapacitation/freeze works for restealthing, stun/fear/anything else doesn't. Also, detection won't be completely reseted - it just drops to orange.

I know all the ways to re-stealth, but it doesn't seem to be resetting to orange. So far enemies are red the nanosecond I move back into sight. I even tried waiting a long time in stealth before re-engaging but no luck. I suppose it could be that the change from orange to red is so fast I can't detect it, but I haven't seen orange yet.

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