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Messages - Albert Altmann

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31
Styg's personal perennial nightmare

32
There are ending slides that mention Grim Jetters' complete eradication though (https://www.stygiansoftware.com/wiki/index.php?title=Endings/Expedition), you just have to be really thorough about purging them. Or the slides might be bugged. I wouldn't know for sure.

33
General / Re: Console with a manipulator and dog coughing out rubber balls
« on: February 17, 2025, 12:42:26 am »
I think in the sewers there are usually two random locations at once so there might be a chance it's still out there somewhere. I'm not sure though.

34
General / Re: Console with a manipulator and dog coughing out rubber balls
« on: February 16, 2025, 12:41:28 am »
That's one of the possible random locations in Core City sewers. It doesn't appear in each playthrough, but when it does exploring every nook and cranny in the sewers will usually suffice to locate the area.

35
General / Re: Make a monster for Infusion
« on: February 08, 2025, 04:33:44 am »
Mutants that use a unique type of psionics due to their mutation, Biohazard psionics or something like that. Imagine having your gall bladder being psionically turned into a vicious parasite that devours you from within, or having your cells being remotely ordered to undergo apoptosis en masse, or having blood in your lungs turn into acid, etc. A faction of Biohazardous psions, secretive and hostile to practically everyone, could be interesting, especially if they could somehow be joined.

36
Bugs / Possible minor issue in Booth's dialogue
« on: January 22, 2025, 04:39:18 am »
One of the possible stories Booth may tell the player during the procedure concerns a character conspicuously reminsicent of Chemical Agent, who comes to get the names of his dissolved adversaries engraved on his putrid flesh. Booth, however, mentions that it's been quite a while since his last visit, the implication being Chemical Agent's death at the player's hands. The problem is that Booth hit me up with that story before I had fought in the Arena at all, which makes his apparent disappearance a little premature, but is all in all no big deal.

I do miss the option of recognising who Booth is talking about and gloating about having put the Agent out of his misery though (to be fair I did not bother to test if such an option appears after having actually killed him, so my bad if it already exists).

37
Bugs / Razor lost his knife
« on: January 10, 2025, 06:25:51 am »
When I was 'negotiating' with pirates in my most recent playthrough, Razor's arguments were for some reason delivered in the form of kicks and punches. Upon inspecting his corpse, I discovered that he had no knives on him at all, which is a little odd for a character notoriously skilled with knives. He even had a sharpening stone, to add insult to injury, so if anyone has seen a sharpened combat knife of ~110q floating around the Black Sea, kindly return it to the corpse of the original owner.

I also checked just in case and the last playthrough in which he fought with a sharpened knife took place in September, 2023, quite a while ago.

38
Bugs / Re: Report spelling/grammar errors
« on: January 07, 2025, 02:15:39 am »
'...had underwent...'

Incorrect grammatical form of past participle in the predicate, should be 'had undergone'.

Also below: 'The concealing nature... exist for that reason...'. Should be 'exists'.

39
General / Re: how does rounding work in this game?! (armor sloping)
« on: December 29, 2024, 01:01:05 pm »
I regret to inform you that even the chance remains unchanged.

40
General / Re: how does rounding work in this game?! (armor sloping)
« on: December 29, 2024, 11:03:06 am »
2x specced Armour Slopping will yield 27%. I played a similar build but with spikes so I would know.

On a side note, putting three serrated blades on a suit of metal armour won't provide three separate chances to apply a bleeding wound. The number of serrated blades only increases bleeding damage, not the chance to apply more bleeding wounds per hit, so if the idea behind the build is to inflict as many bleeding wounds as possible triple serrated blades will be mostly pointless.

41
Suggestions / Re: Throwing Axes
« on: December 22, 2024, 04:02:56 am »
A hammer is an industrial tool, throwing axes not much purpose in caves.

Hammers are tools that can be used as weapons, but axes and machetes are originally tools that branched out as weapons as well, and machetes, despite having lost a lot of their intended utility Post-Descent, are still very much around as a weapon. Going by the same logic, throwing axes have as much or as little right to be in Underrail as throwing knives, because neither is a tool nor a conventional - or comparatively effective - weapon, not to mention that throwing axes are arguably more historically represented in actual combat than throwing knives (tomahawks & franciscas, namely).

42
Suggestions / Re: Throwing Axes
« on: December 19, 2024, 01:19:03 am »
No wood - no axes.

No bears - no traps

43
Suggestions / Throwing Axes
« on: December 16, 2024, 07:38:16 am »
A heavier alternative to throwing knives. Higher damage, higher AP, less penalty to mechanical penetration and less or no bonus against organic targets (bonus points if could be crafted with an optional plasma-related component to also deliver fixed energy damage on impact; yes, I basically just want a 'throwing knife' for Industrial Bots).

44
General / Re: Junkyard Gang Showdown question
« on: November 26, 2024, 12:08:37 pm »
Level is of no consequence, but difficulty might have an effect on the outcome. It's likely that Protectorate schmucks benefit more from higher difficulty settings due to their base stats, equipment, etc., which makes them outscale some shitty gangsters despite increased difficulty values being the same for them and gansters alike.

Could also just be plain variance. Perhaps you should conduct the showdown experiment a couple hundred times more for more comprehensive data :)

45
Bugs / Re: Report spelling/grammar errors
« on: November 23, 2024, 06:30:10 am »
Also for the above, 'Keepin'' is for some reason capitalised after the colon.

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