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Messages - epeli

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General / Re: [MILD SPOILER] who wrote the dialogues and the game text?
« on: February 08, 2018, 06:29:05 AM »
Yeah, all the devs lurk here and will stay at stygsoft for the foreseeable future. These days most of the character dialog is written by PhrygianDominant, while items/game mechanics/design are mostly by Styg. Plausible sciences and materials have been in the game since the early days, but phryg has greatly expanded that aspect with many of the scientist dialogues.

Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 31, 2018, 06:44:20 AM »
Sometimes I wonder if the Mechanical Bolt blueprint (that was the original name) was meant to have more bolts than just the Serrated Bolt, like a Pneumatic Bolt or something.

Maybe. Maybe other mechanical bolts were moved to a new blueprint. ;)

General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 06:41:10 AM »
EDIT: Oh, epeli suggests capping.  Well, he's one of the people who knows way more than I ever will about this game  :P  Do what he says, it's probably right.

Hey, many others know the numbers and specific checks far better than me!

I'm just giving a general idea what to expect from skillchecks. They usually match the content level, but that's not a hard rule - the checks can be set to whatever the devs feel is appropriate for worldbuilding and gameplay balance. Many checks are lower, but highly optional content has higher checks as well. For example, lockpicking your way into Depot A (instead of buying/working for access) would take far higher skill than the average character can attain by that point.

So I'm not saying there is a 135 persuasion skill check in the current game (not a whole lot of talking in the endgame), but skillchecks generally could go that high. Keeping the effective values of your secondary skills like persuasion at max base skillpoints for your current level works, and that way you can save a handful of skillpoints through synergies.

General / Re: skill point / build ? for a relative UnderRail noob
« on: January 30, 2018, 08:18:00 PM »
That might be too much Persuasion and Intimidation, but the crux of your questions is that you're asking us to tell you thresholds for the expansion content which - unless I've missed something - none of us have or know any such details about.  <sneaks sideways glance at epeli>
If I could get a confirmation of something like "persuasion 100 (142) will grant you access to all dialogue options that have a skillcheck for persuasion" for the current version, I'd have a point of reference.

As far as I know, 135 effective skill should be enough for any static skillcheck in the current game, matching the current level cap of 25. Since Expedition will bump level cap to 30, I think skillchecks could go up to 160.

General / Re:
« on: January 29, 2018, 09:02:23 PM »
I'd totally love seeing feat requirements in tooltips!

But... they're already in the tooltips? Right below the feat description. Hover over any feat and you should see them.

Yeah would like to hear something about current plans for expansion release, even if its bad news :)

Bugs / Re: [] Electrokinesis jump to target crashes the game
« on: January 24, 2018, 01:50:05 PM »
That's weird, though. I don't use any weight info in those calculations. Does this hack modify any other numbers as well?

It shouldn't, but you never know what CE scripts of questionable quality might do... This one in particular does scary stuff (wildcards in memory scan addresses, lots of instructions, even memory (de)allocation) when all that's needed is changing *one* instruction to NOOP.

General / Re: Combat gloves quick question
« on: January 17, 2018, 07:28:49 PM »
So, epeli, do spiked gloves bugged?
They should inflict damage in two separate hits right?

Bugged how?
That's how they worked last I checked. Reinforced gloves have increased damage on the primary hit, while spikes add a weak secondary hit (that benefits from expertise and such)

General / Re: Underrail wiki?
« on: January 17, 2018, 12:31:37 PM »
OK, so I saw this thread suddenly  :D so here my five kopecks.

Article about had this.

Talk to Lenox twice to learn of Pat's past in Praetorian Security.

It doesn't work for me, no matter how many times you talk with him, unless you talked with someone else who told you about Patrick past in Core City.

Also, raticle about crawlers

Knowing when crawlers are nearby is half the battle. When entering an area with crawlers (or stealthed humanoids), you will know you are not alone when you hear the distinct stealth mode sound. The louder the sound, the more creatures just hid from you.

That's not the cae anymore, at least in experimental branch. Don't remember when it was implemented.

I guess that was changed recently. Pretty sure you could get Lenox to mention Pat's past in Core City just by talking to him twice without setting any other flags.

Yeah, the sound thing was changed in 1.0.3. The audio still plays if you *see* someone entering stealth, not otherwise. I know the body text of creature pages is... not the best it could be. Some of it even predates the current wiki we have at Someone wrote couple of them on the early wikia, I just imported them as is. The mutated dog page is a funny one. :)

What about helping the Black Eels? Wiki states that you can obtain SGS help by finding the Armadillo part first but that didn't work for me - did this ever work or has it been changed only recently?

It was changed recently (in 1.0.3.) Prior to that, for some reason SGS council would agree to help black eels if Gorsky wasn't present and you chose you leave the politics to them. I *think* you now need to persuade the council in all circumstances, and it's easier to do so if Gorsky is there on your side.

General / Re: Combat gloves quick question
« on: January 17, 2018, 11:56:11 AM »


Ah, the forum software is a buggy piece of junk. It cuts posts off at special characters like accent marks (I'm guessing you were trying to use one there in place of normal apostrophe). Try to avoid any fancy special characters and things'll work.

General / Re: Death Stalkers are a bit unfun
« on: January 09, 2018, 08:20:11 AM »
relying on character skills alone just doesn't cut it, not even a small % of the time.

It can work 100% of the time. I suspect your character's stealth is too low. Most likely you can't detect them because your stealth is below their instant detection threshold. They see you instantly and move in to attack from opportunistic angle, leaving little time for your detection to play out. (Death stalkers are fairly high level. If you've ever tried fighting faceless gaunts with too low stealth, they feel pretty much the same.)

That's about it for character skills, but meanwhile you the player could enter TB mode before using your crawler detector (flare/grenade/yell/whatever), that gives you more time to react and will get you the first turn. I don't think taking the poison+daze with Thick Skull is much better alternative than taking the damage+daze from hyperallergenic instead, but constitution always helps.

General / Re:
« on: January 09, 2018, 07:52:12 AM »
What's going on with Force User? Wiki also lists apparently old info and I can't find anything about the patchnotes either. Here's how it is ingame in -

Looks like Styg implemented that suggestion and forgot to tell anyone. :P Good catch.

Te point is this Normal (1.0.3) is much harder than previous Normal.
And the question is - was it intended ?

Yes, it's gotten harder. But! Most of the 1.0.3 difficulty changes are to mid/late game encounters that were previously too easy. The early game rathounds are the same as ever, although maybe the noise system wasn't in yet when you last played. (Noises now attract nearby enemies.) As for the new zone transition AP costs... loading screen abuse was never meant to be a big part of the combat. 25 AP doesn't sound too bad though, it's the same as door open/close AP cost.

And I enjoy the Story and quests and so on - i'm not here for fighting.

I doubt Underrail will ever have a "story mode" difficulty since combat is a big part of the game. But as of 1.0.3, easy mode is even easier than it was before. That's probably the best option for players who don't particularly care about combat.

Development Log / Re: Dev Log #52: Jet Skis
« on: January 07, 2018, 07:41:44 AM »
I was soo hyped with Jet Skis i didn't notice those new crossbow bolts!

Pink poison. I bet it works like a charm.
I would be willing to put money down that you are right about the charm bolts.

Huh, was that shown somewhere? It will break your heart...

This certainly doesn't seem like intended behavior.

It is intended, or at least Styg is aware of it. Snipers are just that unfair! But it's not a common occurrence in normal combat encounters.

I heard there was a system back in early development (back when the combat was real-time) where players could also seek targets to snipe beyond their view radius. I wonder if that's ever coming back.

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