Buy a fucking magnifying lens then ffs.
Well he changed the font too. Give it another shot
Inventory also received a few QoL improvements.Buy a fucking magnifying lens then ffs.
Lol, I don't wear glasses, actually, although my eyes are not perfect anymore. Haven't had other problems except for this game.
Well he changed the font too. Give it another shot
Thanks, I 'll give it another shot soon and post results. It 's been a while, but I seem to recall that my main problem (after tampering with resolutions) was the inventory. Anyway, we 'll *see* soon.
Personally I don't whine over the addition of the map, and I agree with The Brazilian Slaughter's opinion of the whole thing, but I've seen people legit whining not being able to at the very least memorizing routes from one station to another. Dunno what that says about those people if anyone whinning over the addition of the map are certified retards, though.Hello. Anyone whining over the addition of the map, or over its previous absence, is a certified retard. Good day!
But there are multiple extremely powerful and game changing feats. Critical Power, Ambush, Locus of Control, Blitz, Commando, Deadly Snares, Premeditation, Tranquility, Psionic Mania, I could go on and on. Feats are the defining factor of your build in Underrail.The only minor criticism I could make of the game is that some of the character feats felt a bit dull compared to Fallout i.e. 5% bonus to [skill], 50% bonus damage when [this condition] occurs, etc
It doesn't have Fallout's super powerful end-game feats i.e. Sniper/Slayer, Bonus AP, etc - to aim for even if they do break the game.
I tried all the resolutions back then, still too small for me.
Buy a fucking magnifying lens then ffs.
I couldn't agree more. The main issue is that the cooldown is shorter than a bear trap's duration, so effectively it allows the palyer to immobilize enemies indefinitely.quick tinkering is stupid and op. I think its best to avoid taking it not to ruin your experience
Matter of playstyle I guess. If all you do with traps is (ab)use Quick Tinkering then I guess you don't need Deadly Snares. If you like to put traps in various spots before the fight even starts, it's a great way to kill a lot of enemies very quickly.Not taking Quick Tinkering would make Deadly Snares even less interesting.
The issue is you just don't need Deadly Snares' effect if you are playing a dedicated crossbowman with PER 14+ and Opportunist, which admittedly isn't all characters that would use crossbows and traps.
Crossbow characters kind of need quick tinkering to be able to beat the game.with quick tinkering you can cover enemies in traps prior to starting a fight(unless your sneaking is terrible).
Then during fights you have easy win button with quick tinkering + trap for no ap points.
Every use case of this skill is abusive. You can beat carnifex easily as soon as you get this(bear traps ftw). It would be fine if trap setup wasnt instant out of fight(there already is a feat that covers trap setup time...) and it did cost some AP + longer cooldown.
Or just remove it and allow setting traps with trap expert feat.
That would basically turn Quick Tinkering into a single tile of permanent Force Field every 2 turns. This would be prone to abuse as well. You could surround yourself with bear traps and become completly invulnerable to melee, you could cut off entire sections of a map, etc.I would prefer that the AI should see consider a detected trap in a choke point to be an obstruction and go around it or flee instead of walking over it to get to you.
- quick tinkering gives option of putting traps during battle. Game doesnt allow to disable traps during combat. See problem there?
- does detection during combat make actual sense?
- entities smart and observative enough to notice trap while under fire wouldnt be running at you with big hammer to begin with... They will be shooting. Like most humanoids already are. As such I dont see a reason to change anything.
- most enemies in underrail are rabid animal tier. They just run towards you. Making trap and obstruction sounds even more stupid
- i guess having 0AP strong action can be fun. Yes.
The issue is it allows you to immobilize an enemy for 3 turns every 2 turns, without any chance of failure whatsoever. No enemy will spot a trap set under his feet right before his turn, regardless of how high his detection or how low your trap skill is. It would be completly fine if it had a much longer cooldown to prevent spamming. Imagine if Locus of Control had 2 turns of cooldown.