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11
General / Re: Post your experiences with the new Dominating difficulty!
« Last post by Dizzy on January 19, 2018, 08:20:27 AM »
Quote
Unfortunately I couldn't manage to beat the game without some significant save-scumming at certain points.

Can i ask how many reloads did you have to do in the final fight? To get some perspective)

The final fight (If you mean the boss fight) wasn't too bad. It was the rest of DC that required a large amount of save-scumming, I don't have an accurate estimate of reloads. But it was an EMBARRASSING amount of save scumming. ;(

I'm going to try a chem-pistol build next, I think it will be much more viable.
12
Bugs / [1.0.3.20] Wounded Man random encounter bug
« Last post by Mindless on January 19, 2018, 08:15:12 AM »
Wounded Man doesn't respond correctly in dialogue after healing him. So talked to him three times and he died with _full health_. Encountered this bug in my several runs.
And another thing - encounter will fade away completely(with Wounded Man, Lurker body, etc) if you revisit area several times even if you talked to Wounded Man.
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Suggestions / Re: Poison knife (as an enhancement)
« Last post by ciox on January 19, 2018, 07:30:37 AM »
That sounds really cool actually, I'd like to see it

My guesses for why poison knives aren't in:
- bleeding from serrated knives already provides the damage over time aspect of poison if not the special effects
- AP cost, since knives' AP costs are 11-12, while poisoned throwing knives have an AP cost of 18, this would let you inflict poison at a much greater rate, the AP cost of poisoned knives could be increased however

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General / Re: Post your experiences with the new Dominating difficulty!
« Last post by MirddinEmris on January 19, 2018, 07:28:39 AM »
Quote
Unfortunately I couldn't manage to beat the game without some significant save-scumming at certain points.

Can i ask how many reloads did you have to do in the final fight? To get some perspective)
15
General / Re: Post your experiences with the new Dominating difficulty!
« Last post by Dizzy on January 19, 2018, 06:43:28 AM »
Do you mind sharing your general build?

Lvl 15, S8(9)/D3/A3/C7/P13/W3/I6
Maxed Guns/Throw/Hack/Lock/Mech/Elec
Mixed Chem/Bio/Tail
I could have put points into stealth or persuasion without much loss here

Conditioning, Aimed Shot, Expertise, Opportunist, Quick Pockets, Juggernaut, Full Auto, Commando, Concentrated Fire

Rapid Muzzled Hornets 7.62/8.6/9mm
Smart Anatomical Bipod Corsair 12.7
Smart Goggles (used adaptive for a long time at first)
Efficient High x2 Shield, working on Efficient Low x2 for meleers
Boots are double plate + dense foam

Stealth Gear:  Muzzled Silenced Jackrabbit 5mm, ninja tabis, hopper soft black leather, black balaclava, cloak device


Utilities are absolutely essential; get tactical with them, and carry at least 15 bear traps anytime you go out

I finally finished dominating with a heavy gunner build utilizing the tips you provided. I traded throwing for stealth, allowing me to avoid certain fights in DC.

Unfortunately I couldn't manage to beat the game without some significant save-scumming at certain points. :( Huge props to anyone able to.

Thank you for posting your build!
PS: DC is a living nightmare, I'm not sure how anyone could do it without tons of save-scumming. Stockpiled traps like a madman, by the end I had practically nothing left in my inventory to utilize.
16
Development Log / Re: Dev Log #51: New Weapon Types
« Last post by Hazard on January 19, 2018, 03:01:38 AM »
Machetes seem like they could work well with a riot armor and shield. They have the same strength requirements and since machetes don't seem to be light weapons, a high DEX isn't needed, freeing points for STR or other base abilities. And a shield + short sword wielding character would simply be really cool. Then again, this doesn't remove any of the existing issues that riot armors have, so... eh. We'll see.

Edit: Also, Styg, any plans for a new dev log this month? Or perhaps even a release date? :D
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Development Log / Re: Dev Log #51: New Weapon Types
« Last post by Benight on January 18, 2018, 10:50:37 PM »
I'm definitely curious to see what kind of roles Spears and Machetes fall into.
Well, besides the obvious defensive/aggressive.

Thematically they both look like medium-heavy weapons to me.
Spears closer to heavy and machete closer to light.

I dunno much about hammer builds, but maybe some of them could use a spear situationally.
I'd imagine that the defensive buff from spears work the best for characters that can afford to take a lot of fire.
35% isn't exactly reliable by itself, but I'd imagine that some of the spear feats involve defense, too.

Then again a dodge build using a spear could be fun to see.


A machete build will almost certainly use both STR and DEX.
At least 6 DEX for Cheap Shots, but I'd be surprised if some of the new machete feats didn't need DEX, too.
Looks like a very crit-focused weapon, and DEX gives 1% crit chance per point to melee weapons.

I guess 16 STR, 3 DEX would make some sense from the point of a madman waving a sharp object around, but looking at how Cleaver and Kukri are both light weapons in Underrail I feel like machetes shouldn't be THAT far off.
Granted, machetes in Underrail seem to be sword-sized rather than big knives.

I wonder if Machetes will find a use in knife builds, or if they will simply need too much STR and not benefit enough from DEX.

Might even be interesting to see a build using both spears and machetes.
Machetes on offense, spears on defense.
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Bugs / [1.0.3.20] classic mode - no xp for killing
« Last post by Benjibibi on January 18, 2018, 08:26:29 PM »
Hi,

In classic mode Pulverizer gave me no xp.

When something dies from the flame on the ground from you cocktail molotov, you don't get xp for it. (but you get xp if direct damage kills or burning status effect kills)

Same for the gas of gas grenade, this one is a bigger problem because if you throw it out of aggro distance or sight, they just stand in the gas and die.
19
General / Re: Combat gloves quick question
« Last post by Ploluap on January 18, 2018, 12:00:12 PM »
Bugmypostgetserasedifiwritemorethanaword

It

Ah, the forum software is a buggy piece of junk. It cuts posts off at special characters like accent marks (I'm guessing you were trying to use one there in place of normal apostrophe). Try to avoid any fancy special characters and things'll work.

Thanks ! Maybe because my keyboard is azerty so...

I was just trying to say that bleeding gloves could be useful, apart for taste for blood and vile weaponry which are already great, if you stun or incapacitate the target. Then you can stop punching it and let it bleed to death.
20
Suggestions / Poison knife (as an enhancement)
« Last post by Ploluap on January 18, 2018, 11:57:18 AM »
I think knives are too limited in options compared to fist weapons.

Also the "toxicity" feat have too limited uses.

What i suggest : an enhancement available for knives (as a option to choose between this and shock generator) that makes them able to poison the target when hit.

Similar to shock generator, you recharge your knife with a poison flask.  Then the next 5 hits (or any number) will inflict set poison if the blow goes through armor.

That would make "toxicity" characters a lot more viable (and fun) and give knives a little bit more of CC with crawler poison.

Maybe it has already been proposed and refused, sorry in that case.
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