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Topics - Hammer Wizard

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16
Dont have a screenshoot of it right now, I will try to get one if possible

17
Suggestions / Buff Force Field
« on: July 25, 2021, 11:04:42 pm »
As it is right now it's not useless but you have barely a reason to use it.
I got 2 suggestions:
>Make Corporeal Projection increase the HP of Force Field depending your STR
Would make it useful for Hammer Wizards and the odd psi monk
Or
>Make Force Field stand if one tile gets destroyed
Seeing a single destroyed tile making the whole FF disappear I consider it to be very bloody dumb

18
Suggestions / Buff Doctor feat
« on: July 22, 2021, 09:20:24 am »
As it is right now, for tank builds, between Fast Metabolism and Doctor, you can almost always justify taking Fast Metabolism but can hardly justify taking Doctor since it falls too much in the 'Quality of Life' category.
My recommendation: Make Doctor reduce the cooldown of medication for 1 or 2 turns, and give it a specialization that further reduces the cooldown of medications for 0,5 per Spec point.

That way Doctor stops being considered QoL and actually be a good feat to take

19
General / 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 18, 2021, 03:09:20 pm »
https://drive.google.com/file/d/1n8x2359ECRNZj4cYhlU7r5GW6GHOeTZp/view?usp=sharing

I'd like to know your opinion on this topic, if you guys agree with me and something I have missed or ideas that could change or be mentioned

20
Bugs / Hypno Goggles spawn in Ola's inventory already damaged
« on: July 16, 2021, 02:51:55 pm »
What it says on the title

21
Suggestions / QoL upgrade: A way to shut down an alarm
« on: July 11, 2021, 01:32:09 am »
Not in a way that actually shuts down an alarm to make NPCs return to their normal posts, but a way to silence the goddamm blaring sirens that are very bloody annoying to hear
Even if I killed literally everyone and I'm on the process of looting the whole place I must bear with the deafening sirens going BLEEEEEEEEEEEEER BLEEEEEEEEEEEEER BLEEEEEEEEEEEEEEEEEEEER for the next 20 minutes

Styg have mercy on my ears

22
Bugs / Nimble doesnt reduce total armor penalty
« on: July 10, 2021, 04:18:44 pm »
What it says on the title

23
Suggestions / Idea of new Metathermics spell: Endothermic Aura
« on: July 07, 2021, 09:21:47 am »
I think cold MT needs some love, and not another high damage ranged attack like it already has, plus cold damage in itself needs more attention.

Endothermic Aura makes the air all around the caster to drastically drop in temperature to sub-zero levels, releasing clouds of cold air (Cryogas), at the first turn the cloud is small, at 3x3 radious, but after that, the cloud grows in size to 5x5 radious.
Any enemy that walks into the cloud will suffer cold damage depending on the caster's MT skill, upon first entering in contact with the clouds, the target will be chilled, and 2 stacks of chilled will be applied per turn if remains inside, on second and third turns inside cloud, Hypothermia will be applied, and in the fourth turn inside the cold clouds, enemies will be frozen.
Endothermic Aura freeze can be boosted by Cryokinetic induction, causing the enemy units to shatter.
Cold clouds dissipate at a normal gas speed.

24
Bugs / Ferryman took the pirates with him for a ride
« on: July 06, 2021, 03:34:55 am »
Long story short, I aggroed the pirates on the other side of the shore, I left the area during combat while the pirates were standing on the Ferryman's boat, when I came back, the Ferryman was gone, as expected, but also the pirates, they were gone too, pressumely with the Ferryman.
If I'm not mistake you can also lose dropped stuff if you leave it on the Ferryman's boat and then he leaves, unless it goes from a Backpack to a Flotsam
Also you can get your Jet Ski stuck if you disembarked on the Ferryman's boat and then he leaves, you will have your jet ski away from the shoreline and you wont be able to get on it again.

25
Bugs / Utility tower: No transition zone, cannot go back down
« on: July 06, 2021, 02:21:17 am »
Okay *this* one is actually a bug, I took the stairs up but I cannot go down

26
Bugs / Item has more durability than the limit
« on: July 06, 2021, 01:44:28 am »
What says on the title

27
Bugs / Utility Tower: No transition zone, cannot further go up
« on: July 05, 2021, 02:21:01 pm »
What it says on the tile, I cannot keep climbing up because there's no transition zone, either blue or red
Is there a way to fix this? It took a lot of time and effort to get there.
Maybe modify the game file?

28
Bugs / Yelling at hobos makes them angry
« on: July 01, 2021, 08:51:36 pm »
Big thonk

29
Bugs / Yell aggroes allies at the arena fights vs critters
« on: July 01, 2021, 09:08:09 am »
In the first round against rathounds, Yell doesnt turn allies hostile, but from beetles and onwards, Yell will turn allies hostile

30
Suggestions / New quest: Assault on Foundry
« on: May 17, 2021, 12:45:47 am »
The game always tells how much the Ironheads are a threat to Foundry's existence, but you never actually see them attacking Foundry or any of it's soldiers, I think it would be kind of cool if under certain circumstances or elapsed time you can defend Foundry from a huge Ironhead assault, with timed waves like in the Praetorian warehouse quest, you can accept it for a lot of experiencie and coins, or you can ignore it and Foundry has a chance to be completely wiped out and instead be populated by raiders.

Imagine it, you're calmly traveling around Underrail in train, you get off the train station on Foundry, and the moment you enter the zone, combat starts, but you're not fighting, instead you can hear gunshots and explosions nearby, it's a small squad of Ironheads fighting the Foundry guard, you can either help the guards or let the battle play out. Then you can talk to the chief and have a chance to accept the quest to defend Foundry for huge rewards, if you accept you will have to stand at Foundry's entrance with a dozen of Foundry guard, then after a brief moment, dozens and dozens of Ironheads waves attack Foundry, having to hold the line.
The waves would be timed, so you could get a solid minute of between ever increasing waves, so you can recharge items, heal, stabilize yourself, etc.
If you run into Foundry if you're getting overrun, you now have to defend Foundry on the last line of defense, on top of the few guardsmen remaining, half of Foundry residents would defend it with any weapons they have, however they would be weak combatants, if you leave Foundry during the quest, everyone gets wiped out, and all traders die, including Leonie. Chief Banner could also be there, defending.
If you successfully defend Foundry, you could get a lot of coins, exp, cheaper traders and more importantly, fame and bragging rights.
Would also be a good chance to demostrate the cowardice of Foundry's Mayor. Also if you successfully defend Foundry, the Ironheads base would be half populated, reeling from a massive failed assault.

This quest could trigger if you take way too much time without killing Balor or if you reach a certain treshold in the game story, for example reaching Institute of Tchort without killing Balor, or certain amount of in game hours. Tho I suggest this quest to be Dominating only.
This quest would be a relatively late game quest, so the player is well set for the whole combat.
To some extend this quest could also be applied to Rail Crossing, tho in a much minor scale.

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