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Topics - Tygrende

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1
Bugs / Firecracker caps disappear from crowbars
« on: March 12, 2024, 11:23:50 am »
Steel crowbars equipped in both weapon slots. One has a firecracker cap applied to it, the other one does not. If you attack with the naked crowbar, the firecracker cap on the other one will just disappear as if used (it is not actually used though, there's no effect). Easy enough to replicate.

This does not happen if different crowbars are equipped. If there's a tungsten crowbar in one slot and a steel crowbar in the other, everything works as it should.

I suspect this is caused by all crowbars of the same type technically counting as the same item. Crowbars are rather unique in this since they also have no durability, so two copies of the same type are truly indistinguishable. I haven't tested yet, but high chance this will also apply to CACS. It's also possible this may be the case for other enhancements put on other semi-unique weapons you can have more than one of, like shivs, boxing gloves, etc. but these have durability so hard to say. Will check later.

2
Suggestions / Trident - cool, but it kinda sucks
« on: December 18, 2023, 10:32:05 pm »
I like the gimmick, but overall it's a pretty bad spear compared even to other uniques and severly outclassed by crafted spears like the rest of them.

By far the nicest thing about is the highest block value out of all uniques, but that's not really enough.

Total damage is somewhat high, but since it's dealt in 3 separate instances, it will be VERY susceptible to blocking, especially when combined with DT. Which is a really big deal, because spears are otherwise the second best melee weapon at going through blocking.

The main gimmick, 3 poisons applied at once, is nice but doesn't really have that much use. The best case for it is stacking leper poison fast, or some heartbreaker shenanigans with sweep. The latter especially could be fun, but not particularly strong. I like it though.

Otherwise it's a regular spear. Base AP cost, crit chance, crit damage. 100% crit damage is especially bad here, since it has no energy edge/electroshock and is going to be much more easily resisted by enemies because of the damage split. Long story short, this is going to struggle for damage the most out of all spears, that already struggle at dealing high damage as a weapon type to begin with. Pretty bad. Compare to crafted tungsten that has both single instance damage, energy edge/electroshock AND 120% crit damage at the same AP cost. Even Lemurian Spear at least has the plasma emitter while glaive has high damage sweeps. Trident gets nothing in this department.

My suggestion - add three 25% chances to bleed for 50% of total damage for 3 turns. Change the description to say all three prongs are serrated. This would be both reasonably strong without being overpowered and unique among spears. So far the only spear that can bleed at all is the Skærder Spear, one 25% chance for 150% damage. It also has 130% crit damage, which combined honestly kinda makes it looks better than the Trident. Other than that, all spears lack the ability to bleed. This would make Trident into the best option for spear builds that want to make use of Taste for Blood, plus it would go nicely with any spear build that attempts to make use of the 3 poison mechanic for heartbreaker poison. This could be the dedicated damage over time spear. Sounds fun and would go a long way to solve its inherent damage problems.


3
Bugs / Gunslinger can be given energy pistols but won't use them
« on: November 14, 2023, 12:36:26 pm »
Including uniques like sonocaster. Should either use them or not have the option.

4
See the attached file for the doubly resisted damage - two instances of resisted electrical. The save this was done on has Tricky Trajectory with 5 spec points into it, no Heavy Metal. Was wearing blast cloth and orobably has something to do with it.

About the damage - it seems to scale unreasonably high with INT through High-Technicalities. Using Hypercerebrix to go from 7 to 9 INT is enough to boost damage from typical damage 1500 to 2000, with Tricky Trajectory bur without Heavy Metal. Sure you can blame it on high/low rolls, but dealing 2000 non-crit damage shouldn't be possible at all from my math, regardless of how the various bonuses apply, I can never arrive at 2000. I've seen others deal over 3000 on a non-crit with heavy metal, too.

5
Both on the map right after returning and at Zilla's stand. Reported back in beta, was supposed to be fixed. I'm on 1.2.0.8.

6
Bugs / W2C DR Reduction
« on: February 01, 2022, 02:53:04 pm »
Dev log claims DR reduction on W2C now (1.1.5.2) varies from 35% to 45%. In-game descriptions claim it varies from 30% on 7.62/5mm to 45% on 12.7mm. Which is wrong?

7
Let's Plays / Crowbar Build
« on: August 06, 2021, 07:52:35 am »
After a long and grueling journey, Underrail has been beaten with nothing* but a crowbar on DOMINATING difficulty. I documented fights I deemed most interesting in the playlist below, but rest assured, this is how the whole game was played, from the very start to the very end, no exceptions whatsoever. I want this to be the ultimate proof that there's no such thing as "unviable". Enjoy!

https://youtube.com/playlist?list=PLTBWJPIny2Y288L2eM0Mfr-rH8P-dLsOV

*crowbar was the only thing I was allowed to use to interact with enemies. So no dirty kick, no taser, no grenades, no utilities at all, not even blades on metal armor to proc taste for blood, etc. I was however free to buff myself with drugs/psi and to use enviromental hazards.

8
Bugs / Pneumatic hammer incapacitation doesn't make enemies lose sight
« on: August 06, 2021, 07:26:41 am »
Unlike all other incapacitation sources in the game (pretty sure I checked all) pneumatic hammer doesn't drop detection to empty orange eye. It stays at full red, meaning it's impossible to restealth until it drops to orange after about 2 turns, if the target is still incapacitated. Doesn't seem intended.

9
Bugs / Commando Specialization - negative AP and more!
« on: February 23, 2021, 12:44:01 am »
Commando with 3 specialization points should award 9 AP after killing an enemy with a burst. This is what usually happens, but there's a few weird interactions with other AP sources that make it award less AP or even take AP away from the player. There's only two that I was able to find out and reproduce without fail:

1. If the weapon has a rapid reloader, triggering its AP bonus within the same burst as commando (but before commando, not after it) causes commando to award only (burst AP cost - rapid reloader AP bonus). Example:

The player has an SMG that has a base AP cost of 8 with the rapid reloader equipped. 7 after the DEX reduction. This means their burst AP cost mentioned above is 14.
The SMG also has a 25% chance of giving the player 4 to 8 AP on each shot.
The player uses their 9-shot burst, the rapid reloader gives them, say, 6 AP on the 2nd shot. The enemy is killed on the 6th. The player should be awared 9 AP regardless of what the rapid reloader gave them - but, because of the bug, will only get 8 AP instead, because 14-6=8.

Picture of this actually happening in-game:
https://i.imgur.com/n4uOBBQ.png

Note: This would not happen if the 6th shot killed the enemy, but one of the remaining 3 shots triggered the rapid reloader AP bonus after the kill. In that case, 9 and 6 AP would be awarded.

2. The same will happen if one gets the rapid reloader refund with a sniper rifle (or by using Dragunov) while having the shooting spree active. Since the rapid reloader bonus can easily get over the burst cost of an SMG, this can result in negative AP "bonus" from commando. Example:

The player has the same SMG equipped, but also the Dragunov in the other hand. The player activates Shooting Spree, uses Aimed Shot with the Dragunov, kill the enemy - 30 AP is refunded by Shooting Spree, 15 from rapid reloader. The player then switches to the SMG and gets a kill with one burst - since 15 AP is more than the 14 AP required to burst, the player is awarded -1 AP, which does in fact reduce his total AP by 1.

Picture:
https://i.imgur.com/TSikaRg.png

Note: This doesn't happen without shooting spree active. No idea why.

10
Bugs / Expedition endings
« on: August 04, 2019, 08:34:59 pm »
1.  "After its acquistion" - the expedition never acquired the Acorn. My PC did, yes, but as far as they are concerned, it wasn't found.


2. I never gave any medical supplies to muties, but I did fix their lights.

11
Bugs / Ezra and Acorn
« on: August 04, 2019, 07:12:49 pm »
When talking to Ezra about the Acorn, choosing the "Let's talk about something else" option sends me to the dialog about Beast and bladelings. Specifically, the "what about plasma weapons", "how come you know so much", "you mentioned something about adapatations" and "I'll get going".

12
Bugs / Six and the torch
« on: August 01, 2019, 05:56:41 pm »
When talking to Six for the first time in Deep Caverns, there's a "let's talk about the torch again" option, despite the fact that we never talked about it yet. I'm pretty sure I actually missed out on him explaining what it is.

13
Bugs / Missing map connection
« on: July 23, 2019, 08:15:17 pm »
There's no orange line connecting cvw8 and xpbl_rig2 after you move between them.

14
Bugs / Lance's Skimmer
« on: July 23, 2019, 06:52:57 pm »
Has 0 battery and, what's more interesting, 0 durability.

15
Bugs / Hunchback Intimidate sound effect
« on: January 01, 2018, 08:16:16 pm »
When mutant hunchbacks use Intimidate, the "human laughter" sound effect plays instead of the "mutant shriek" normal mutants have. Doesn't seem intentional.


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