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Suggestions / Reducing specialization point investment
« Last post by Crows on Today at 02:47:05 am »
Currently, it feels like there's quite a bit of variance in the power of different feat specializations. I'm thinking specifically of weaker feats like Skinner/Clothier, Neurology, Gun Nut, etc., where even a significant point investment may be unnoticeable. Contrast these with any feat that has an action point or cooldown reduction specialization.

I think one potential way to make these specializations more attractive would be to reduce the points necessary to fully specialize - for example, if Skinner had a 4 point specialization with each worth 2.5%, rather than 5 points and 2%. This wouldn't directly increase the power of the feat, but would make actually specializing in it feel less like a trap.
Builds / Spear/Versatility + Metathermics
« Last post by Crows on May 23, 2022, 11:51:55 pm »
Link to the build:

The premise is pretty straightforward - I'd like to be a reasonably tanky melee fighter while still retaining some mobility. My first attempt tried to meet the stat requirements for Stoicism as well as Sprint, and wound up having two barely-mediocre offensive options early on. Depot A was rough, since there just wasn't enough power behind the spear or the PSI. Despite killing The Beast on Dominating, I struggled to deal with more than a few human enemies at a time. The second attempt ditched CON and reallocated those points to STR, which performed better but it didn't capture what I was going for.

So now I'm going to do the real dumb thing and ditch AGI, giving up Sprint. Instead, I'm going to crank up Metathermics and take Versatility, giving me offensive options at short, medium, and long range. Hopefully PTC will be sufficient mobility - depending on how it feels, I might alter when I pick up Psycho-Temporal Acceleration.

Right now, I'm questioning whether I want to keep Nimble and Bodyweight Training. They'll ensure I'm not entirely immobile, but I'm wondering whether a pair of boot springs is better than the extra defense from a metal plate. If I dropped them, I'd pick up Dirty Kick and maybe Sixth Shell or Cryogenic Induction (for Cryostasis/Impale kills).

Suggestions are very welcome - the spear seemed like the best weapon to build a tank around, but I'm definitely open to switching things around.
Suggestions / Re: Plasma beam targeting indicator
« Last post by destroyor on May 23, 2022, 12:03:08 am »
If possible - yellow = first 2/3, red = last 1/3 range (full power).
Suggestions / Plasma beam targeting indicator
« Last post by destroyor on May 22, 2022, 02:36:24 am »
Plasma beam should have a solid line of of red/yellow on the ground to help with aim, or at the very least have a "targeted" indicator pop up like ambush on every eligible target.
Bugs / Re: Grim doesn't want Todd
« Last post by PhrygianDominant on May 18, 2022, 08:30:25 am »
Dialog scripting bug. Fixed for the next hotfix.
Suggestions / Re: Let's talk about Charms
« Last post by Crows on May 17, 2022, 02:40:35 pm »
In one playthrough I found her for the first time in Hardcore City Bar, and the Hanging Rat in another playthrough.
General / Underrail miss this! Some food for Styg mind.
« Last post by tyrtix on May 17, 2022, 09:16:14 am »
While i am still tinkering with a pen and paper version of Underrail-ish game, i remembered a thing from my past, and i thought iot could be a great inspiration for Underrail lore to be added to it.
There's a small city in Italy wich have a "tribe", "commune" or whatever you like to call them, appropriately called Mutonia, also Mutoid waste Company, wich is a group of artists wich uses metal waste as a form of post-apoc form of art, and everything rotates around the relationship between the waste, art and industrial culture. They build those creations from only recycled parts, and look at how they are cool! They even made an hybrid gorgone-robot-motorcycle wich breathes fire! Oh, they also used to rave and create electronic and techno music, i knew them from that, when i saw one of their concerts in a techno disco around the 2k years.
Bugs / Re: Report spelling/grammar errors
« Last post by Crows on May 16, 2022, 05:49:14 pm »
The mutie corpse in the Core City trash disposal/crane area (that can be recovered by crane) - "Mutie" is misspelled.
Fixed for the next hotfix.
Bugs / Re: Generic Aegis NPC dialogue.
« Last post by PhrygianDominant on May 16, 2022, 01:20:42 pm »
Fixed for the next hotfix. The recovery team returns to the camp if either of the following conditions are met: the professor was kidnapped, the player found the microchip implant encoder, or if there are less than ten sec-troopers left in the camp. The navcom reflects that properly, while this particular sec-trooper dialog does not.
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