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Messages - SadBaxter

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1
General / Where to in, act two?
« on: May 13, 2015, 12:54:41 pm »
Just reached act 2 in this game at last (well, it's not explicitly stated to be such but it feels like it) and I'm kind of paralyzed by indecision insofar as options go. I've got camp hathor, the battery plant, core city and the faceless all to choose from, plus now I can go exploring some of the previous dead ends with explosives.

What did you guys do first at this point? Camp hathor and the battery plant seem to be sidequesty areas whereas dealing with the faceless seems to be the way the story progresses, am I right to assume that?

The lack of an ingame map isn't helping, and although the one on the wiki is helpful it's still confusing trying to fit everything together...

2
Well in the case of the scrappers fight there's no negative repercussions (I think) to just going in and murdering everyone yourself and then going back and accepting the quest to murder everyone afterwards.

3
Sometimes it's actually really annoying having allies in combat because they just end up stealing the exp for your kills, it'd be nice if this didn't happen.

I mean there might be an argument that this would be an exploit in the case of hacked turrets or whatever, as that's an optional thing, but fights like the eels/scrapper quest where you're forced to have allies can be frustrating.

... Actually now that I think about it I would really like an option to take on the entire enemy base all by yourself actually.

It'd be fun as heck! Plus it's an opportunity for fun dialogue. I remember the first quest in Stalker SoC had an option to take on all the enemies in an abandoned car mechanic's yourself and I've always taken it whenever I played. One man army kinda situations are fun as hell.

4
Bugs / Re: 0.1.14 bugs
« on: May 11, 2015, 04:15:06 am »
Aha, Got it! Okay, for the bug to trigger the dog has to die on the FIRST tick of flame damage as it moves, later ones and it'll die normally. If it dies on the first tick the sound of the dog dying plays and it becomes untargetable but it continues moving for the rest of its turn, and will continue to act on subsequent turns.

http://i.imgur.com/Dmfmcjy.jpg
Here in this first screenshot, I was unfortunately too slow to capture the dog dying and continuing to walk around, but you can see it's lying on its side

http://i.imgur.com/a3y8mUC.jpg
Second, the dog is now standing, and has just fired an acid blob at my character

http://i.imgur.com/wOE5HeH.jpg
and third, it's now back to lying on its side, but in a clearly different position to the first screenshot.

http://i.imgur.com/43BLT5P.jpg
Here's a fourth, in which I managed to screenshot the dead dog actually using acid blob.

It only ever used acid blob (whenever it came off cooldown), it never came over and attacked in melee, and once combat was over it went back to being properly dead, although its corpse was still untargetable and it left no remains.

EDIT: Managed to capture the initial zombification

http://i.imgur.com/R4E87E0.jpg Alive
http://i.imgur.com/v7tTyjV.jpg dead (note that it's taken a single instance of heat damage)
http://i.imgur.com/AEbY1FD.jpg continuing to move while dead

5
Bugs / Re: 0.1.14 bugs
« on: May 11, 2015, 01:45:28 am »
I just had a weird bug with an incendiary grenade again. I used a molotov on a group of mutated dogs, when they died from the flames instead of dying normally they... well, the sound effect for their death played, but they continued to act out the rest of their turn and then would lay down into their 'dead' sprite, and they also continued to act throughout the rest of combat until I killed the last dog. They didn't leave any remains either, the only thing left was an untargetable mutated dog lying on its side.



I don't know what the trigger is as I'm having some trouble replicating it. So far as I can tell, it seems to be that if an enemy is caught in the area of effect of fire, they usually don't move at all, probably because their AI is trying to avoid the huge damage you take for moving through fire. The living dead dogs bug seems to have happened because the dogs decided to move through the fire anyway, which killed them, but instead of killing them normally they continued to move and act while dead.


6
General / Re: Playing an assault rifle combatant
« on: May 11, 2015, 12:48:14 am »
Great post, Wildan! What's the advantage of 8 Strength instead of 7? You get all the feats with 7... How is the armor and ar penalty calculated?

You need 8 strength for some metal armors, and it looks like metal armor scales better into lategame than tactical vests.

7
General / Re: Stats and Skills calculator
« on: May 10, 2015, 02:41:55 pm »
Loading from URL is a great idea, I should have done that instead of cookies in the first place! It should be possible to implement, at least I hope so. The web redirect I use might be problematic with that. I'll have to look into it at some point.

Make sure to use some kind of compression on the string for stats or you're going to end up with 500 character long URLs

8
General / Re: Underrail wiki?
« on: May 10, 2015, 12:18:44 pm »
Given that pages for items have a maximum of 8 tabs for item examples, and given how many different combinations of components there are for various items, should we just start putting what 50 quality item components do on the main item page?

Like, on the page for leather armor I could add "A 50 quality black cloth overcoat adds 17 stealth and 0.5 weight to any leather armor it is added to", and something similar for 50 quality soft padding (because I found 50 quality soft padding as well, yay).

It could also be added to the page for the item itself, as from what I see a component will always add the same benefits/drawbacks if it's used in the same way no matter what the resulting item is, a 50 quality black cloth added in the overcoat slot will always provide 17 stealth and 0.5 weight.

Just asking in the interest of consistency in style/presentation.

9
General / Re: Stats and Skills calculator
« on: May 10, 2015, 12:04:21 pm »
I've just added epeli's character creator to the character creation page on the wiki (with their permission), jagged jim would you like to add yours? Just so people have a choice of tools to use. I'm not sure how it'd work, as I'm unsure how filehosting works on wikis, or whether it could added as its own wiki page or something.

10
Suggestions / Replace Napalm C in incendiary bullets with magnesium
« on: May 10, 2015, 10:56:44 am »
60 chemistry is a big investment, 40 is more manageable. Plus, magnesium was and probably still is quite a common filler for incendiary ammunition in real life, which I know has no bearing but still.

11
General / Re: Stats and Skills calculator
« on: May 10, 2015, 10:43:38 am »
You're absolutely right. I just did a little calculating in game, skill synergies don't improve a skill beyond the max you can increase it via skill points for that level. I guess I didn't realize because I didn't know how big the skill bonuses for stats were.

So there's very little point in skill synergies for skills you're already maxing out, but having high levels in one skill can mean you can put a few points in a skill that gets a bonus from it and bring it up to a usable level maybe. Verryyy interesting...

12
General / Re: Stats and Skills calculator
« on: May 10, 2015, 10:13:25 am »
Nope! Your calculator does it wrong. :P Synergies cannot boost skills beyond their maximum for your current level.
What does this mean exactly? I've heard it mentioned but if that means that the number in parentheses in the skills menu isn't used for skill checks that doesn't seem right.

13
General / Re: Underrail wiki?
« on: May 10, 2015, 06:10:47 am »
I can have a go at finding the other components of shield emitters at 50 quality, but finding two 50 quality modulator's might be tricky, but it's not that vital. A secondary modulator simply adds 50% of that modulator's shielding to the finished emitter, ignoring decimals. So a 50 quality HF modulator will add 2 very low shielding, 6 low, 25 medium, 37 high and 48 very high. It also doesn't add anything to the finished shield's value, although it does add to its weight.

14
General / Re: Playing an assault rifle combatant
« on: May 09, 2015, 03:04:22 pm »
Now that I've gotten a grip of how the skill points work, I wonder if there's a way for some cheating and altering your attribute/skill points. I'll propably start a new character soon, but I'd like to test a few things first.

So, any chance for save game editing?

Haven't seen any save editors and nothing's stored in plaintext. If you looked through it with a hex reader you might find some interesting stuff but I've never had the patience for it. All you can really do is use stuff like cheatengine to set your skill points on level up to a higher value or fix it in place. You might be able to do the same with feats as you get 1 feat point every 2 levels but searching for any integer with a value of 1 or 0 when you're memory searching is... next to impossible.

15
General / Re: Underrail wiki?
« on: May 09, 2015, 03:00:25 pm »
I bring treats, many 50 quality items but most importantly I managed to grab 50 quality energy shields, regular and efficient versions, and a 50 quality cloaking device. All components are 50 which did take a bit of work, lessened by the fact that there are 3 shops that sell electronic components in the junkyard in the quality range I needed, so it was all one round of goods, with a bunch of savescumming.

Is it okay if I keep posting stuff I find here? If it's bothersome then I'll stop being lazy and make an account on the wiki.

Anyway:

http://i.imgur.com/RNZSf5X.png Cloaking Device
http://i.imgur.com/6O7OQsW.png black cloth balaclava
http://i.imgur.com/vIYLsoY.png black cloth tabi
http://i.imgur.com/m1gompK.png motion goggles
http://i.imgur.com/NogDlvx.png adaptive goggles (the lens has no quality but the night vision version has a 50 quality core)
http://i.imgur.com/aU9XBFD.png Low frequency shield
http://i.imgur.com/ievCD82.png medium frequency shield
http://i.imgur.com/HoiVVQC.png high frequency shield

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