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Messages - LightningMonk

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1
General / Re: Random encounter: what's in the box?
« on: December 24, 2018, 04:34:29 am »
nothing.
4 kamikaze bot spawn around the box immediately after you open it.
(this result came from DOMINATING. dunno whether difficulty influence the loots)

What you are referring to is a different random event from the OP. A box with 135 hacking requirement with dead bodies surrounding it will have 99 flares inside of it like harperfan7 said. If there's just a box, bots might come out of it n one instance.

2
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: October 26, 2018, 12:48:35 pm »
In regards to the OP idea, I hope that being able to refurbish items expand beyond traders and towards other npc's. Say for example, you have the Dehumanizer in your inventory while initiating dialogue with the "doctor" in the arena waiting room in Core City. He could say that's a nice weapon for chopping up people, but he could make even more effective for some money/a quest generating favor/etc. It could make for a bit of fun by considering what npc's might be interested in the uniques you have based on your knowledge of their origins, characteristics and interests and whether the weapon's description can guide you in their direction.

3
General / Re: Special Bullet Types?
« on: August 29, 2018, 01:30:11 pm »
They would, but electroshock bullets are still inferior to w2c and jhp bullets in most applications.

At one point, I harbored dreams of making a tommy gum that utilized explosive bullets exclusively. That all went away when I realized you would have to be a tile away to hit anything with that gun because of the targeting debuffs.

4
Bugs / Zone Transition Error in University end battle
« on: August 13, 2018, 05:08:44 pm »
In the last fight of the battle with the faceless I got two Zone Transition errors each time I activated the elevator to DC.

5
Bugs / Pathfinding Bug
« on: July 15, 2018, 07:30:51 pm »
I still get the pathfinding bug where the player character stops and jitters in one place. I can only resume movement if I pick a way point in another direction. The worst part is that you get knocked out of stealth when it happens and that never goes well.

6
I'm gonna be a bit less grandiose with my questioning and just ask if the main branch is going to be patched soon, with all the new stuff. (Sorry for everyone who expected news from this thread bump).

7
Suggestions / Re: Light Armor
« on: December 30, 2017, 08:56:21 pm »
Adding ceramic plates puts your armor into the heavy category, so it doesn't solve the op's problem. I do agree that it's weird ss sheets add no energy protection for vest and riot armor. They're expensive and mediocre options compared to the alternatives.

8
Suggestions / Re: Chemical suggestions
« on: December 30, 2017, 08:16:50 pm »
I'll agree and add that it would be neat if flames(including psi and incendiary bolt secondary hits) and explosives could destroy web traps.

9
Sad to some nerfs  both agreeable and disagreeable (I guess I have to use other kinds of infused tabis now, eh?) ,but welcome giving some love to neglected weapons. Nice to see some buffs to pistols, especially chemical pistols. Might be actually interested in using them since they were introduced in EA though I do wish they got more crafting slots. Does Cooked Shot have a cooldown?

The new difficulty sounds interesting though potential making enemies meat sponges is a turn off. New critters are very welcome because the game's bestiary definitely lost a lot of relevance as the game went on. Overall, this all very tempting. I swore off playing a test build til expeditions dropped, but you guys aren't making that easy for me.

10
General / Re: IRIS hacking check
« on: August 15, 2017, 01:44:18 am »
I think it is 130. Almost certain. Any skill used in game is always (modified).

11
Bugs / Re: Encountered a couple of minor bugs
« on: August 09, 2017, 12:44:31 pm »
Could you zip all the crash logs you have for me to check out? They're in "Documents\My Games\Underrail".

Here you go.

12
General / Re: Certain ammos don't stack.
« on: August 07, 2017, 11:45:02 pm »
Don't forget cases. They don't stack pas 250 either.

13
Bugs / Encountered a couple of minor bugs
« on: August 07, 2017, 10:13:31 pm »
The Protectorate weapon merchant's mercantile check dialogue option is never removed when asked and apparently passed.

I had a weird bug I could never recreate, but from what I remember I triggered a doppelganger to appear at the moment my character walked into the caves at Silent Isle. When I walk out of the cave the map loads and the doppelganger is still there,but the game eventually freezes and crashes.

https://1drv.ms/f/s!AqQwjCIN9GaXkwFln94LxzTjABac

14
General / Re: Is pure PSI Caster viable?
« on: March 19, 2017, 01:26:13 am »
It's a pain in the neck to deal with robots. Psychokinesis abilities ares just about the only thing that works on them. Use EMP grenades when having to deal with large groups and shielded robots. Even with no points invested in throwing, you're chances hitting something is better than nothing while waiting for cooldowns. Tasers also help out a bunch. It's all very manageable except for a couple of very specific instances I'm sure many can think of if you've finished the game.

Edit: Hey, I got ninja'd. And yeah, same advice.

15
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 26, 2017, 08:41:33 pm »
I'm happy to see more variety in melee category. I assume they're placement will be somewhere above metal gloves and below sledges. Are their AP values dependent on Dex? Do these weapons have a longer reach than ones already in the game?

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