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Topics - Altos

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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 / (Minor Expedition Spoilers) Thief Description for Ray
« on: July 26, 2019, 12:04:40 am »
Hey zoners,

So like any respectable scavenger, I made sure to rob Ray blind of what I could before joining the Expedition (without getting caught, of course). Then, after getting the Scrap Jet, I also made sure to go back to get a better jet ski, but they're so damn expensive. Upon talking with Ray, I was given an interesting set of dialogue choices where I could give Ray a fake description of the thief that broke into his store (which, of course, is me).

What I'm wondering is: does this description actually do anything beyond populate some flavor text with the Praetorians? Ray says that if they ever "catch" somebody matching the description I gave, that I will then get a significant discount on his jet skis. Given how expensive they are (and how little money you have on DOMINATING), I'm more than willing to frame some poor zoner to get a discount. (I know, I know. I'm evil.)

So, with this in mind, I tried to give the most generic zoner description possible. Does anyone know if this actually matters at all?? Or is it all just for fun.

Either way, the fact that you get to do this at all is awesome! I love how much thought you guys put into this game. It really makes it a joy to experience. :)

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Bugs / [1.3.0.18] Minor bugs with Grover and Cliff
« on: December 17, 2017, 03:10:34 am »
Bug 1:

Once Grover tells you about Treasa and brings her into the back alley, you have the option of going up and initiating dialogue with the pair before attacking. However, if you don't want to deal with the initiative roll, an easier way is to just kill Treasa and take the Plasma Core without starting up the dialogue.

Unfortunately, this appears to bug out the game in the current patch, such that after you leave the alley with the core, Grover spawns back in his house, his health is refilled, and he has the exact same dialogue as he did before. You can even intimidate him again, at which point he'll mention Treasa again, and disappear back into the alley. Since Treasa is already dead, Grover won't actually spawn in the alley if you go over to check, and will instead spawn back in his house after the transition, at which point you can do the dialogue over again with the same result.

Ultimately, this is a minor bug, because you can still turn in the quest as usual, with no other noticeable effects. Treasa remains dead, but Grover remains unfriendly, and the quest is not marked off in the quest-log as completed. You can still proceed with the Black Eels quest-line.

Bug 2:

Normally, if you go down into the burrower den outside Junkyard to save Jenny without healing Cliff using the Doctor feat, he will be dead by the time you leave with Jenny. However, when I saved Jenny on the current patch, Cliff was not dead after the automatic dialogue transition. Cliff and Jenny than argued for a while about Cliff leaving her down there, as they usually do if you save Cliff, but since I hadn't actually healed him, his health was still ticking down from the bleed wound. What this meant was that Jenny got to watch her boyfriend slowly bleed to death for three minutes. But you still get the XP (and you can loot him!), so the difference is really only an emotional one. Poor Jenny...

This is a minor bug for sure, but still a bug nonetheless. I managed to get a screenshot, too, in case you're interested: http://steamcommunity.com/sharedfiles/filedetails/?id=1233992715

Oh, I should also mention that both of these bugs were encountered on Dominating difficulty.

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General / Post your experiences with the new Dominating difficulty!
« on: December 12, 2017, 03:17:15 am »
I figured that it would be nice for us to have a place where we can post about how much the new difficulty is wrecking us, and maybe have a place where players can go (outside the Dev Log) to get some tips & tricks to conquer the new mode.

So far, the only build that I've had time to try is a 3/10/7/3/7/3/7 (original allotment at lvl 1) pure SMG build on Oddity mode, and I'm fairly confident that it's impossible for me to even beat Depot A with it. xD

I knew from the beginning that it was going to be a train-wreck, since it's a very fragile build early on, but I wanted to try it out anyway. I didn't think it would be this bad, though.

Presently, I'm at level 3 and I can't even kill all of the psi beetles and save Newton. :P The little buggers gang up on me and I'm dead in two turns. Every enemy takes at least two full bursts to kill, and I'm just going through my 7.62 ammo like crazy. Totally unsustainable in the long run. Just to clear the 8 azuridae in Newton's building requires something like 300 7.62 bullets fired from my puny SMG because I can't afford to buy one. :P Junkyard is of little help, either.

And don't even get me started on Silent Isle. My boy Broderick decided that it would be a good idea to shoot at the psi beetles for some weird reason, and then he aggro'd over the Goliath, which promptly used every psi skill in the book to wreck him in 2 turns. Dumbass. :P It would have been hilarious if it didn't leave me trapped on the island.

So, yeah, 3 CON SMG Oddity is a no-go for Dominating mode. I think even with 7+ CON it would be unsustainable. The ammo requirement is just too much for burst builds when the enemies have soooo much HP. Maybe if I ground some levels off of the Rathounds long enough to get Commando and Spec Ops (on Classic, of course), I MIGHT be able to beat Depot A, but I would surely crash and burn in DC if I ever made it that far.

Granted, a lot of my issues probably came from the build itself and the fact that I'm definitely not the best Underrail player in the world, but hey, it sounded more interesting than a LoC psi build. ;)

What about you guys? How is the new difficulty treating you so far? Has anyone beat it yet? (looking at you, destroyor :P)

I expect that, if anyone does end up beating it, it'll be with a sniper build or a LoC psi build. Or maybe a crit brawler, if you can survive the early game?

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As the title suggests, Lucas will not give the player a .44 Pistol even if the Persuasion check is passed. He will provide the proper dialogue, and will "give you back your gun" in green-text, but no .44 will actually appear in your inventory.

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Bugs / [RESOLVED] New Ezra Dialogs Repeating After Foundry Quest
« on: January 22, 2017, 01:23:00 am »
As it says in the title, I have encountered a very minor bug while playing on v. 1.0.2.3 using a character originally created in v. 1.0.1.10 in which what appears to be new dialogue from Ezra involving the Kill the Beast quest repeats itself every time I talk to him. Once the new dialogue completes (it's only 5 or 6 boxes long), it returns back to the standard list of dialogue options (i.e. "do you have anything to trade?" , "are you blind?" , et cetera) and remains that way unless I should leave the Engineering deck and re-enter, at which point the new dialogue repeats again ad nauseam. I have already completed the Foundry quest with this character (again, in the previous version), and I presume that's why the dialogue is repeating.

When talking to Ezra pre-Foundry with a character originally created in v. 1.0.2.2, this problem does not occur. Unfortunately, I do not have a save with that newer character post-Foundry, so I cannot determine with absolute certainty that this problem is exclusive to saves that have been upgraded from the previous version. Still, while it may just be a problem of compatibility with older saves (which is to be expected with a game this complicated), this is still a glitch in the system, and as a result I feel like it's worth noting, nonetheless.

It is cool dialogue, though ("at least two thousand five hundred degrees centigrade!"), so I guess I don't really mind. :P

UPDATE: I booted up a save I made after reading through the dialogue for the first time, and now it no longer repeats if I leave and re-enter the Engineering deck. I'm not sure why exactly this seems to have worked, but maybe it has something to do with changing the file state to that of the new version? I'm no programmer, though, so it could be something else entirely.

Regardless, it appears that the problem is now miraculously fixed. Yay?

Sorry if I wasted anybody's time. If anyone else experiences this problem, try making a new save and then loading it... or something.

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Bugs / [Spoilers] Bug with the Ending Reel
« on: July 25, 2016, 08:19:15 pm »
This is a rather minor bug, but I noticed upon finishing the game that even though I retook the Black Crawler base for the Zone Rats with Gorsky, Sneaky, and Dan--and did it with no casualties--the ending slide for Core City gives me the following line, which shouldn't play because Dan joined the Zone Rats and survived:

EDIT: Uh, okay for some reason 2/3rds of my post just got deleted. It looked fine when I posted it, but whatever. What I was saying was that the ending slide for the Zone Rats played as if Dan never joined the Zone Rats, which he did in my playthrough. I assume that the flag for Dan joining the Zone Rats and living wasn't checked off for some reason.

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Hey there, Underrailers!

I just finished this incredible game for the first time yesterday, and there is one big problem with the game post-Tchort that I noticed and I think must be changed or at least worked around.
The problem is that the Faceless blockade to North Underrail STILL exists even after you return to the surface to find everyone celebrating that the Faceless have been driven back. If I go to the screen east of the Core City Metro station, there are still two guards on duty at the blockade near the zone transition who tell me that it's dangerous. The other guards are all gone. When I travel north from there to the screen where the Faceless spawn infinitely at the blockade, they're STILL there and they still respawn infinitely and they still attack me on sight even though I allied with them in my playthrough and have the Medallion and all that.  :(
I assume this is not something the devs intended, but since I can't be absolutely certain it's a bug, I'm putting it here as a suggestion instead. This could just be a result of time constraints. IDK.  ???
I understand that the game post-Tchort is basically just a bunch of extra NPC dialogues about the Faceless retreat and, excluding the content at SGS, just the same old content as pre-DC, but I still feel like the blockade being present--despite Six and everyone else telling you it's gone--is a pretty major issue as it really just breaks the immersion right when you're about to end the game.  :(
So I would suggest that you guys either find some way to make it so the player can't access the screen where the Faceless respawn infinitely (by removing the zone transition or something) or change the map to reflect visually how the Faceless are gone and Praetorian Security is cleaning up the site.

If you feel like this should be moved to Bugs instead, go ahead. I wasn't really sure where to put it. On one hand, it seems unintentional that the Faceless would remain. On the other, it could just be an oversight or a result of time/engine constraints. Either way, this is a problem. ;)

(On a completely unrelated note, does anyone know what's in Tanner 135 Hack box in his secret room? I'm so curious!)

tl;dr: Faceless still present at Blockade post-Tchort. Bug?

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Hey there, Underrailers.

I read on the Steam forums recently that in order to become allied with the Faceless in DC, you must (among other things) let them kill Buzzer in his shop in Rail Crossing, and that if you persuade them to let him live after the mind-reading (even though it's really for their benefit) you cannot ever become allied with them later on, even if you didn't kill a single Faceless in Buzzer's shop, and thus cannot possibly bring Lora Baker back to SGS.
Now, I haven't tested this claim out for myself, but if this is true, that means the player is required to intentionally fail a quest in Rail Crossing (save buzzer) if they want to finish a quest (save the bakers) at the very end of the game, which to me seems like a pretty illogical requirement.

So I was wondering if Styg or one of the other devs could confirm or refute that you must let Buzzer die to be allied with the Faceless.

Thanks! :)

EDIT: Altered the title to be more appropriate to the nature of what is being spoiled here. Sorry, everyone!  :(

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Bugs / Problem in Epione Lab
« on: February 14, 2015, 07:26:19 pm »
There is a post on the Steam forum for Underrail on this issue, but as of this moment it hasn't received any replies from the developers so I figured I'd post it again here, just in case there's the possibility of it being noticed. I hope you don't mind.

I encountered what I believe is a bug in the Epione Lab when going to speak with Blackwall on Colonel Cathcart's orders. Upon entering the lab I found that I could not move more than one tile beyond the first guard before the whole area became hostile towards me, despite that the guard gives me the A-OK to see Blackwall. Before moving past him all of the guards have yellow backgrounds behind their names, which I saw on the Wiki meant that they were unfriendly towards me, and thus could easily become hostile (which they did). I have completed the quest involving the renegade soldiers with the outcome where they will not be very severely tried (through Persuasion).

I have tried numerous methods (such as deleting the map file for the Epione Lab on my most recent save file to see if reloading the map data would fix it) but nothing has resolved this problem.

I think it should be noted that I am playing with a character I created before the most recent update. However, I doubt that this alone could cause such a glitch. I may very well be wrong, but considering that I am not the only player who has encountered this issue, I think this bug should be noted nonetheless.

Thank you for your time.  :)

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