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Topics - hilf

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46
Bugs / Quick Tinkering takes AP in combat
« on: August 16, 2014, 07:21:11 pm »
Description says placing a trap in combat takes no AP but it takes 15.

47
Bugs / Unresolved Rathound King quests (spoilers)
« on: August 15, 2014, 11:31:18 am »
I accepted a quest to find and kill Rathound King. I also accepted a quest from King himself.
Then, i told Edgar how to reach King's lair and he went to finish it once and for all. After that i talked to Boyd and he told me that Rathound King problem is over but they lost Edgar.

But I still have unresolved quests from Camp and King. Or maybe it's not the end of story? (:

48
Bugs / Acid Blob Trap hard to craft
« on: August 12, 2014, 08:10:25 pm »
):


49
Suggestions / Change DT calculations for hybrid damage types.
« on: August 09, 2014, 07:16:47 am »
I took a plasma pistol, which seems to have hybrid damage type ( half fire, half energy ) and shoot someone with metal armor. Armor used it's full DT for fire and energy damage types. I think it should be using only half of it's DT. Here is a simple example that will hopefully explain my point of view:

We have two weapons, a longsword with 10 slashing damage and a morning star with 5 blunt and 5 piercing damage. Both weapons are equally strong.
If they attack unarmored target they will both deal 10 damage: longsword - 10 slashing, morning star - 5 blunt and 5 piercing.

What happens if a target has an armor with equal protection against all three damage types? Let's see.
Target has an armor with DT 4 vs slashing, blunt and piercing damage types. It gets attacked by longsword:
10 - 4 = 6 slashing damage.
Now it's attacked by morning star:
5 - 4 = 1 blunt damage, 5 - 4 = 1 piercing damage. Together it's 2 damage.

Something is not right here. Armor has equal protection vs slashing, piercing and blunt damage types so it should protect equally vs long sword and morning star. But it isn't.

Now, let's divide DT by number of damage types of a weapon.
Longsword damage = 10 - (4 / 1) = 6 slashing.
Morning star damage: 5 - (4 / 2) = 3 blunt, 5 - (4/2) = 3 piercing. 6 damage total.
This time it works as expected  :)

If we replace DT with % damage reduction then armor with equal protection against slashing/blunt/piercing will reduce damage of longsword and morning star by the same amount. No division is required if we use % damage reduction, but in case of absolute reduction, it is.

50
This bug was present in version 1.11.1. I can't easily check if it's still broken. Here's the thing:

I activated auto-turret and lured bandit leader and his 2 bodyguards from their room. They stand in turret's attack range. I moved away so i don't get shot by the turret. And now turret is not attacking anyone, even if bandits are in it's attack range.

51
Bugs / Bugged ventilation shafts in secret research facility
« on: August 09, 2014, 05:54:16 am »
I can't enter this shaft:



And when i entered another shaft i landed in wrong place:


On the left of this screenshot is vent shaft that i entered through.

52
Bugs / Acid dogs can shoot through windows
« on: August 09, 2014, 05:50:02 am »
It happened in secret research facility. Acid dog used it's Acid Blob Attack and it went straight through one of those large windows.

53
Bugs / Augmented Rathound Armor*
« on: August 09, 2014, 05:31:45 am »

54
Bugs / Force Emission removes incapaciation
« on: August 07, 2014, 08:22:25 am »
Also Bisson says it works over short distance, while it's no longer true.

55
Suggestions / Rework pickpocketing
« on: June 04, 2014, 03:54:17 pm »
I did a test of pickpocketing and i don't quite like the system in its current state. This is what i did:

1. Found a victim with hypo, stygian coins and bullets in his inventory.
2. Raised my pickpocketing to 40 (74).
3. Stole stygian coins. It raised suspicion bar to 80%. I can't steal anything more, because it raises bar over 100%.
4. Raised my pickpocketing to 80 (154).
5. Tried to pickpocket other items and realized i still can't do this.

That wasn't to my liking so i cheated by reloading the game and did this instead:

1. Made sure my victim still has the stuff i need (:
2. Raised my pickpocketing to 80 (154).
3. Stole all three items, raising suspicion bar to 95%.

In first scenario 154 pickpocketing wasn't enough to steal all three items (not even two) but in second scenario it was. The conclusion of this experiment is: don't use your pickpocketing skill until you can steal all the items you'd like to steal. And this is something i don't like.

Other skills don't have such restrictions. If, for example, your lockpicking is fairly low and it allows you to open only some Boxes Of Phat Loot, you can open what you can and come back later, when your lockpick is higher, to open the rest. You don't have to worry that using your skill when it is low will punish you later, when you raise this skill to respectable level.


What i'd like to see is maximum allowed suspicion raising with level of pickpocketing skill. That would work something like this:
1. My pickpocket is 50, so is maximum suspicion.
2. I stole stygian coins and suspicion raised to 40/50, which is 80%.
3. I raised my pickpocketing to 100 and my victim has now suspicion of 40/100 (that's 40%! you've guessed it!).
4. Now i can steal another item from my victim.

It would also give illusion of suspicion bar dropping with time, that some people have asked for. But you'd have to actually make a progress (gain a level, raise your skill), not just wait for X hours.

I want that "come back later, when you're good enough" option (:


Edit: I forgot to say that i actually like pickpocketing system in Underrail, especially it's deterministic nature. I just think it could use some polishing (:

56
Suggestions / Make synergies stack with ability scores.
« on: May 29, 2014, 05:54:23 pm »
What do synergies give us?
Can they boost our skills above limit? No, they can't.
They allow us to put less skill points in skills and still have them at current skill limit.

With 4 in Will we can put 13 in all PSI schools and have this:

Thought Control 13 (15)
Psychokinesis 13 (15)
Metathermics 13 (15)

Putting more SPs would not give us anything.
Now, if we increase Will to 9 we will have this:

Thought Control 13 (18)
Psychokinesis 13 (18)
Metathermics 13 (18)

So far so good. But try putting more SPs in our skills. We will have this:

Thought Control 15 (21)
Psychokinesis 15 (21)
Metathermics 15 (21)

Previously we couldn't raise effective skill level by putting more than 13 points in any of three PSI skills. But now we can. Looks like bonus from synergies were overridden by high ability score bonus. Let's do one more test and remove points from 2 of our PSI schools:

Thought Control 0 (1)
Psychokinesis 15 (21)
Metathermics 0 (1)

Indeed, synergies have no effect if bonus from ability score is higher than their bonus. And this defeats their purpose.

I'd also like to notice that "typical" (for some definitions of typical) character build will put most of his skill points in skills that benefit from those ability scores that have high values.

What i would like to see is synergy bonus stacking with ability score bonus. Synergy bonus would be applied first, increasing skill level not higher than current limit, then ability bonus would kick in, possibly increasing it above limit.
In my example it would give us:

Thought Control 13 (21) ( 15 with synergy bonus only )
Psychokinesis 13 (21) ( 15 with synergy bonus only )
Metathermics 13 (21) ( 15 with synergy bonus only )

Investing more SPs would not increase effective skill level.

There are two thing to notice here:
Maximum effective skill level will remain the same.
The rule "synergies cannot boost skills beyond their maximum for your current level" will not be broken.


I wasn't sure if it's a bug or not so i'm putting it in Suggestions forum, just to be on safe side (:

57
Suggestions / Bunch of issues, suggestions, questions and stuff.
« on: May 25, 2014, 10:41:56 am »
  • Can't split items in containers when holding Shift.
    Also can't merge two stack of items in container. Sorting items does not do this either.

  • Alt+Shift = split and move to container.
    Or split and move to PC inventory for items in container. Possibly that's how it is supposed to work and is just bugged (:

  • Description of Perceptions is lacking compared to other attribute scores.
    It only tells you how does it affect the game. It would be nice to put something about attention to detail, reaction time and stuff like that.

  • It would be nice to know how many attacks remain to trigger Pneumatic Strike. Currently I have to remember this and it's easy to forget during Underrail's engaging, breathtaking, action packed combat (:
  • SGS Traders after getting better gear do not own more $.
    Seems logical to give traders more $ if they deal with more expensive items. But maybe it's economy balancing measure.

  • Merchants in Hathor not trading in skins/organs.
    Hathor camp looks like perfect place to deal in this kind of wares.

  • Quinton not getting better stuff when other SGS merchants do.
  • Is there a weapon merchant in the Foundry?
  • Where can I sell captured Cave Hoppers?
  • Material does not affect combat gloves.
    It affects armors, boots and other melee weapons. Any plans to change this?

  • EMP mines twice as expensive to craft as EMP grenades.
    Not counting mine/grenade case. Gunpowder mines/nades have equal component requirements.

  • Crafting bear traps too expensive.
    Even the cheapest metal plates have value of about 500. 5 traps have value of only 200. It differs greatly from other crafting recipes. Maybe number of traps could depend on quality/price of metal plates?

  • Selected recipe inventory filter.
    That would be really helpful. This game has lots of items and every update adds even more.

  • Automatic component selection.
    An option that, when turned on, would automatically select components each time recipe is selected. It would spare us some drag&dropping.

  • 25%20% AP reduction for pneumatic crossbows.
    It would make them fire for 20 AP and it would open extra possibilities like: 'Electrokinesis + shoot' , '2 * shoot + medicine/recharge/taser' and possibly more. I hope I'm not asking for too much (:

  • How does Electronics Expert work exactly? What bonus is applied to what items? I checked some of them and they were getting reduced energy consumption with the exception of shield emitters. It would be cool if it worked like this because reduced consumption is superior to extra capacity with possible exception of shield emitters.
  • Tranquility not working with Force Emission. Is it intended?
  • Merchants buy only limited amounts of chemical ammo, unlike regular ammo types.
  • Container window does not scale with resolution while inventory screen does. Would be cool if it did as well.
  • In Core City I could not find a merchant that sells crossbows, bolts, traps, leather armors, stuff like that. Junkyard and Hathor have such merchant. Did I miss him/her? If not, maybe it could be added? I was rather unimpressed by number of merchant is Core City, TBH.
    If i missed this merchant, don't tell me where he/she is (:
  • At SGS elevator, it would be helpful if number of dialogue option would always be same as number of station level it leads to. It would make using elevator faster an less error prone.
  • Pyrokinetic Stream does not seem to be able to crit. I've tried it 10+ times with 26% crit chance to no avail. No single tick have critted.
  • Adrenaline shot has "temporarily removing any fatigue" in it's description. But how can it cancel Fatigue effect if it's cooldown is 12, duration is 3 and Fatigue's duration is 9? Fatigue will end before i will be able to use Adrenaline shot again. Or are there other sources of Fatigue effect?

58
Bugs / Item duplication
« on: May 25, 2014, 08:29:40 am »
There's what you need to have:

- an item with certain quantity that's greater than one. Let's call this item "Foo" and it's quantity "X".
- another item with quantity different from "X", it can be an item that normally can't have quantity i.e. armor. Let's call this item "Bar".
- a container.

Now, the algorithm:
- place Bar right behind Foo in your inventory
- open the container
- alt+shift+click on item Foo, splitting window will appear
- confirm splitting

Foo will be transfered to container with quantity of X. You will also have two stacks of Bar with quantity of X/2.

There's one more thing: item that gets duplicated is not always right behind Foo. The more accurate description would be "item that moves to position of Foo, after Foo is transfered". So if in your inventory there is only one item in last row of items, you scroll inventory to the very bottom and transfer Foo (last row of items should disappear), item that was on top of Foo will be duplicated.


That's how Diablo should have done it's item duplication! Fast an reliable.

59
Bugs / Wrong duration of Evasive Maneuvers
« on: May 09, 2014, 02:10:25 pm »
It lasts only 1 turn while description says it should last 2.
I compared it with telekinetic barrier which is also said to last 2 turns and it indeed last one turn longer than EM.

60
General / Junkyard gang wars [SPOILERS]
« on: May 06, 2014, 05:24:40 pm »
After telling Eddy about wormhole, completing his third quest, i didn't get any XP (Oddity mode). It's rather sad because completing this quest prevents you from finishing quest for Black Eels, which are very rewarding.

Does anyone eventually replace Gort after Black Eels take over Scrappers HQ? I think Eels should install someone in Gort's shop after dealing with Scrappers. After all, Silas tells you their main motivation behind assaulting Scrappers is getting their hands on Depot A goodies. At least their docks trader could get some more stuff to sell (if he doesn't already).

If Black Eels are so grateful for helping them with Scrappers maybe i could get a discount for river travel? :)

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