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Messages - Bruno

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46
Suggestions / Re: Just thoughts of a new Psi system
« on: July 22, 2020, 08:00:01 pm »
Bre,
You can loot a cloaking device in Slavomir/Bogdans hideout. I also get a cloaking device as reward for this mission (JKK #1).

47
General / Re: underrail.info
« on: July 22, 2020, 09:06:30 am »
The 3 bottom tabs for changing screens are obscured by the phones own action bar on my phone. Almost impossible to click them.

48
This is a glorious day.

Must try a psi hybrid character immediately.

49
Builds / Re: SMG Jack of all Trades review
« on: July 20, 2020, 06:17:24 am »
About mercantile skill and expanded merchant inventory:

I have still never seen any hard evidence that extra merchandise is of higher quality, only that it widens the selection and by that increases the odds of something of good quality appearing?

50
Bugs / Re: Crawler bug
« on: July 08, 2020, 06:11:23 pm »
Nice post Elite.

Another approach that I am using right now is to build partly or fully towards countering such critters without detecting them first. I will outline it for the sake of wondering new players.

My own build:

-10 CON, Conditioning feat, Thick skull feat = ability to tank their damage and take the stun without much trouble
-Traps + Quick Tinkering = lay down bear trap to catch them on the return after they crawl away
-Riot Gear, sturdy, (no shield) = about 50% mechanical melee damage resistance, extra hit points

With these precautions, Death Stalker stings seems like a slight tickle, and you have plenty of time to deal with them.
Mechanical damage resistance is good, as that is their primary damage type.

Also, remember we can use bandages to heal up after they have stung you and crawled away, because you are out of combat! And it does *not* trigger the anti-drug hyperallergenic effect.
So as long as we can survive their initial sting withiut taking too much damage or being stunned, these critters are pretty harmless.

Other options to happily wade into a nest of crawlers:
-Good metal armor
-Low conservative shield on at all times when exploring caves
-Decent throwing skill + incendiaries equipped


But in my humble opinion, having good constitution is the best defense, and it works against everything in the game.

51
If you get hit with crippling strike in melee range with your build (sniper/smg), then you have to switch to the smg already, sniper has harsh close combat penalty. That is what you have the smg for, short range bursts. And since the smg has no strength requirement, it does not matter how many crippling strikes you get hit by.

(However, if you get ambushed in melee with 3 constitution and no dodge or heavy armor... well you really want to avoid that.)

Full-Auto is not a bad idea in itself, more power to the smg is nice, but then, you really want to switch to assault rifles instead, they are more powerful. So you are leaning into another kind of build there, with the sniper as more of a backup.

52
Bugs / Re: Zone transition failed
« on: June 23, 2020, 08:43:37 pm »
Some info about failed experiments to fix the problem for science:

-wandering out to different zones, then reentering and trying to cross to the zone with the transition error again: did not work
-turning off "autosave on transitions" in option: did not work
-restarting the game: did not work
-restarting the computer: did not work

-uninstalling then reinstalling underrail to another drive and folder: it worked!

I uninstalled Underrail via steam, then reinstalled it. The first 2 times I tried to reinstall, steam would not complete the installation, there was some kind of error in the finalizing stage.

I then tried to install the game to C: instead of D:. Miraculously, not only was the game installed correctly, but I reloaded my previous save that contatined the transition error, and it worked. I hope this can help others who encounter the same issue.

If it is of interest, I can also share that I have over 1000 hours in Underrail, and have never had this issue before. There are no active virus scanning on this computer to interfere with autosave either.


However, The zone in question that I could not transition to, "ForlornStations4", is connected to by the lower level, one of the new, random dungeons: "Zone: dun_lowLevelBunker1". Perhaps this is connected to the error, that there was a hiccup when generating the random dungeon or something - it is the only thing that is different from the other ~50 times I have entered this area for the first time?

53
Suggestions / Re: Assorted genius ideas
« on: June 23, 2020, 08:31:31 pm »
The mechanic in Rail Crossing is fond of quads, so presumably there are some working ones around. They could pull a cart with siphoner cages.

54
Bugs / Re: Report spelling/grammar errors
« on: June 23, 2020, 07:57:04 pm »
When inspecting the dead body of the scavenger in SGS mortuary, at least one of the info texts refer to the deceased as a "he", even if the scavenger is a woman.

Also related, you can talk to the SGS guard at the entrance to mushroom cove about the dead scavenger, but ONLY if you select the dialogue option first. If you start by asking about Newton/mushroom cove in general, then the option to ask about the dead scavenger is lost.

55
Bugs / Zone transition failed (solved, kind of)
« on: June 23, 2020, 07:44:33 pm »
Hi, so I started up a new game just now.
A couple of quests into the #1 rathound/outpost quest, I get this error "Zone transition failed".
Unfortunately, the error is very reproduceable, thus killing the game.

The problem happens when trying to pass from "Zone: ForlornStations2" (the zone with the flux controller) to the north (the zone with M'lan Ratula etc)

I have not experienced this kind of problem before.

Attached is the document "TransitionError-2020-06-23T21-20-31.txt".
I'd like to provide compressed savgame folder too if needed, but it is too large for this post.

Any tips on how to rescue this game is welcome, as I'd like to continue it. Reloading the only previous savegame, old autosave, unfortunately does not help, the problem persists.

If you need additional information, just let me know here or on discord.

(Edit: I forgot, clearing this zone is not mandatory to continue the game I think... that is good. Wonder what caused the error though.)

56
General / Re: Energy shields
« on: June 13, 2020, 08:47:10 am »
A conservative shield can be ok for exploring unknown territory. Depletes slowly, easy on the battery consumption. You keep it on all the time, to survive sneak attacks, traps and the like.

Only useful if you play with a more defensive Ironman-like mindset, trying to minimize reloads.

57
Builds / Re: Noob questions: Building an "Inventor"/"Engineer"
« on: June 11, 2020, 09:17:14 pm »
While very nice for a stealthy crafter (because of silent shots, snipe etc), I'd not use the crossbow as a crafting-focused macgyver-type myself.

The reason is purely one of game mechanics: You have very limited space in your utility belt compared to all the fun grenade types, nets, stealth device, taser etc that you want to craft and use. Crossbows need those same slots for the special bolts that make them so crafting friendly, so compete directly with your grenades.

58
General / Re: Question about Spear Throw
« on: May 28, 2020, 06:10:08 am »
4) STR requirement doesn't matter for spear throwing. However, the built-in plasma cannon of lemurian spear is implemented differently; it checks the spear's STR requirement.
So it is fine for a 3 str/high dex melee fist/knife user to carry a throwing spear for ranged options then. Interesting.

59
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 23, 2020, 08:40:50 am »
The thing with sniper rifles is that you don't fire a whole lot of shots, so you need as much determinism as possible.

Agree with TheAverageGortsby, you want to know what your shots are doing.

I'd say Ambush is fine, you can get crit chance of 100%, and you will know exactly when it works, so that is something to count on.

Also, and this is purely personal preference, I'd try to get some more defense. Glass cannon is a fun gimmick, but that reload screen is something I loathe in RPGs. There will always be situations where you screw up your timing, or are unlucky, so things go south. More HPs, more initiative, drugs etc will help you then.

60
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 15, 2020, 11:27:34 am »
One question remains, is it worth to consider adding Hit and Run to a sniper build? I don't have any experience with it, but it might not be the worst idea, keeping distance was always important. And the specialisation bonus is immense. Although this would strongly suggest me spending all my MP before scoring at least one (more) sure kill.
Possibly why Sprint seem to be more popular, Hit and Run need to kick in twice in order to get close to what Sprint brings on command, although a not more than a total of 30+30 MP each fight. Basic H&R has slightly less MP bonus and more restricting ways to invoke. Compared to that, the real benefit would only come from the 3rd kill onwards. That leads me to think that it might not prove to be that useful in most battles as even if I recieve the bonus I might not even be able to use it due to the map not being big enough or me not having a reason to change my location that much. But would probably be useful in big areas with many enemies like Balor's camp and might even be pretty spectacular against endless waves of natives.

To me, the use of mobility feats for a sniper is to run away from a miss, or reposition into cover, mainly in the 1st round of combat when you come out of stealth and lack movement points.

Sprint always works, even if you miss, and this is when you really need it. Hit and Run only works when you have killed an enemy, so its usefulness compared to sprint seems questionable.

Same if you need MPs to get into darkness for the Ambush feat, you need that MP before you fire your rifle, not after.

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