Ivan
Arcane
planning on starting this tonight. this all patched up and ready 2 go?
or should I start Age of Decadence in the meantime
or should I start Age of Decadence in the meantime
Most infuriating quest award goes to: Missing Merchants
The thing is,
you can't actually find Lora before DC. The best you can do until then is find the keycard of the Bakers on the corpse in the caves, find out about the involvement of the Acid Hunters and confront Cornell about it.
At this point you can as well go back to SGS and turn the quest in, telling Vera what you learned.
Lora will only be found much later, while the amnesiac women in Hanging Rat bar is apparently connected to some other quest (which I didn't do myself either, however).
planning on starting this tonight. this all patched up and ready 2 go?
or should I start Age of Decadence in the meantime
planning on starting this tonight. this all patched up and ready 2 go?
or should I start Age of Decadence in the meantime
So basically the player should wait until the end of the game in order to report to Vera?
The thing is, you can't actually find Lora before DC. The best you can do until then is find the keycard of the Bakers on the corpse in the caves, find out about the involvement of the Acid Hunters and confront Cornell about it.
At this point you can as well go back to SGS and turn the quest in, telling Vera what you learned.
Lora will only be found much later, while the amnesiac women in Hanging Rat bar is apparently connected to some other quest (which I didn't do myself either, however).
Is there any way to get some kind of directions and explanations for DC?
Most infuriating quest award goes to: Missing Merchants
The thing is,
you can't actually find Lora before DC. The best you can do until then is find the keycard of the Bakers on the corpse in the caves, find out about the involvement of the Acid Hunters and confront Cornell about it.
At this point you can as well go back to SGS and turn the quest in, telling Vera what you learned.
Lora will only be found much later, while the amnesiac women in Hanging Rat bar is apparently connected to some other quest (which I didn't do myself either, however).
Also,
Did I miss the option to ask Ezra for help killing the Beast (thus getting the psi bait) when I first brought the specimen to him or does that dialogue option only pop when you return after informing mayor/preparing the furnace?
Because if it's the latter, what even hints that you need to go back to him?
Did I miss the option to ask Ezra for help killing the Beast (thus getting the psi bait) when I first brought the specimen to him or does that dialogue option only pop when you return after informing mayor/preparing the furnace?
Because if it's the latter, what even hints that you need to go back to him?
I've got a question and some comments about the CAU...
This Gas The Drones mission needs more options - unless I missed some, which is my question.
I chose to follow a very reasonable course of action, and it didn't work. I was never going to gas the Drones, but I simply played along until the CAU buffoons led me to the entrance of the Drones' lair and popped open the gate. It was a tribute to their ignorance and arrogance that they decided to go out alone with the Invictus, because I promptly wiped the floor with them.
Then I entered the Drones' lair and took them out the old fashioned way.
When I got back to Fort Apogee, all the Protectorate soldiers were hostile. This is unacceptable. The CAU were killed in a heroic battle with the Drones, and no one can prove otherwise. And why would they want to prove that the CAU died at the hands of a lone southerner instead of in battle?
Not only is this a reasonable (or reasonably violent) way to finish the quest, it's arguably the most pro-Protectorate way to do it. The CAU psychopaths are gone. The Drones are gone. Victory.
Anyway, I was disappointed and hoped there was some other way to bring the quest to a positive conclusion. Otherwise I'm just going to reload to an earlier save and never finish it.
I see, they oughta improve on that somehow.Did I miss the option to ask Ezra for help killing the Beast (thus getting the psi bait) when I first brought the specimen to him or does that dialogue option only pop when you return after informing mayor/preparing the furnace?
Because if it's the latter, what even hints that you need to go back to him?No, you didn't miss anything, yes, he'll tell you about the bait only after you done some preparations, and no, nothing hints on him.
Styg also confirmed no map are în the worksHmmm, wonder what kind..
Still think Some ultra-basic "picture-of-maps" would be useful. Just to have a general idea about the world layout.
epeli Styg , can you just once say WHY no map? Even basic one, for specific areas?
Didn't even bother me that much, even in DC, but I'm still curious about the reason.
I think a metro-stations type map, which gives just some general info on the make-up of Underrail would help newbies a lot and fit well into the game.
Not realised as an auto-map, or some ultra-detailed one containing every accessible screen, just in form of a picture opened from you inventory showing where the different stations are roughly located relative to each other.
Well... a map system was in the "maybe" basket for years. Even shortly before the beta/release there were plans for a geneforge-style node map, but in the end it didn't work out. It's a long story.Because fuck you, that's why.- No map (why?)
What about having just crude hand-drawn maps in game? Something like these:
It'd strengthen the immersion and help have at least some kind of understanding of the layout of Underrail. Many games that have a more complex map have also had these types of complementary hand-drawn maps precisely to strengthen the immersion (Morrowind comes to mind).
Feeling the immersion? ye, me neither.
now draw your own fucking map.
If you explore the tchort insitute, then you can learn something that actually makes them look like evil cultist. Whether that gives you some motivation is another question. Personally, I think this could have been handled better.I was really loving this game, but now I'm in the deep caverns and I even have problems finding the motivation to finish. Might just restart and try out another build (currently metal armor/assault rifles) instead.
About the objective down there:
I'm not even sure why I need to kill Tchort. I did all the Institute quests and sure, it doesn't sound like something with the interests of humankind at heart, but it also doesn't necessarily seem any more nefarious now than when I first heard the lecture by Minister Percival or whoever in core city. I'm still not sure what that object everyone want to get their hands on is, other than a source of electrical current, and now that I'm down here there's no emphasis on finding it anymore.
Regarding the objective:
The game recognizes that you have little reason to kill Tchort. It's acknowledged in your dialogue with Six (Rham Umbra or whatever) where you have the option to basically say, "Why the fuck should I kill Tchort when you haven't even told me what Tchort is?" I think there's an expectation that the player explore and find out on his own the truth behind Tchort. I'd encourage you to keep on playing. I was about to call it quits but then I reached the Arke station, and it's been great, and I mean really great.
Regardless whether the player is more of a villain or a hero himself, kill-or-be-killed is pretty good motivation for anyone. It comes down to "survival of the fittest", which is ironic, considering that tchort's entire shtick is about evolving. It's just that Six' speech doesn't present it that way, instead of going the pseudomystical "I have seen it" route.
But my problem with deep caverns is that the majority of the encounters down there
gets boring quickly. The enemies are not that challenging, because while it takes time to bring a shroom or a worm down, they don't do enough damage to be dangerous. And in the case of respawning crittersthe exception being the faceless camp
there is only so many times you can encounter exactly the same group before it gets annoying.like those burrowers outside of power plant
This is especially noticeable if you fight your way through the tchort institute, because the battles there are both challenging and fun (even though the enemy could definitely benefit from better group AI).
I've got a question and some comments about the CAU...
This Gas The Drones mission needs more options - unless I missed some, which is my question.
I chose to follow a very reasonable course of action, and it didn't work. I was never going to gas the Drones, but I simply played along until the CAU buffoons led me to the entrance of the Drones' lair and popped open the gate. It was a tribute to their ignorance and arrogance that they decided to go out alone with the Invictus, because I promptly wiped the floor with them.
Then I entered the Drones' lair and took them out the old fashioned way.
When I got back to Fort Apogee, all the Protectorate soldiers were hostile. This is unacceptable. The CAU were killed in a heroic battle with the Drones, and no one can prove otherwise. And why would they want to prove that the CAU died at the hands of a lone southerner instead of in battle?
Not only is this a reasonable (or reasonably violent) way to finish the quest, it's arguably the most pro-Protectorate way to do it. The CAU psychopaths are gone. The Drones are gone. Victory.
Anyway, I was disappointed and hoped there was some other way to bring the quest to a positive conclusion. Otherwise I'm just going to reload to an earlier save and never finish it.
You know, I saw this same kind of thing again and again with AoD. A certain kind of literalism seems to be in abundance on the Codex. If Styg doesn't program a message to come up flashing "OH MY GOSH YOU TRAITOR I'VE JUST RADIO'D THE BASE AND NOW THEY KNOW EVERYTHING" there's just no room for it to have happened. Seriously, though, there is a certain variety of abstraction throughout the game - not everything is literally parsed out in front of the player.
I can understand if you wanted more options to complete the quests - that could hardly ever be presented as a bad thing. But is it really reasonable to not allow for the possibility that these CAU guys are in constant communication with an external party? Even if we say that's unlikely, what's the likelihood that they have no contact with external parties whatsoever? They go off to some mission without any Plan B for extraction? That just seems monumentally unlikely to me.
And your reading of the relationship between the Protectorate in the South and the CAU is a bit fanciful. The FBI and the CIA despise each other but if one were attacked, the other would come right up to their aid and flood their full resources into a resolution. I can hardly imagine you walking into Fort Apogee with the heads of the CAU and being greeted with anything but lead.