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Messages - Altos

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Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 02:01:45 am »
Underrail 2: Psionic Boogaloo  8)

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Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game.

Well, this is a surprise! I figured that the next region the player would visit (assuming it is the region I think it is) would be it's own game entirely, but another expansion makes sense, too.

I'm actually glad that it's a new character. This makes it more accessible to players who didn't like their first build, and/or want to try out something new for the new region. I wonder if it would be possible for us to interact with the original player character? I would love the opportunity to chat with them in a bar or something and have the new PC have no idea that this guy/gal they're talking to just saved the world from no less than two eldritch monstrosities. :P

  • Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).
  • Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.
  • Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack
  • When recycling an item, the total weight of the scraps will always be less than the weight of the original item

...
  • Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)

These are some interesting changes. I'm glad that we are now able to craft grenade cases, and I like the idea of crafting super-powered lockpicks. However, that scrap requirement increase is going to suck for my SMG character. SMGs eat up repair kits like candy on Dominating. Now that the repair kits actually weigh a significant amount, I won't be able to carry around 100 of them all the time, either. I guess this means I'll be recycling more items and hoarding more Pentapus Barbeques. ;D

  • Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]

Now this is something I can get behind! As soon as I'm done with this post, I am immediately booting up the game to see what those new [REDACTED] duds look like. There's a certain outfit in particular I could definitely see my character wearing.  ;)

  • Added a couple of mini-dungeons that may randomly appear in the early game

Interesting! I wonder how small of a dungeon we're talking about here. I'm also curious to see what the in-universe explanation for the dungeons' random appearances is. Perhaps some spacetime shenanigans?


All in all, these are some pretty interesting changes! I'm excited to see how they affect the game.

I'm greatly looking forward to the next expansion, and I wish you guys the best in crafting it! I can't imagine it will be coming out anytime soon, but that's okay. You can't rush perfection! ;D

Thanks for the update!

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General / Re: Best Shield for PSI Dodge/Evasion-less build?
« on: September 10, 2019, 04:13:33 pm »
In the expedition lands the crossbowmen seem to be every bit as good at hiding in the corner as snipers, because I've had my character shot at by enemies outside of his line of sight.

TBH, the crossbow dudes were by far the hardest part of the entire Expedition. Those guys were brutal to fight on Dominating, both in the village and during the attacks.

Thankfully, their lack of any real armor makes them highly susceptible to Mk V Frag Mines and Napalm Grenades. ;D

So the best tactic is to just litter the entire shoreline of the beach with mines and chem. blob traps and whatever else you can find. The ones that survive can be taken out by the turrets, Yahota, or grenades. Plus, you can always hide behind the giant rock in map while you wait for your grenades to recharge. ;)

Setting all the crossbow guys on fire was very satisfying. :P

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Builds / Re: This guy Sseth apparently will make these forums more popular
« on: September 10, 2019, 03:49:45 pm »
Reading the forums through and trying to find build videos on youtube I did see a fair amount of the SMG/Spec Ops builds and was interested in trying that for my first time, but I also saw talk about it being nerfed with a patch. Is it still viable? I only picked up the base game and the only updated SMG build I could find said the expansion was required for it.

Basically, is all the talk about the SMG burst nerf just an OP combo that was brought back to a normal level of balance and people miss the OP or is it suboptimal in some way now?

Ultimately, it depends on what difficulty you're planning to play the game on and how you want to build your character. For a Dominating playthrough, the update making Burst an "unconditional special attack" made SMG builds significantly harder to play, as much of the power of Burst-centric builds came from the fact that 1.) Smart Modules and Smart Goggles stack (which they still do), and 2.) the resulting attack modifier was applied to every bullet in a Burst shot independently (which is no longer the case; now, special attack modifiers do not affect Burst at all).

In my case, before the nerf, I had a total Special Attack modifier of 85%. This meant that, after the nerf, the damage output of every single one of my Burst attacks was essentially cut in half--which ultimately made the build non-viable for a Dominating playthrough prior to the expansion. I couldn't even make it through the last area with it, anymore.

Expedition made the build viable again by allowing for more level-ups (higher gun skill and the potential for higher DEX, plus new feats like Blindsiding that made Stealth/SMG builds strong again). So, I was able to ultimately complete the entire game to my liking despite the nerf to Burst.

That said, none of this matters if you aren't playing on Dominating difficulty. On Hard and lower, SMG builds are still plenty strong enough (even with the nerf) to complete the game with, especially if you buy the expansion content. (Assuming, of course, that your build is decent.) On Hard difficulty, the final area and final boss will probably give you some trouble, but as long as you make sure to spec enough Chemistry and Mechanics to build your own W2C ammo, you should be fine.

Really, the saving-grace of all SMG Burst builds is the ability to make your own W2C ammo.

Maybe I'll compile my thoughts/experiences into a build post one of these days, but to be honest, SMG builds are pretty easy to get right. ;)

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General / Re: You guys seen this, right? :D
« on: September 09, 2019, 05:16:26 pm »
Oh sh*t. That's huge. :O

Could this be Styg's big break, after all these years??

It'll definitely be interesting to see how this sudden upsurge in popularity affects the forums here. The Steam forums have already exploded with new posts. Hopefully the server can handle all the new traffic.

Congrats for the publicity, Styg!! What a way to end a vacation. ;D

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General / Re: Hopeless yngwar/ferryman problem
« on: August 26, 2019, 10:42:18 pm »
Regarding the conversation with Yngwar, I can confirm that 9 INT is sufficient to exhaust his dialogue and get the sketch of the Sormibaeren Champion's grave. You have to be very careful when talking with him, however. He is very easily perturbed. Definitely save beforehand. It may also be possible with 8 INT, but I can't confirm that. 9 INT works, at least.

Regarding the Philosophy III perk and the dialogue with Ferryman, I can confirm that 9 INT is sufficient to exhaust all of his dialogue and get the Philosophy III feat, as well. The problem with getting this feat is that you have to return to all of the various dialogue options multiple times (at least once for each of the options), because suddenly a new dialogue option will be revealed for each one after you progress sufficiently through the dialogue. It's annoying and arbitrary and I don't like it, but that's the way it goes. Be prepared to spam through the "Tell me about XYZ again" dialogue until something new pops up.

You'll know when it's over once you have the Philosophy III feat (exit out of the dialogue to check) and he asks your overall opinion on his wacky philosophy. Give your opinion and he'll give a very short and uninteresting response depending on what you chose, and that's it. Take the feat and leave, and never think about it again! ;)

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General / Re: So what improvements would benefit Underrail 2?
« on: August 26, 2019, 10:34:03 pm »
A lot of great suggestions in this thread. I agree that there needs to be more ways to solve a lot of the mid- and late-game quests, especially those in the Expansion. I would say the base-game was pretty good about having at least 2 ways to solve most of the quests in the game, but with the Expansion there's usually only one way to solve every single one of the quests, and that kinda sucks. The quest with the Sormibaeren in particular is very... well... lame. It's really lame that the only solution is to massacre them, especially when your interaction with Yngwar demonstrates that at least some of them are intelligent. It just seems like there is a lot of lost potential there. I know it's a small team, and I know we already got a lot more than we really had any right to at all, given the price-point, but what if it was just a simple Persuasion/Intimidate check? Or another quest you could do for them? It wouldn't have to be this whole new saga to the game, but having a little bit more in the way of some decision-making would add a lot to an already incredible expansion. This is by far the biggest change I would make.

Otherwise, the only other suggestion I have would be to improve Jack Quicksilver's quest-line so that you don't have to look everything up on the wiki and perform "optimally" in order to get into Oculus. Especially given that having access to Oculus gives you a massive advantage regarding certain shadowy aspects of the expansion. (Also, more Oculus quests please. Thank you!)

Oh, and of course, for the journey to North Underrail, there needs to be a dialogue option to punch and/or shoot Tanner in the face. Just punch him straight in the face. Even with 3 DEX and no melee you should be able to just smash your fist and/or gun into his face for maximal heroic catharsis. ("This one's for Lora!" *whack*)

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The max is still an effective Lockpicking skill of 135, but IIRC there are only 1 or 2 containers in the entire game that require 135 Lockpicking, and both are in Deep Caverns. I don't recall either of them containing anything noteworthy whatsoever. I've found that an effective of 100 (or 85 if you have the Huxkey) is more than enough to get me everything I care about. Anything more than that is just a waste of skill-points, if you ask me.

The same goes for Hacking. The max is still 135, but there are only a few containers that require that much, and none of them have anything worthwhile. The only good reason to ever get up to 135 hacking is for that sweet Deep Caverns lore from IRIS, which honestly isn't that interesting and IMO is not worth the skill-points. She basically just tells you stuff you can already figure out yourself. I think the console in Oculus requires something like 115 Hacking (don't quote me on that), so that's as far as I'd ever go.

If you have to choose between the two, choose Hacking.

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General / Re: (Spoilers) Eternal Torch and shards
« on: August 08, 2019, 03:16:23 pm »
I still wondering what Broken-Off spike for.

Hey, so I took the Broken-Off Spike to Quinton at SGS and he had some new dialogue regarding the spike, talking about how it was basically a carbonized fragment of the idiot that tried to hit the Monolith with a mining pickaxe. So, I think the spike is just for flavor text. I haven't finished the Expedition yet, so I don't know if perhaps there is more you can do with it, but for now it seems like just an easter egg or silly addition into the game. There's no dialogue with Azif about it, and since I've already finished the base game I can't ask Six about it, so IDK if there's more to it than that. I think it's just supposed to make you laugh. :P

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Bugs / [Expedition] Can't Continue with Ferryman Philosophy Dialogue
« on: August 08, 2019, 03:11:04 pm »
Hey zoners,

I'm not sure if this is actually a bug, but I'm unable to proceed with the Ferryman's dialogue regarding the Descent to Center because I "don't fully grasp the base material" even though I've exhausted all of the dialogue trees. I tried upping my Intelligence with Hypercerebrix up to 9 INT, but this didn't provide any new dialogue options.

I'm fairly confident I didn't screw anything up in his early dialogue, as I ran through it multiple times and chose the options he responded the most positively to. I also got the Philosopher feat (just the 1st one), and I'm able to ask him some personal questions, but he still won't let me proceed through his Descent to Center dialogue.

So, I think this is a bug? 9 INT is as high as I can go, so I'm hoping I don't need any more. That would be a little ridiculous.

I noticed there is still an [Intelligence] check available regarding the True Death / False Death stuff, which I can select infinitely and doesn't seem to proceed anything. Perhaps this is the source of the bug?

Loving the Expedition so far. Thanks for all the fun. :)

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General / Re: Too bad the stats aren't what I need...
« on: August 03, 2019, 04:01:12 pm »
More persuasion? Now i can pass more persuasion checks. Cool.

Finally! Something other than the Tchortist Noble Robe!

I'm sold.

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General / Re: riftwalk locations
« on: August 03, 2019, 03:46:11 pm »
Hey guys,

Just wanted to let you know that I have updated my original post to include all of the rift locations found to-date. Thanks to everybody that's posted here and on the Steam forums for your help. The total is now at 18 rifts.

So far we've found rifts at all of the faction locations and all major stations except for Fort Apogee (and the Natives, I guess). I've searched all over Fort Apogee, but so far I have yet to find anything. Maybe it's just super hidden away somewhere. Or maybe the Institute rift is meant to serve all of Upper Underrail. Given how small Upper Underrail is, that wouldn't be too surprising.

If anybody finds any more, please let us know. Thanks! :)

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General / Re: [Spoiler] The gray army money
« on: August 01, 2019, 09:19:55 pm »
Old NPC, or from expedition? The only one I can think of with a very slavic name is Prevlic.
He means Kokoschka. As a result, you need to be a member of the Free Drones in order to have the option to trade in the Gray Army dollars for charons.

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Should be 100 effective.  You can get like 80 of that with gear.  https://www.underrail.com/wiki/index.php?title=Intimidation

100, huh? Hmm... that is more than I was hoping for. My character has 0 base Intimidate because I focused on Persuasion. So that 59 effective is with the UnderPie and all of the +Intimidate gear I can wear minus the Death's Grin (so I'm looking at a max of 89). My Biology stat is also very low. I guess I have to decide whether it's more economical to put some extra points into Bio for Hypercerebrix, or into Intimidate. I only need 11 points for Intimidate, so I'll probably go with that. I'll run the numbers through the builder when I have time. It would be helpful to know if 9 Int is enough for the check.

Thanks for the responses!

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There is Intellect check too, I have passed it.

How high was your Int when you passed it? Mine is 7 and it doesnt show up. I could try upping it with some items tho, so thanks.

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