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Messages - Albert Altmann

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1
General / Re: Make a monster for Infusion
« on: May 09, 2025, 02:22:22 am »
A worm or an insect that wears a shell improvised out of whatever it has been coming across, from trash to crafting materials to actual armour and weapons. A crawling random loot dispenser essentially, the constituents of whose shell affect its defence/offence (I don't know how feasible that would be to implement). If the shell includes metal/ballistic plates or armour suits, it is harder to damage; if it has spikes, blades or melee weapons, it does more damage with additional effects when attacking; it if carries grenades or explosives, it has a chance to blow up upon taking damage, etc. Bonus points if the creature is carnivorous and can dynamically modify its carapace by scavenging stuff from its prey, going from eating rats to eating thugs to terrorising well-armed individuals within mere hours.

this is not a fucked up allegory for how player character must appear to the NPCs

2
General / Re: Make a mushroom doughnut
« on: May 07, 2025, 01:25:10 am »
Cooked human meat. Roasted, simmered, served with Chianti - whatever, as long as consuming it should count as cannibalism. It's always miffed me that lurkers have no 'unique' cousine on them or anywhere in their territory, just human hearts and brains in freezers (seasonal candies do not count). I was really stoked to unknowingly become addicted to human meat in NEO Scavenger, and would be just as stoked in Infusion.

Come to think of it, the Tchortist admission interview even brings up human meat consumption, yet no option to actually do it exists...   

3
General / Re: Make a monster for Infusion
« on: May 02, 2025, 03:01:20 pm »
A powerful psionic enemy that inherently lacks psi points but can siphon them from the player character (or any other suitable entity), subsequently gaining access to devastating abilities. Maybe it could even briefly steal the siphoned entity's strongest psionic ability to use it against them (like Motor-Cognitive Transference but far more impactful).

4
Regarding grenade launchers, in addition to fixed damage range on grenades the weapon itself could have a quality-dependent modifier to that value, unrelated to skill. An HE grenade dealing 350-500 base damage multiplied by the g-launcher's 30%, for instance. If launchers are ever too strong, either the multiplier could be reduced, potentially even staying negative outside of highest quality comps, or the grenades' base damage could be tweaked (ammo should probably remain the primary determining factor for damage though).

This could apply to all firearms in fact, at least to an extent. Ammo determines base damage, weapon quality and attachments modify it, while skill governs the overall ability to wield the gun, ranging from precision to critical rate to whatever other modifiers Infusion will have.

The issue with heavy guns and generally anything capable of burst-fire is that of identity rather than balance, in my opinion, as there is little point in adjusting five barely distinct flavours of 'just burst lol'. Purely for the sake of speculation, SMGs could remain basic burst boys; ARs could be the attachment sluts, extensively adjustable to any situation; LMG and Miniguns could be restricted to full-auto only (distinct from burst-fire), which should be possible (?) given Infusion's combat process, giving them a very narrow and inflexible but unique niche; combat shotguns could be deprived of the ability to burst to begin with, as each single shell already impacts similarly to a small scale burst, and could instead be differentiated more broadly through shell varieties (besides just pellet number, obviously; slugs, dragon's breath, etc.)

tl;dr on the pic below

5
General / Re: Am I Crazy for Thinking Pack Rathound Is Good?
« on: April 02, 2025, 12:48:04 am »
Pack Rathound is really great on trap-only builds! It allows to haul more traps at once, reducing the frequency of going back to restock.

I mean this mostly as a joke but nonetheless.

6
Suggestions / Re: Hammer Fists feat
« on: March 28, 2025, 12:58:53 am »
b-but the cool hammer flavour though!

Heavyweight puncher builds are usually the ones going full DEX and relying on crits for damage, which is very gay (STR-maxing ones exist as well but are hot garbage in comparison). This feat is basically meant to promote pure STR heavy tanks that fundamentally hit so hard the crits are barely ever required, which is manly. At least that's the general idea.

Reject crit meta, embrace Unprojection 

7
Suggestions / Hammer Fists feat
« on: March 27, 2025, 02:38:29 am »
I'm pretty sure something similar has been suggested before, it's essentially the opposite of what a character centred around Lightning Punches would be:

- fist weapon/unarmed attacks ignore mechanical threshold when attacking organic targets (hammer fists, duh);

- for each percent of total armor penalty above 50%, the percentage of mechanical resistance incurred by fist weapon/unarmed attacks is reduced by 0.5% (from 140% down to 100%, potentially removing the penetration penalty altogether; hammer fists, duh);

- minimum AP of a fist weapon/unarmed attack set to 10 (12/14/16 or whatever else would be appropriate, the idea being that a swing of a hammer fist is just too heavy to be meaningfully impacted by Dexterity, although with that it would perhaps make more sense for the attacks' AP to be directly set to a value that cannot be further modified);

- all of the above only applies when total armor penalty is above 50% and both weapon slots are occupied by fist weapons or literal fists (same way as Heavy Metal works, more-or-less).

8
Suggestions / Re: Shield Bash & Boarding Up Improvements
« on: March 24, 2025, 06:43:43 am »
Styg patches "undesirable" interactions out of the game all the time,

That's a really quaint way of referring to a plain bug :ladelman:
I could understand 'unintended interactions', which is what acid vial crits via Fatal Throw and Cut-throat shenanigans were. Putting it as 'undesirable' makes bug fixing sound like an act of oppression, pretty amusing.

Memory is about as much solid proof as common sense would be in the context. I somehow 'remembered' that swords were light weapons after my first playthrough and was really surprised to find out otherwise a year later in the middle of a second playthrough (with a sword build, ironically). The claim that S-Bash interaction must have been shadow patched, which in itself has the air pf a conspiracy theory, is particularly strange in the light of fact that patch notes only really omit or very elusively refer to things such as random events, unique weapons, secrets, changes to major bosses, etc., purely for the sake of not spoiling the player. By all means prove me wrong with concrete evidence of gameplay and combat mechanics specifically having been shadow patched, however. Until then, I'll just appeal to common sense by asserting that S-Bash, provided it ever had benefitted from Combo to begin with, should never really have, for a shield is something literally held in hand and is thus as much of an unarmed of fist weapon attack as a sword would be.

I have looked at your build as well.

Now that my sight has fully recovered, I may admit that I was wrong and that I can finally see where your appraisal of S-Bash is coming from. For a build like this, S-Bash is indeed not a sixth toe but what a skateboard would be to a man with both legs amputated up to the pelvis.

9
Suggestions / Re: Shield Bash & Boarding Up Improvements
« on: March 23, 2025, 06:32:39 am »
Shield Bash for 0 AP every turn and with extra damage from all possible sources (including Combo if I recall correctly) was really quite good

Shield Bash counts as neither unarmed nor fist weapon attack and in fact interferes with Combo. I have never paid much attention to the interaction before but can now tell with certainty that any melee attack besides unarmed and fist weapon simply nullifies the existing Combo stacks, so doing something like punch - slice with a knife - punch will leave one with a single stack of Combo against the target. The same goes for Shield Bash.

From looking at your response I'm assuming that the build you played was DEX combat gloves with Shield Bash flavour (an unarmed build would not go for more than 12 DEX at absolute most and would prioritise STR instead so it has to have been combat gloves, right?..). The problem is that DEX gloves is perhaps the strongest melee build in the game and has no need whatever for Shield Bash, as pneumatic hammer does the same job more than once per turn and is infinitely better in comparison. Such build is straight up weaker with Shield Bash than without, as the bare minimum of feats required to make Shield Bash worthwhile could be spent on feats further improving ordinary attacks, which are arealdy far more effective to begin with. That's not to mention having to overinvest into STR as you say and being stuck with an armour type that serves the character very little purpose besides featuring a shield. What I played, on the other hand, was an unarmed build with only 9 DEX and the rest in STR, built primarily around Shield Bash... and yet even this build would have been much stronger without it! Having 5 of my feat slots occupied with Shield Bash and its synergies - Boarding Up, Shield Arm (lol), the feat itself, Nimble & Body Weight Training for Lightning Punches - forces me to give up on such feats as Critical Power, Recklessness, Improved/Expert Unarmed Combat, Bone Breaker (lmao even), Escape Artist, etc., as well as more crit-oriented Infused Rathound wife-beater overcoat. Basically, the difference is that the build you played was, as it appears to me, a perfectly self-sufficient and pretty much broken build that benefitted none from the inclusion of Shield Bash, while I played a build expressly centred on Shield Bash with the intent for it to be the build's focus and the main source of damage (yet with the way it is Shield Bash was only dealing 10% to 15% of overall damage at best, and even that solely because it was compromising the build's ability to deal damage by dint of its very existence).

Based on all of the above, I'm going to make a bold claim that your view of Shield Bash being decent as is is heavily skewed by the potency of the build it was included in, and which in the first place needed it little more than a sixth toe. My suggestions were made from the position of wishing for a build that could employ Shield Bash as primary means of damage, with ordinary attacks fulfilling a supporting role of stacking Boarding Up and re-enabling the main hero of the story means of offense, as opposed to bashing a single target to death and killing ten more conventionally. I would not say that Shield Bash is completely awful; unleashing a decently powerful sledgehammer swing once per turn per 0 AP isn't the worst thing in the universe (I mean it beats Spirit Poison). I have enjoyed bashing the shit out of many a foe quite a bit, yet nonetheless, for all the investment stipulated by Shield Bash, from feats and specs to equipment and high enough level, it simply doesn't do anywhere near enough to justify its inclusion, whether in a supporting or a primary role, besides want of flavour on a whim.

10
Suggestions / Re: Shield Bash & Boarding Up Improvements
« on: March 21, 2025, 07:11:36 am »
One must imagine Alter Mann happy, endlessly whining about issues that will never be addressed anyway...

11
General / Re: Custom Portraits
« on: March 20, 2025, 09:47:40 am »
For whoever might be looking for a character portrait befitting of the glorious Shield Bash-centred builds.
(based on the 'stale' mugshot from 'Underrail's Ultimatum')

12
Suggestions / Shield Bash & Boarding Up Improvements
« on: March 20, 2025, 09:43:35 am »
I.e. guess what kind of build I have been playing recently:

1) It would be neat if Shield Bash's cooldown could be refreshed after each 4 or 5 successful melee attacks performed on the same turn. I noticed that 'charging' Shield Bash with 5 hits required to stack Boarding Up is similar to pneumatic hammer activation. It feels nice to fulfil some condition, however small, in order to deal more damage, so it would be neat if Shield Bash were to become conditionally available multiple times per turn via this kind of interaction. For bonus meme points this mechanic could be tied to Shield Arm, an overall horrendous feat that nobody ever wants to take and that should really just be integral to shields by default. If Shield Arm bore the offensive component of promoting Shield Bash's rate of usage, it might actually start serving a purpose.

2) Boarding Up should also increase the chance block per stack by 5%/10%. Not like shields are amazing and often used anyway, and not like having a somewhat strong defence exclusively against melee attacks is all that broken. Spears can already block more or about as much as top shields, but at 100% chance with Spear Guardian and without locking the wielder into a specific armour type. Shields meanwhile offer a 50% chance to block at best and even that with Shield Arm, an overall horrendous feat that nobody ever– right, you get the idea.

3) Applying Daze onto an already Dazed enemy should Stun the target for 1 turn. I saw this interaction in Darkest Dungeon 2, where applying Daze on an enemy that already has a Daze token upgrades it into a Stun token instead. If Underrail were to adopt a similar mechanic, Boxing Gloves would immediately become broken beyond belief, boxer builds rise up! jk

4) I may come off as a shield fa– enjoyer, but at the same time I think that sledgehammer attacks shouldn’t be blockable at all or should bypass a considerable percentage of block value depending on the block source. Sledges already have the real life gimmick of disregarding living targets’ mechanical threshold, so it’s really odd for melee block, which is pretty much just a separate situational mechanical threshold, to be exempt. I could see a shield mitigating a hit from a hammer partly but certainly not fully, a portion of the impact would still be transferred to the body just like it would through armour. Blocking even the tiniest fraction of a heavy hammer swing with a sword, knife or your own hands – Guard feat or Boxing Gloves – sounds rather preposterous.

I hereby rescind all responsibility for suggesting what might have already been proposed a long time ago.

13
Bugs / Mushroom Forest minor bugs
« on: March 19, 2025, 06:56:24 am »
1. Spore Turrets can be immobilised (specifically via Pinning feat). Not like they are going anywhere anyway, but nonetheless.

2. I can't remember ever landing critical hits on Pulsating Roots with any weapons, and yet with throwing knives it appears to be possible. Pardon my mnemonic deficiency if the Roots can receive critical hits normally after all.

14
Bugs / Shield Bash crits do not trigger Bone Breaker
« on: March 19, 2025, 06:48:27 am »
Title. I'd assume that Shield Bash qualifies as a blunt weapon attack and should therefore interact with Bone Breaker (especially since even Dirty Kick is somehow capable of breaking ribs).

15
Bugs / Handmaiden Pharmacist Dialogue Bug
« on: March 18, 2025, 07:31:41 am »
Dialogue with the randomly spawning Handmaiden pharmacist at Lemurian Health Institute has options for presenting Phil's hand with the chip and the chip by itself at the same time. That's while the chip is still in Phil's hand; once extracted, there is no option to present anything at all. Implanting the chip leads to the prompt of presenting your own hand, so that works correctly.

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