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71
Bugs / Foundry still turns hostile after exiting prison
« Last post by SineNomine on February 20, 2023, 07:17:36 pm »
The bug seems to be triggered by the game's weird stealth and detection mechanism. If one sneak into the supervisor room, sneak out again, get caught by camera turning red, then bump into one of the guards coming to check, a red line would pop out saying that the player's action has triggered hostility. However, if the guards did not directly see the player conducting the illegal action, they would not turn on the player until the player has left the prison, making the mistake incredibly easy to miss.

Proceeding from this state onward, the hostility seems to remain even if the player persuades Delma for access and removes footage. Killing everyone in the prison, closing all prison doors, destroying all cameras and removing all footage again before exiting prison also does not fix this.

Also if it helps, this is happening after I took the quest from Jack but before talking to Everad, meaning that I can't even talk to Todor to get out of the prison. :'(

Upon inspection of the global.dat save file using a hex editor, the bits immediately following flags loc_fo_prison_caughtOnCamera and loc_fo_shouldMakeFoundryHostile appear to be set to 0 upon doing either of the above, however the state of hostility in game after exiting prison is not changed. Could it be that the game is checking for the presence of the flags instead of the value of the flag?
72
Bugs / Re: Impossible sledgehammer spawn
« Last post by Yogimanz on February 20, 2023, 08:37:08 am »
This is intentional. Think of it as a sort of unique non-unique item.
73
Builds / Re: help with unique 44 mag build for dom
« Last post by Der Zooner on February 18, 2023, 09:10:43 am »
Paposik pretty much nailed it with the criticism, one thing I'd add is a mention of the extraordinarily high AP cost of using magnums, especially without rapid reloaders.
You will be relying heavily on your one turn of bullet time to get enough lead downrange to make a good starting dent in any encounter, and you'll want to have as much AP during that turn as possible.
You'll also want a low(er)-AP finisher for enemies that only just survive your powerful attacks, which is where specced fatal throw comes in - either that or a grenade once you've softened up a group of enemies.
Since you have 18 DEX and a lot of skill points to spare, going all-in on throwing probably won't do you any harm.
Just for the sake of variety, I'll include a build that uses Survival Instincts for high critical chance at the cost of special attacks.
Whether you think it's worth the pain of dealing with Survival Instincts is up to you, though I have beaten DOM with a similar build.

https://underrail.info/build/?HgMQBwkDAwVGwqAAwqAAAFA8IAAAI2kRMmQAAAA3TgAAK2IxF8KjGVs-w5JRwodLw5HCs-KouwPita4H4r2EBd-_

Lack of special attacks means you have a few options open for feats depending on how you want to specialize.


74
Builds / Re: help with unique 44 mag build for dom
« Last post by PaposikG6 on February 18, 2023, 08:29:49 am »
For one, your build doesn't even work because hit and run requires 7 agility and sharpshooter 10 perception. Also, if you want to use magnum unique pistol instead of crafting, then 7 int is useless since you can't get bonus from gun nut feat, it's better to stay at 5 int. Also premeditation is useless for TM if you don't use stasis since contraction has no ap cost (and it's going to be probably the only skill you'll end up using in 95% of cases)

recklesness spec is bad, don't take it, you're better with bullet time or versatility
expertise is very bad don't take it ever with pistols
Instead of aiming for base skill values, use Underrail Builder https://underrail.info/build/ to check how your build would work ingame. 80 base lockpick with 18 dex would for example be effective of over 160 which is colossal overkill, the highest lockpick checks are 130 and those only open boxes with random loot in DC, it's probably the best to stop at around 100 effective (counting huxkey/jkk suit bonus).

Here's a Versatility Pistol build that i made that you can check to have a better general idea:
https://underrail.info/build/?HgUQBwMHAwVGOgDCoB7CoDJRMi0AMsKCDyhkAAAANwAAAAEXKxlZHls6wofDksKjw5FOJhHCsw0x4rWuCuK9hAXfvw
5 str for steadfast aim, 7 per for kneecap shot, 7 agi for hit and run and 5 int for versatility, rest in dex.
45 biology for focus stims, 127 throwing to reach the accuracy cap on throwing grenades, 140 electronics for crafting high-tier energy shields and for one useful check in DC (can be lower if you want).
Evasion is optional dump stat if you have enough points late in the game
Feats mostly in order, aimed shot and gunslinger as first feats obligatory.
Execute is good but it also takes few feat slots. Combine it with taser or dirty kick to one-shot most stunnable enemies

With some minor adjustments i used this build myself on DOMINATING so it definitely works, even without psi.
75
Bugs / Impossible sledgehammer spawn
« Last post by Valor on February 17, 2023, 02:33:12 pm »
I found this hammer in Darkdweler random event, I dont think it should be possible

76
Suggestions / Re: Let us make gas grenades with the d5 canisters
« Last post by Amannamedsquid on February 17, 2023, 03:05:55 am »
Oooooohhh, I like this idea.
77
General / Re: Where is Dude's house in caves?
« Last post by Amannamedsquid on February 17, 2023, 03:03:54 am »
Wow. Roleplaying a little too hard don't ya think?

Anyways, the location of Dude's cave home is in the northeast section of the Upper caves, south of a Lunatic camp and a climbable route which leads to right outside Hecate Research Outpost. 
78
Bugs / Re: Bone hairpin doesn't drop
« Last post by Iviris on February 17, 2023, 12:52:50 am »
You probably still can.  Pop into the discord or PM me.
Get to lvl30 you mean? I don't really care about that, my builds is done,  it will only give me some biology for out of workshop crafting in DC itself. And I still can make it if I find that two-headed mutant.


 Just reporting the bug with hairpins because it is super weird that it happened.
79
Bugs / Re: Bone hairpin doesn't drop
« Last post by harperfan7 on February 16, 2023, 10:27:04 pm »
You probably still can.  Pop into the discord or PM me.
80
Bugs / Re: Bone hairpin doesn't drop
« Last post by Iviris on February 16, 2023, 09:07:46 pm »
you're killing the wimmins, right?
Yes. Domm, aendooms, literally everyone is dead. I have a save with all their bodies present and not a single hairpin on them.

This is extra sad because with these pins I would have been able to reach lvl30 before DC.
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