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Topics - Sanger

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1
Bugs / Institute cutscene
« on: October 17, 2017, 05:21:09 am »
There's a slight problem with the cutscene that triggers when you approach the Institute after locating the Cube in Core City. The fog of war (for want of a better term) lifts as the camera pans towards the gates so that you can observe the conversation between Efreitor Denzil and the Rassophore, but once the conversation begins, the fog of war returns and you can't actually see who is talking.

2
Bugs / Minor error: tactical vest/super steel sheet
« on: September 27, 2017, 09:32:53 am »
The description for a tactical vest with a super steel sheet on it says that it has a laminated fabric panel. May also be the case with riot gear.

3
General / Chemical/energy pistols
« on: September 01, 2017, 01:52:30 am »
Has anyone had luck playing an energy/chemical pistol character lately? I feel like it's probably the most disappointing build I've played. Not just because it's weak (though it is that; this is probably the weakest character I've played, even more than a knife fighter) but also because it's flatout boring. The tactical options look decent on paper but putting them into practice requires a lot of crafting and weapon juggling and it never feels as though it pays off. I remember them being slightly less bad the last time I tried a similar build, but I think that would've been before Gunslinger stopped working with energy weapons.

I really want energy weapons to be powerful, but they aren't. They're terrible. They're a direct downgrade from conventional pistols which themselves are straight up inferior to SMGs. Has anyone's experience been different?

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General / Playing around with the graphics
« on: August 29, 2017, 01:37:13 am »
I enjoy modding games I've played a lot of, even if only in trivial ways, and one of the few ways in which Underrail can be modded is graphically, as the XNB format is easily unpacked and repacked. So I've been messing around with some of the graphics for fun, and came up with a little design for the Tabi Boots that brings them more in line with the regular boots:



I imagine there probably aren't many other people around who find this sort of stuff interesting or enjoyable, but figured I'd share regardless. Has anyone else experimented with graphical editing of the game?

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General / Faceless Medallion (Spoilers)
« on: August 27, 2017, 12:07:42 am »
This has been bothering me since the first time I completed the game. When someone randomly gives me a thing in real life my gut reaction is usually to ask what it is or why I've been given it, but unfortunately our PC isn't able to do that when presented with this medallion. So what is it? Just some nondescript thank-you gewgaw? A membership card for their club for jerks? Surveillance bug, so they can spy on me while I poop? I'm surprised you can't actually ask about it when you receive it.

6
General / Where'd Jack Quicksilver go? (Spoilers)
« on: August 22, 2017, 01:39:01 am »
Jack seems to have vanished after my meeting with Azif, and unless I'm going crazy this didn't happen previously - he'd just hang around Hardcore City Bar for the rest of the game. I can't find him anywhere in Core City, SGS or Oculus. Does he just disappear from the game after you finish his tasks in the current version?

7
General / Underrail and frontend moddability
« on: August 19, 2017, 11:04:16 pm »
Styg: I realise that at this point in time Underrail is unlikely to ever be especially moddable, due to the fact that there's no way to allow anyone to mod it in a compiled state without spending a lot of time and effort; that's unfortunate, as I think modding can prolong interest in a game quite a lot, but I know that trying to change it now is probably a poor use of limited manpower. I'm curious, though, whether after your experience with Underrail you'd consider making future instalments mod-friendly?

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General / Current state of crossbows
« on: August 19, 2017, 10:27:45 pm »
I recently loaded up my old crossbow character to see how it fared in the game's current build, and was surprised by how effective it was, in fact I've been breezing through most of the game with it. Crossbows seem much, much better than they used to be and much stronger than e.g. chemical/energy pistols presently are. Anyone played all the way through with crossbows in recent builds who can tell me whether their old foes are still nigh undefeatable? I've had some trouble already with bladelings/dreadnoughts (which I was nonetheless able to brute force my way past by machinegunning shock bolts), but I'm interested in whether industrial bots/deep worms and particularly the big bad are still as much of a brick wall for crossbows as they once were, or if they're now easier to overcome.

9
Everything I've read in the game suggests that Protectorate access to South Underrail is via Upper Underrail, hence their need to use Core City to access Lower Underrail. And that this is why they're trying to build their own supply elevator in Epione Lab, to bypass Core City. However Lower Underrail appears to have its own link to North Underrail, which is where the Faceless place their blockade, and it's inferred that the point of this blockade is to keep the cube from leaving South Underrail, or to keep the Protectorate from sending aid, or something. But if there's a direct line to the North in Lower Underrail, then Core City can't act as any sort of gateway, since the line passes right by it, and the elevator in Epione Lab would be pointless. Any explanations for this?  ???

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General / Dreadnought (slight spoilers)
« on: March 05, 2016, 05:07:32 am »
How come the dreadnought in Hephaestus can punch through solid rock easily but not a metal roller door? ???

11
Bugs / (Arena) Zap has no shield emitter?
« on: March 03, 2016, 01:35:55 am »
Just killed Zap in the Arena, and despite very clearly using a shield, he doesn't appear to carry a shield emitter. Is this deliberate?  ???

12
Bugs / Talloski manor faction goes hostile when entering from basement
« on: February 29, 2016, 12:14:05 am »
I think it's a no-witnesses zone bug probably similar to this one:

http://underrail.com/forums/index.php?topic=2053.0

I haven't committed any crime in the house that was witnessed by someone, but entering the house through the basement causes everyone to instantly go hostile and automatically initiates combat regardless. Note that I can enter through the basement once without this happening, but if I e.g. enter through the front, talk to Sophie or Maxim, go get the spawn from Twitch, and then try to enter through the basement to put it in one of the ventilation ducts there, it will trigger the bug.

13
General / No logical way of finding Wit Nosek (spoilers)
« on: February 28, 2016, 06:34:05 pm »
Am I imagining it or is there absolutely no information in the game to connect Wit Nosek to the Talloski manor? The data you find on him in Panacea assigns him an alias "Thallo" which appears to be completely irrelevant to anything, and other than that the only clue you have as to his location is from the Oculus system which suggests he's "probably" somewhere in Core City. Aside from this, it seems there is no real lead on him within the game, and you must find him by simply bumbling into the Talloski manor for no reason and sneaking up to the attic, also for no reason.  ???

14
Suggestions / Foundry pollution effect
« on: February 22, 2016, 03:26:19 pm »
I was thinking it might be neat to have Foundry's bad air begin to take effect on you after spending a while in the station unless you're wearing a gas mask or biohazard suit (constitution debuff or something?). Mainly an atmospheric change I know, but I figured I'd throw it out there anyway.

15
Suggestions / Make shift + V recharge shields
« on: February 16, 2016, 03:01:15 pm »
As title. Hitting V activates shields, holding down V and clicking on the shield icon recharges them, so logically shift+V should do the same.

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