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Topics - Barry

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46
Tranquility as it stands can be disabled by any chip damage, I'm thinking it should start at >= 95% of health (pretty much at the natural regeneration threshold, meaning that chip damage won't shut the feat down), lowered by 1% for each point of Con (meaning that 3Con gets 92% and 10Con gets 85%). 5 spec points to increase the Con lowering to 2% per Con (Tranquility already has a 10 point spec). As it currently stands Tranquility is inferior to crit-based psi builds, especially on higher difficulties where the healing is halved and they have far higher cooldowns, because any hit in combat makes it flop.

47
Bugs / No collision in Foundry mine section
« on: August 19, 2021, 04:39:37 pm »
The section of the Foundry Mines south of the first crossroads past the miner/guard barricade

48
Bugs / Chester Royce bug (Water Treatment Facility NPC)
« on: August 18, 2021, 10:07:54 pm »
Demanding payment for the ring and then turning hostile shows his "stares at his ring" dialogue instead of either showing a different dialogue or ending the dialogue

49
Suggestions / Re-adding the old Underrail menu music back to the game
« on: August 16, 2021, 03:00:05 am »
It would be neat to add that back, I gave it a listen. The "menu music" options only show "Default" "Classic" and "Expedition", I assume it was made in advance for the Infusion DLC but then it became a standalone game, leaving three options, two for the Expedition music and one of the vanilla music. It would be a good way to rename the current Classic as "Vanilla" and then add the old music theme as "Classic", while "Default" oughta be removed

50
Bugs / AI Scrambler seems a bit weird
« on: August 11, 2021, 07:43:58 pm »
Note the price and description



52
Suggestions / Psi feat: Experienced Innervation
« on: August 03, 2021, 06:39:10 pm »
Innervation as it stands is pretty annoying because it completely drains psi resources, a feat that would mitigate this would be nice, starting from -50/75% psi point loss during innervation with no psi point loss when fully specced.

53
Bugs / Broken camera random dungeon prisoner variant bug
« on: August 03, 2021, 12:51:48 pm »
One of the prisoners mentions that Zack was killed instantly when the raiders arrived, but Zack is one of the captives

54
Suggestions / Crawler carapace armor
« on: August 02, 2021, 05:59:27 pm »
Crawlers are notoriously frustrating, but the fact that their only unique loot is 4 oddity xp and their venom that can't be exploited without skill in Biology is just rubbing it. It would be fun to make equipment out of Crawler gear, with Black Crawlers giving the highest quality range hides/carapaces.

55
Suggestions / Infused leather gloves should have special effects
« on: July 28, 2021, 09:57:21 am »
Maybe anything ranging from debuffing the enemy to buffing yourself with every hit, like Infused Heartbreaker gloves dealing more and more damage with each consecutive hit against an enemy, or Infused Pig gloves granting you temporary fortitude

56
General / What's the deal with the new Core City locked building?
« on: July 28, 2021, 05:58:32 am »
In the residential area next to the player's home there's a building with an extremely high hacking check of 145 (possibly the highest hacking check I've seen in the game). After I entered there didn't seem to be anything too interesting except for (the monitors), does anyone know what it is about?

57
Suggestions / Telekinetic Proxy should work on water
« on: July 24, 2021, 04:54:14 am »
PLEASE

58
Suggestions / Alternative ways of resolving the Junkyard conflict
« on: July 24, 2021, 12:09:19 am »
I killed the Scrappers myself but am still forced to get support from either SGS or the Protectorate
Interestingly aggroing the Scrappers causes the Gambling Den Scrapper to go hostile, which makes the Gambling Den guards and Black Eel guard to go hostile, and the latter makes the Black Eels hostile

59
Suggestions / Reduce the dodge skill of Crawlers and Death Stalkers
« on: July 22, 2021, 06:42:24 pm »
They're gigantic bugs, not even coil spiders have this much dodge despite being all spindly and stuff. Crawlers have roughly 170-180 effective dodge, while Stalkers have roughly 220-230 effective dodge. If the wiki is anything to go by almost half the dodge comes from their incredibly high Agility. If the base dodge skill were to be reduced by about 30 it would be around ~110 dodge for Crawlers and ~160 dodge for Death Stalkers, which is far nicer.

60
After the nerf it has really fallen off in usability, and being able to use it to surround yourself or an enemy with destructible barriers would be nice instead of having to find a corner or wall every time

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