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Messages - epeli

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Quote from: Steam
add it to the Underrail Wiki?

Will do once the bugs are fixed. Soontm.

General / Re: How defense skills (Dodge and Evasion) work
« on: Today at 03:04:23 PM »
Can i ask how did you took the measurements exactly?

I've edited my effective attack skills against various creatures to study how hit chances behave in relation to attack skill. The pattern is clear and consistent. I've actually been doing that for a long time, but I never tried to connect it to defense skill because there's no easy way to do that.

So, to estimate the role of defense skill, I went against something with known fixed melee skill and edited my effective dodge stat until I found a spot where hit chance no longer visibly dropped. My autism level wasn't high enough to gather statistically significant amount of sample data this way, hence me being unsure about the modifier figure. :) But it's almost certainly within +-0.5 of correct value.

Bugs / Re: Crash to desktop attacking Eddy and Scrappers with Eels and SGS
« on: December 12, 2017, 10:17:18 PM »
Any crashlogs in your Documents\My Games\Underrail\ ? Would probably make finding the bug(s) faster.

General / How defense skills (Dodge and Evasion) work
« on: December 12, 2017, 09:32:53 PM »
This has been bothering me for far too long! Dodge and Evasion have always been bit of a mystery. Most Underrailers probably have a gut feeling on how they work based on gameplay experience and limited, confusing information.

So I made this:

The relation of defense to attack skill is only my estimate and you can change it around.
The scaling itself is exact. To put it simply, doubling attack skill always halves chance to miss.

When considering these numbers, remember that it's only the basic skill calculation. There are more factors that alter hit chances after the skill calculation.

Bugs / Re: My usual bunch of glitches\bugs.
« on: December 12, 2017, 03:37:34 PM »
I was, I could see my AP and MP counter.

Being in combat and turn-based mode are different.

You are locked In Combat when you see this icon on your portrait and you can't exit turn-based mode at will. Basically, whenever there are hostiles around and they're trying to kill you. Lenox and Bret beating each other probably won't put you in combat.

Bugs / Re: DOMINATING HP modifier and hypos
« on: December 11, 2017, 09:05:34 PM »
Yea, bug. looks like Styg forgot to change DOMINATING back. (There were some talks of removing the PC health/healing modifiers altogether now that encounters and enemies are tweaked for each difficulty.)

The player modifiers are supposed to be same as on hard, though, not harsher. That's also why DOMINATING is absent from my character builder.

General / Re: Should I leave the experimental branch?
« on: December 11, 2017, 04:46:39 PM »
No, it's a hotfix to the experimental branch.

If you look at the first post of the patch note thread or version history at the wiki, it shows current live and experimental versions. I also list dates on the wiki so it's easy to see when a branch was last updated.

Experimental branch will always have the latest version. You can always stay on it if you want to get new versions as soon as psssible, disregarging bugs.

General / Re: Super Slam feat question
« on: December 11, 2017, 02:23:15 PM »
@Bruno hit chances are capped between 10-95% for targeted attacks, 15-90% for AoE attacks. (Except 100% for point-blank AOE)

Sorry TheAverageGortsby. It seems we're talking across each other here. I'll try to explain myself again.

I was cautioning him not to judge endgame scenarios from the perspective of current skill threshold
I'm telling everyone to judge things from the perspective of how things currently are. Because said endgame scenarios will change when the skill thresholds change, ok?

The late-game areas will be made tougher for expansion players to match their increased character power. Better loot, but also tougher combat encounters and higher skillchecks. Current base game difficulty is intended for current base game characters.

Suggestions / Re: New weapons and items
« on: December 10, 2017, 10:35:14 PM »
I'm not going to write a general purpose CE guide, but the value you're looking for is a float that increases towards east and decreases towards west, 1.0 per whole tile. It's a whole number in the scale of tens. Should be easy to scan for.

Suggestions / Re: New weapons and items
« on: December 10, 2017, 09:13:12 PM »
Ha, did not think of that myself. Any gameplay problems you foresee with this trick? Besides being crazy OP. :P

Can't think of any, the engine and game are pretty solid even when players do stupid dorf tricks like this. As long as the editing doesn't mess anything up, things should work just fine.
Especially now that vehicles have gotten some extra attention with the work on expansion. Might be some unexpected glitches in older versions.

Suggestions / Re: New weapons and items
« on: December 10, 2017, 08:11:52 PM »
I'll be honest, I would love a cheat that allowed you to spawn and pilot a Dreadnought wherever you wanted. :D
Stop giving me ideas! :D

Getting the dread out of Hephaestus should be doable with save editing... (requires working knowledge of the .NET binary serialization format, MS-NRBF)
Make a save right next to the exit and another one, say, 4 tiles to the west. Unpack both saves' global.dat and run a diff on them. Identify which of the changed bytes (there could be lots of unrelated changes) correspond to your character's coordinates. Edit the number to move the dread 4 tiles east instead. Pack the modified global.dat back to your save and go pwn everything.

Or if run-time memory editing sounds easier, one could try to find the coordinates in memory with cheat engine and edit those. ;)

General / Re: anti-Carnifex cheese
« on: December 10, 2017, 08:09:48 PM »
Electrokinesis: high AP cost, cannot miss, no Fortitude Check (or it's very hard to resist it)
Electrokinesis can be resisted by organic targets, mechanical/electrically powered enemies cannot save against it because they receive a different debuff short circuited.
Can fleshbags resist it while taking the damage? As far as I know, it stuns if it deals damage.

Also, the taser vs psi was just a tongue-in-cheek comparison, but the point was this: Taser isn't about to get nerfed any time soon.

Suggestions / Re: New weapons and items
« on: December 10, 2017, 04:13:06 PM »
Why do you even need to add several weapon variants of one class, when they are a better/worse version?

Well,оkey. Why then there are Energy Pistols in your game, but no Energy Rifles?

What do you mean? The multiple variants for each weapon subtype have different stats, making them useful for different purposes. Some of them certainly could be tweaked to make them more relevant to player builds, but the intention is to have different options, not just flat out inferior or superior variants. Craftable item level progression however is handled through quality and higher quality is always better.

I'm flattered, but Underrail is your game as much as it is mine. :) I'm just the prime fanboy around here. But to the question: Originally there were plans for energy rifles and I don't think that plan was ever dropped. Maybe we will see heavier energy weapons in the future.


From my previous post, the quote was the important bit. The devs are pretty much set on the weapons they plan to add, but we don't know their plans beyond the upcoming expansion that adds swords, spears and shotguns.

For what it's worth, I can offer some educated guesses on your suggestions.
Flamethrower-like weapons could happen with a new type of chemical dispenser for chemical weapons. Right now there is only a blob dispenser, so the closest thing you get is a gun shooting napalm blobs rather than a stream of liquid fire. There was some work done towards another dispenser a long time ago, but the idea didn't get finished back then. Grenade launchers I don't see happening as a standalone weapon, but potentially as an underbarrel attachment on assault rifles. After all, the assault rifle sprite when wielded already looks like it has one. The game-mechanical role of machineguns (high strength, high caliber burst fire, suppressive fire, full-auto, and so forth) is already assigned to assault rifles. I don't believe we'll ever see machine guns as a new weapon subtype, but maybe there could be unique assault rifles that are LMGs for all practical purposes.

You see, Underrail's man-portable weapons have always been relatively lightweight, with some of the heaviest weapons being an old anti-materiel rifle and impractically massive sledgehammer. Heavier weapons are left to stationary or otherwise heavy equipment - for example there's a small Protectorate mech armed with minigun, rocket launcher and heavy drill. You get to pilot one for a bit if you join the Protectorate. Some jetskis in the expansion will also have weapons of their own for naval combat.

I don't have any special insight into the dev cycle obviously, but remember how Styg was saying that he wanted to push a patch right with or shortly before the expansion?  I suppose this is the balancing patch - tested internally for overall balance - released into the wild to do bugfix checking.  Remember that veteran levels are changed - we're going to get more dodge and evasion, for example,  and the endgame content isn't going to be changed so much because the expansion is a horizontal growth content addition.  So maybe - just maybe - this is correctly balanced toward endgame with the extra five levels.  And I'll wager we don't have terribly long to wait now for it, either, based on stuff that Styg said in his previous DevLogs.

I think it might just be fair to balance the late game on DOMINATING for the new content.  Don't sweat what you can do at level 25.  Think about what you can do at level 30.

What. The game is always intended to be playable as is, no level 30 what-ifs. Lategame content will most likely be tweaked for Expedition owners to account for the higher PC level.
And DOMINATING - it's just extra challenge for veteran players and masochists, far from sensible baseline of balance. The part saying there's no guarantee it's possible to win? It isn't a joke. Also, I'm happy nobody (so far) has thought it to be too easy!

But now that there are four difficulties with individually balanced encounters, not just system-wide stat tweaks, I'm sure any and all comments on those will be especially appreciated. I doubt the devs will ever get everything perfect on their own. Same for random events. Feedback on the more usual tweaks is fine too, so keep it all coming.

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