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Messages - Albert Altmann

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61
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.

62
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.

63
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).

64
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.

65
Bugs / Re: Report spelling/grammar errors
« on: March 10, 2025, 07:57:33 am »
In Prof. Oldfield's dialogue on Lemurian transport:

'This are amazing insights...'

'These are amazing insights...'

66
Title. Whether on a first or a repeat visit, not a single enemy spawns after interacting with the console, despite Cognator being alive and not a single other Exosoldier having been harmed elsewhere. No matter the obstacles primed, the game just shows four empty corners of the arena - very dramatically - before freely admitting passage to the next area.

I know they are no longer supposed to spawn when none are available, but that should definitely not be the case given the circumstances.

67
Styg's personal perennial nightmare

68
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.

69
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.

70
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.

71
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.

72
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).

73
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.

74
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'.

75
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.

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