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Messages - epeli

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1
General / Re: Syphoner man?
« on: July 22, 2017, 08:15:23 PM »
But the siphoner man ending is not there...

2
General / Re: Syphoner man?
« on: July 21, 2017, 07:41:59 AM »
I aquired a picture from another player showing a human corps of a syphon. i dont think this person was meming though.

If you must know, that was a shroom trip gone wrong. Lucifuga likes breaking everything he can with traps, so he went and killed one of the motion hallucinations... or maybe it wasn't a hallucination? Maybe he was talking with a frog all the time? Whichever the case, that is not the siphoner man you're looking for.

Real siphoner men wear clothes! Naked siphoner men would just cause A Heap Of Trouble.

3
General / Re: Syphoner man?
« on: July 20, 2017, 04:55:18 PM »
Guys, guys... if Eidein is the first thing that comes to mind when you look at the Mouth of Tchort, then the Institute still holds dark secrets for you.

4
General / Re: Syphoner man?
« on: July 19, 2017, 02:47:51 PM »
Go and have a chat with a particularly talky faceless commander, you know the one. His dialogue had few unreachable branches before the experimental patches earlier this year. You've probably missed those. You might also want to try taking a less antagonistic stance with the institute tchortists someday, just to get a bit wider perspective to what happened there right before your descent.

5
General / Re: Syphoner man?
« on: July 19, 2017, 07:08:31 AM »
What have I unleashed?

Important on-topic addendum: As far as I can tell, siphoner men are not particularly fond of mushrooms.

Styg has a doppelganger in Junkyard?
It should never happen. It should never have happened. We should be safe within the restrained release builds, but if you ever see it... physically disconnect your PC from all networks and burn it. Just in case. It may signify that underrail.exe has become self-aware. We can't risk AI Styg overtaking the world, even if it would mean faster Underrail releases.

As for the rest I might even have a serious answer or two.
- I don't consider pop culture references and such mysterious
- don't forget North Underrail! Maybe even far far South?
- yes
- like train innards
- just a thing mac (iirc) tried. Never again!
- it's Omega Station
- I already listed that one
  - back to their city
- See #1
- it's explained by someone ingame
- 42, but that doesn't help us at all

6
General / Re: Syphoner man?
« on: July 18, 2017, 04:35:22 PM »
- Utility Slot #6
But that's solved. Hell, you are the one who explained it.
I did? Well, then my explanation wasn't enough to convince myself!

Quote
Quote
- Al Fabet's ultimate fate (he's not dead!)
How would you know that?
A serb with a weird hat claimed so...

7
General / Re: Syphoner man?
« on: July 18, 2017, 03:47:39 PM »
whoops, got sidetracked there. what i meant to say was that siphoner man sees you. and reminds me of black arrow.

8
General / Re: Syphoner man?
« on: July 18, 2017, 03:47:07 PM »
Great mysteries of Underrail

in vague order of first appearance
- TLV
- (int) abuse
- Tanner
- Ezra
- Mysterious Disk
- Dude's thought(?) process
- Styg's doppelganger in Junkyard
- Siphoner Man
- pig_backpack_l.png
- Hollow Earth Incident
- lack of ladders near the institute
(1.0 release)
- Tanner's sunglasses
- Utility Slot #6
- Black Arrow
- Eidein's Passage (jk its unfinished)
- Siphoner Man
- Faceless Medallion
- Al Fabet's ultimate fate (he's not dead!)
- why they called it Expedition instead of Doom Sea of Doom
- Two-Headed Mutant

9
General / Re: Arke Keycards/keys?
« on: July 18, 2017, 09:10:28 AM »
This was posted elsewhere in response to this thread, so I put it on the wiki.

full size: http://www.underrail.com/wiki/images/4/48/Arke_keys.jpg

10
Suggestions / Re: Some quest clarity suggestions
« on: July 17, 2017, 03:04:16 PM »
They do listen, they just don't follow through that "always implement everything the community wants" part of it. But rest assured that good suggestions are safely buried somewhere in a never-ending todo list and might get implemented someday in our lifetime. ;) The dev team is a little small for an RPG of this scale, things take their sweet time. Small tweaks too - something that would take only few minutes to implement could take years to make it into the game if other small stuff keeps getting prioritized over it.

11
Suggestions / Re: Some quest clarity suggestions
« on: July 16, 2017, 06:09:32 AM »
I get your point, it's valid criticism. Personally I think there are enough hints to figure all the major parts out without totally aimless hunting, but the hints' representation could always be better. For example Leo's dialog about inhaling the spores was always there, but shortly after release it got tweaked so the player character can react to that information. That little interaction let players notice and remember it much better without changing the hint or its context.

We could still get similar small tweaks, but the reason I said DC probably won't change is because Styg is quite content with the endgame being what it is, in both positive and negative:
Quote from: Styg
It does seem that, for better or for worse, we did succeed in creating an end-game that sticks out.

While there's always a thing or two that needs tweaking due to all the different builds, with their particular strengths and weaknesses, and general diversity of options in the game which might not have all been taken into account equially - I'm, personally, quite happy how the area turned out and not all that unhappy with the effect it has on people that play through it. It does seem players more in every way - in time, patience, brainpower (since a lot of stuff requires figuring out). It breaks the usual cycle of explore, exterminate, loot and return to town cycle that was the standard (very pleasurable) formula up to that point.

If this makes a lot of people (rage)quit before finishing the game, so be it. It was not my intent to make it so, but I'll take it - because for those that do finish it, there is added value of having beaten that last challenge that proved insurmountable (for various reasons) to most.
Styg can be pretty stubborn and stays true to his vision even if it isn't received as expected. But if it's any consolation, there won't be more areas like DC as many players just didn't like it.

Also, I understand this isn't about difficulty or content nerfs. I'm not trying to blindly go against that or anything along those lines, I'm just trying to give realistic expectations of what changes might happen. There's probably going to be a period of tweaking & improving old content once the expansion is released, although most of that will probably be towards the new expansion content. But there are overarching changes coming to the entire base game as well, so it's not like the base game is done and forgotten. We'll see.

12
General / Re: Certain ammos don't stack.
« on: July 15, 2017, 12:04:31 PM »
Probably just an oversight. Looks like those are the only ammo types that still have the old stack limit of 250.

13
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 15, 2017, 11:44:18 AM »
- The music is AMAZING are these new tracks or were I deaf during my playthrough?
- Shotgun burst attack seems weird. Aren't assault rifles/smg for burst?

Yeah, all the music is new. Sounds like the soundtrack is getting a sizable expansion as well.

Check Dev Log #51: New Weapon Types, there are both regular and combat shotguns and only the latter have burst attack. I think we'll be seeing plenty of other weapons/items with special abilities as well now that there's support for it. Like that double-barreled shotgun in the video.

14
Suggestions / Re: Some quest clarity suggestions
« on: July 15, 2017, 11:28:08 AM »
I have to agree the oligarchy questline issues. These points have come up a few times over the years, so the devs are aware of them for sure. I guess they might improve that part if they find time for it, but it certainly isn't a priority since there's no way to get stuck at that point and the problem of not knowing how to advance that particular quest resolves itself for most players simply by doing more stuff around Core City.

Another point I agree about is the Arke power console. It's a small thing, but it sure would be better if unavailable options were grayed out rather than hidden. I think I mentioned this to the dev who wrote it back when DC was new, not sure. It probably got lost in the deluge of DC feedback.

But other than that, I don't think the devs intend to change Deep Caverns much. It really tests the player's reasoning to figure things out without explicit guidance, but Six explains your main objectives which leads you to more detailed hints (Leo, the gate mechanism, etc) as you explore. As for the mutagen puzzle, there's a third console in the area just above the mutagen combinator explaining the role of Exitus-1 and Exitus-2, giving you a clear goal to work towards.

It's in any case obvious I'll eventually have to go there since as you said it is, well, there. So it must serve some purpose. That's pretty much how I went through the labyrinth.
PS. Relying on that logic might not always work in Underrail! The labyrinth itself is a good example of this; originally the last gate part wasn't there so the place was a completely optional, sort of hidden backstory area. Buut I guess Styg wanted everyone to enjoy deep worms. ;)

15
Development Log / Re: Dev Log #52: Jet Skis
« on: July 14, 2017, 04:58:09 AM »
I wonder if there's some implement that could be used to propel a floating watercraft. Some form of, I dunno, wooden stick that can kinda pull you along by pushing at the water. You'd have to ask a sailor, I don't speak boat.
Hehe, sounds plausible... but wooden? What's that? Must be one of those old world things. ;)

Say maybe!
Maybe, who knows? There are quite a few joke oddities, but it's hard to call the periscope part one anymore now that they're making sea-themed expansion.

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