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Topics - hilf

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16
Bugs / Psi Booster doesn't trigger Hyperallergenic
« on: August 25, 2019, 06:06:54 am »
I didn't take damage nor i got dazed. Psi Booster is a medicine so i should have.



I've learned that from Tamior's stream.

17
General / Need help with Expedition music puzzle? Try my Decipher.
« on: July 28, 2019, 02:52:31 pm »
I've made a program that can decode text from Music Cipher in Nexus of Technology and give information about the process.
It was made with Hard difficulty in mind but may also work if you're playing on Normal or DOMINATING. Starting at version 0.5 should work on Easy difficulty.

The program can outright decode the puzzle but I encourage You to try decoding yourself.
After decoding all you need to do is to find your numbers in the text.

It's also for players who already know how to solve the puzzle and don't want to do the busywork.

Demonstration video.

Decipher 0.6

previous versions:
Decipher 0.5.1
Decipher 0.5
Decipher 0.4

It's a 32 bit Qt application compiled for Windows 7.
Some numbers have colours - currently they don't mean much but i have plans to make them more meaningful.

If you don't want to / can't use the program but want the code you can post your data, in text format (copy it from game with Ctrl+C), here and i (or someone else) will decode it.
There's a file with example data you can use for learning purposes.

Let me know of any bugs and issues. And have fun deciphering puzzles!


Hint: on the Easy difficulty level encoded keypad code is separated from the rest of the text like in the picture below:

18
Bugs / CAU armour didn't get flat mechanical threshold of 2
« on: July 26, 2019, 05:12:24 am »
It did get an upgrade from 75% to 100% vs melee but not those 2 points of mechanical threshold. It's still 10.

19
Bugs / Limited Temporal Increment resets Fatal Throw and Commando
« on: July 25, 2019, 08:10:28 pm »
While description says "This can only happen once every turn".


20
Bugs / Unconditional large Opportunist bonus vs serpents.
« on: July 25, 2019, 07:03:39 pm »
Since i pretty much always use cryo pistol in water fights i was expecting to get Opportunist but i recently realised i'm getting large (25%) bonus while slowed targets should have smaller one (15%).

I tried other weapons and larger opportunist bonus is applied to serpents that are neither slowed nor immobilized/stunned.





21
Bugs / [1.0.3.19] Immune to slows does not work
« on: December 20, 2017, 09:58:26 pm »
'Immune to slows' from infused siphoner boots and tabi boots does not prevent slows from Cryokinesis or Kneecap Shot.
Ok, it's not really a slow from Cryokinesis but it's a slow nonetheless.

22
Bugs / Adv. Catalyzing Belt does not make XAL faster
« on: December 17, 2017, 06:46:59 pm »
It works with other chemical guns but not with XAL.
Damage taken debuff works fine.

23
Bugs / Level squatting ate my level
« on: December 16, 2017, 07:27:35 pm »
I did some level squatting and I'm able to raise 2 lvl at once - lvl 18 and 19. But when i travel to another area i can only raise 1 level - from 18 to 19.
Feat and skillpoints from lvl 18 are gone!

Link: https://www.dropbox.com/s/ymnw8cl0fnd9atj/2LvlsAtOnce.zip?dl=0


There's no need to even leave the area, just cancelling lvl up will do.

24
Suggestions / Chemical suggestions
« on: December 12, 2017, 08:03:51 pm »
My chemical belts observations:
1. Pyro and acid pistols benefit from chem belts more than cryo because they have DOTs. Additionally, acidgun produces puddles.
2. Cryo pistol has dual damage type but belt only applies debuff for cold. Because of this not all of cryogun damage benefits from debuff.
3. Cryo debuff synergizes less than others. The only other reasonable cold dmg source is Metathermics. For acid there are 9mm pistols, ARs and xbow bolts, and don't get me started on sources of fire damage. There are also traps but cold damage on them is lowest. Unique chemgun is of acid type.
4. Damage amplification is applied before DOT so it also gets removed before DOT ticks for second time.

I think cold pistol could use some love. Some options:
a) Make belt amplify mechanical damage as well. This is pretty risky so i'd rather avoid.
b) Turn all of cryogun damage to cold. Not much but always something. It would explain why belt does not amplify mechanical damage.
c) Add some kind of a cold DOT. This DOT could be used in other cold damage sources as well.

I was surprised when second tick of fire DOT was not amplified by debuff. Is it possible to apply debuff after DOT? It should solve this problem. Other option is to extend belt debuff duration to 3 turns but this could affect balance unnecessarily.

Chemical ammo is damn heavy, 2.5 times heavier than biggest bullets. Some weight reduction, perhaps?

Other observations:
Chemgun damage feels serious now, at least on Hard.
I like Cooked Shot. Good for spawn killing (pun intended).
Using Kneecap Shot with cryo pistol will not apply Vile Weaponry debuff. If cryogun is not a cold weapon, i don't know what is :p

25
Bugs / Ambush disabled by saving.
« on: August 05, 2017, 07:35:51 am »
1. Download a save https://www.dropbox.com/s/t0dzm9w2gt42izg/SaveDisablesAmbush.zip?dl=0
2. Aim at armory guard. THC should be 89%.
3. Quicksave.
4. THC is 75% :(
5. Quickload.
6. THC is back to 89% :)

Same with manual saves.

26
Suggestions / New feat: Toyslinger
« on: November 12, 2016, 09:03:38 am »
Toyslinger:
-4 AP to fire chemical/energy guns
+5% THC with chemical/energy guns
6 dex
6 per
25 guns

-4 ap for energy is about equal to -3 for firearms because energy/chem are about 1/3 slower than firearm pistols: 22 vs 16 (fastest), 40 vs 32 (slowest). And i'm not taking rapid reloader into account.
AP reduction is a very good fit for those weapons because of how on-hit effects work and 4 out of 6 have them. Oh, and there are those unique pistols with on-hit effect as well.
Sure, someone who manages to max DEX would get some 'nice' numbers for some chemenergy pistols but i'd not say those numbers are too 'nice' because you can't max DEX without sacrificing something: you won't have all of Steadfast Aim, Sharpshooter, Practical Physicist/Mad Chemist. And since SA works well with Sharp and PP, and MC helps chemguns greatly at not sucking, you typically want all 3 (4).

+5% THC is to differentate it from Gunslinger, to balance it with Gunslinger and to give chemenergy what they need. Chemenergy not only have lower range than firearms, which affects THC, they also can't mount laser sight. Even laser pistol is less accurate than average firearm with laser sight. Another reason why accuracy is important for chemenergy is that they need to roll twice to do their job - first for hitting and then for their on-hit effect, so chances for on-hit effects are actually lower than item description states. Plasma pistol needs it badly as well since missing with it sucks as much as missing with sniper rifle and plasmas don't have innate accuracy bonus, huge optimal range nor ability to mount scope, like SRs do.


This feat is also a non-crafting feat and ... yeah, that's also what chemenergy need, since firearms have Rapid Fire, Gunslinger and Expertise.


Requirements are just what i felt would fit. DEX is there due to AP reduction, PER is there due to THC bonus, both are at 6 because both Point Shot and Steadfast Aim are like that.
Ditto for Guns 25.
I was thinking of "X electronics or X chemistry" requirement, as using those weapons without crafting is pretty mad (but not Mad Chemist!), but it does not quite fit a non-crafting feat.

27
Bugs / Double healing from Infused Mutated Dog Armor.
« on: March 09, 2016, 05:31:07 pm »
Health hypo gets boosted by armor to 127 HP in description and is boosted again when you use it.

Quote from: LightningMonk
Kept that one to myself before I completed my last playthrough. :P



PS: fixing it will not make my Synergistic Glass Cannon build any worse, you'll just use Adv. HHs instead of standard ones.

28
Build updated for Expedition. Hard difficulty. I'll try to keep Expedition spoilers low.
I removed original build since it was way outdated and could lead to confusion.


Synergistic Glass Cannon of All Trades v 1.1 - Expedition

This build is able to do quite a lot of things. Primary thing it can not do is getting various lore bits that require high WIL.
With Expedition i've decided to add PSI to my repertoire in a form of Temporal Manipulation. We won't be raising it from lvl 1 though, i'll explain later.

Since it's a glass cannon it's not a good build for players who want to minimize number of reloads.
It's not a build for beginners as it lacks defense. Well, passive defense, at least. I've played this build on both XP modes and it's doing fine except some early game pain. Zero passive defense can make us die really fast but our active defense can carry us.

Weapon type that fits best into this build is pistols, specifically energy and chemical.
This has good secret detection, good traps detection, excellent fishing, good active defense, can open any door, hack any terminal and pickpocket many pockets. It's a good build for exploring the game. One inconvenience is that a few secrets need more than 10 PER so it needs extra PER from goggles/consumables to spot them.


ATTRIBUTES

STR 3
DEX 10 (+6)
AGI 3
CON 3
PER 10
WIL 3
INT 8

We're starved for ability scores, hence no Steadfast Aim for us. But it's not too important for this build. We'll manage.
We only need 7 INT for crafting but i've added one more point here since it gives us the most - lots of skill points and extra damage from energy pistols. +1 CON is bad on a build without dodge/evasion. +1 STR is +10 carry which is QoL.

16 DEX is an important threshold for chemical guns' AP cost. It also makes electro gun shoot for 20 AP - mixes well with laser's 10.
130 carry capacity is bad for a trap user but on Hard difficulty i'd rather not pick convenience feats like Pack Rathound especially since we are feat starved due to using both energy and chemical guns. Infused pig boots with +30 capacity will help.
And we're feat starved even with 3 extra from expansion because there are some nice new feats to take.


SKILLS
Guns        160
Throwing    50

Dodge       30 (or 0)

Stealth     160
Hacking     72
Lockpicking 45
Pickpocket  50
Traps       45

Mechanics   50
Electronics 100
Chemistry   71
Biology     80
Tailoring   87

Temporal Manipulation 70

Persuasion  49**
Mercantile  70

99 unspent points. This is a lot but that will be at endgame. At early levels skill points are actually in short supply with that many skills. I put some points into Mercantile and Persuasion at the beginning to save cash. No Temporal at the start because it'd make us too squishy, we don't skill points for that (yet) and because first Temporal ability isn't good for this build. I took a psi pill when i could put at least 35 points into Temporal.

Dodge should only be leveled when/if taking Escape Artist.

Enough crafting for best components found before Deep Caverns.
We harvest some real benefits from our godly DEX: throwing, traps, lockpicking and pickpocketing can be half skills and still effective late game. We get some benefits from synergies as well. We also gain significant combat benefits. Marvelous.

But our INT is just as good as we develop all 7 INT related skills. Enough mechanics to craf adv. repair kits, breaking things apart and using metal plates for traps. Mechanics level, with all boosts, is enough to craft midgame Tactical Vest/Riot Gear and best Seeker Goggles.
Early game we can craft 35 AP sniper rifle, quaff adrenaline shot to have just enough STR and shoot twice per turn. I haven't try this but it's and option to consider.

Enough Hacking and Lockpicking for endgame checks with the best tool. You'll need food for hardest locks.
Bio/Chem get sweet synergy bonus. We'll be able to craft the best stuff. Fishing for components is easy with our DEX (and x5 speedhack). We'll also benefit from crafting chemical pistols. Synergies of this build just don't stop to amuse me.

Pickpocketing to steal some keys, meds and tons of bullets. Bullets sell well at general stores (Foundry, Core City). Expedition has at least one pickpocketing check with interesting consequences.

Traps hints: You need 80 Traps to recover most mines in Depot A. You need 90 Traps to recover Spoiler King's traps. Jackknife and Trapper's Belt can help.

60 in Persuasion is enough to pass many checks in this game. There's one 110 check in DC but it only allows to skip a fight that is easy for this build anyway.
Mercantile synergises nicely with Persuasion and fits name of this build very well. With Under-Pie it's enough to unlock best mercantile only equipment.

Unspent points can go into other psi schools for extra options, e.g. 45 Psychokinesis for Force Field and Imprint or 35 Metathermics for Cryostasis. Note that Cryostasis can't be learned in Deep caverns since there's no Mentor for it.

FEATS

Core:
Aimed Shot - Our bread and butter ability. Useful for energy guns and nerfed pyro pistol if you want to get decent damage per turn with it.
Opportunist - There will be many opportunities to use it coming from traps, taser, cryogun/acidgun/shockgun, crawler poison, net and Temporal Dilation.
Nimble - Good for our sneak and movement points.
Quick Tinkering - Great active defense, will save our butt many times. Limited Temporal Increment wil help with its cooldown.
Ambush - Crucial feat for our primary tactics.
Mad Chemist - Mandatory for cryogun as 2 turns of iceblock are MUCH better than 1. For pyro it increases duration which isn't very good but at least we'll be able to Ambush returning enemies.
Cooked Shot - AoE and short cooldown. Great for hitting hard to hit enemies.
Power Management - Makes reloading energy pistols more managable and also gives us better energy shields.
High-Technicalities - Let's make use of our high INT.
Critical Power - An obvious choice for energy pistols.
Practical Physicist - An obvious choice for energy pistols.
Psycho-Temporal Acceleration - big boost for our 'Haste' and 'Slow'.

Escape Artist - It's mandatory for using a unique chemical pistol. If you don't want to use it you may skip it together with 30 Dodge but it's a good defensive feat.

Other considered feats:
Sharpshooter - Take it if you find your pistols' crit damage still lacking. The only way to increase chemical pistols' crit damage bonus.
Grenadier - We can make good use of this one. Works good with Quick Pockets and Three Pointer but it's also good on its own.
Skinner - To craft some badass leather armours. Skip if you prefer regen tac vests but leather armours is what i recommend. Expedition has new leather armours to craft which adds value to this feat.
Quick Pockets - We can certainly make use of extra utility slot and reduced cost of switching weapons. Handy, but second tier.
Blindsiding
Paranoia

Three Pointer - Works with incendiary nades too but it's mostly for 1HKO from frag/HE.
Pack Rathound - Useful for someone with 3 STR and traps in his backpack. But with speedhack i've managed without it. Once i got Infused Pig Boots i was doing just fine.

Increased Dexterity - Together with +1 DEX from food it allows us to fire our pistols even faster!
Increased Perception - Or go with higher damage and chance to hit.
Scrutinous - Nice bonus but requires taking Increased Perception.


SPECIALIZATIONS:
Cooked Shot 4/5 (or 5/5 if you find yourself lacking that 1 AP)
Critical Power 5/10 (or more if you don't have any better idea)
Quick Tinkering 2/2

Escape Artist 3/3 is pretty good if you want to use unique chemical pistol often

Build example in epeli's tool:
https://underrail.info/build/?HgMQAwMKAwjCoDIAAB4AwqBILTItMmRHUFcAAABGMQBGJCYBMALCkVYWS8KaTlopXSvCh8K1wq3CncKF4qOwAuKnvgXiqJwD4rK7Bd-_


ITEMS
Weapons:
Our weapon of choice is Amplified Laser Pistol, either Efficient or with new module from Expedition. Others will be Smart Amplified Electroshock, three chemicals and perhaps Smart Plasma. Of course we will be using SMGs early game because they just roflstomp pistols that much. We'll be using chem pistols once we'll craft them at Junkyard. We'll keep using SMGs for some time due to fast attacks, burst and plentiful ammo.

Armours:
Our target armour is Padded (high density) Infused Pig Leather Overcoat + Infused Pig Tabi Boots. That's a lot of extra health and good mechanical resistance. It's sick for glass cannon luke us. You can also use normal Infused Pig Boots for better mech resist or ninja tabis for more stealth.

For sneaking we'll have Padded (soft) Siphoner Overcoat. Light, good for sneaking around, for Ambush and protect us from acid puddles and burning ground we create. What a package. Complement it with ninja tabi.

Another notable armour is Regenerative Psionic Overcoat. 20% armour penalty with Nimble - for defensive capabilities it provides it's not much. Regeneration is BIG on Hard+. It can be crafted early into the game, i got my first regen vest by infiltrating Junkyard embassy. Good vs bullets but also vs Crawlers if used with low frequency shield emitter. And with high quality components even vs Death Stalkers.

There's an awesome leather armour to craft in Expedition. It's bad for our primary strategy but it's got other qualities.
For jet ski combat we'll have Antithermic Laminated Tactical Vest with a new component in shield slot.

Other:
For exploration and placing traps we'll use Trapper's Belt. For combat - Doctor's Pouch or Advanced Catalyzing Belt when using chemical pistol. Sadly the latter doesn't add utility slot.
Cloaking Device for extra stealth.
Seeker Goggles by default. Smart Goggles for alpha strikes with electroshock pistol.

Faction Shops:
We'll join Religuous Scientists, they have some of the best shop electronic and chemical shops. Their armoury can roll very high quality chemical collectors but it's rare.
Anarchists' shop offers high quality black cloth regularly so it's a fine choice. If you choose the other faction then keep visiting Lucas and Derica - they have a small chance of rolling q140+ black cloth.

How to play:
Use your stealth to start combat on your own terms, use bear traps to disable melee and hide behind a corner to avoid getting attacked.
More on that later. With Quick Tinkering you can place mines right under enemy noses. You can also throw various things at your enemies, nets can be really helpful. Eat eel sandwiches if they grant you extra attacks. You can use gas grenades to lure human opponents and kill them without starting combat with others.
Initiative of this build isn't good but it grows as we level up and there's Root Soda for those situations where you need to win initiative roll.


Strategy 1: Ambush!
Stay in shadow and Ambush! enemies who are 'enlightened'. If they are not then throw a molotov and make them! I can't stress enough how much i love this feature of molotovs. Underrail rocks for allowing creative gameplay like this. Here's why laser rules: your range allows you to ambush enemies at the other side of fire zone, you also don't need to move much and will get Sharpshooter bonus more often.
Ambush is rather tricky. Sometimes it wont work where you think it should. Sometimes it's the opposite. But incendiary nades were pretty consistent at enabling it. Pyro pistol and flares may enable it as well.
https://www.youtube.com/watch?v=5hEIzls7qPc


Stealth threshold for Ambush feat:
- 150: +65% crit chance; with good Seekers and Focus Stim we will cap crit chance
- 200: +80% crit chance; we will cap with either Stim or Seekers, this is our target value
- 250: +95% crit chance; possible with stealth gear and top combat gear with cloaking device


Strategy 2: Chemical pistols
Use chemical pistols and catalyzing belts. Acid + fire is a good combo. Melee gets owned by acid entanglement, shield emitters are mostly bypassed and Opportunist is easily enabled. Entangled enemies can be treated with pyrogun - if they catch fire they won't run away, will probably die from DOTs and maybe even enable ambush for you :D Fun!
Acid + cryo isn't bad either, many human enemies are immune to burning. Remember that pyro and cryo pistols cancel each other's effects (except belt debuffs).

For jet ski battles best pistols are cryo followed by pyro. For sea creatures use cryo/energy.
When fighting robots equip acid and some energy gun.
When fighting Goliathi equip zapgun and pyrogun. Start combat with zapgun Aimed Shot to kill at least one. Cooked Shot bypasses 'Mirror Image' and burning makes them run away. Use also caltrops since beetles are slow.


SPOILER SECTION



**55 Persuasion is enough to save Buzzer. You might need to deal with Faceless group near Foundry first tho.
This build can pass Persuasion checks higher than 60 but it needs something from Expedition.

29
Bugs / Incendiary granade burning damage too low.
« on: January 28, 2016, 08:07:09 pm »
It's 100% of original damage, should be 150%.

30
Bugs / Throwing knife damage vs armor calculation
« on: January 27, 2016, 04:01:11 pm »
armor 46% / 23

throwing knife 31 dealt / 41 resisted

and for comparison:
sniper shot 292 dealt / 248 resisted

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