fredsteel
Erudite
Poor men, I wish I had never completed Vivian's questline.
Yeah, that means something's gone wrong. If you try verifying game files or reinstalling it may turn it into a real item. Probably one of the uniques since if it was a more common item you would have noticed it earlier. Jumping stilts used to be bugged and always appeared like that but that was meant to be have been patched. Not sure if it's somehow come back or what.Constantine is selling a "headwear" with a question mark instead of a picture. It costs 1 charon. Is that a bug maybe?
I bought it and wore it in case it turns into something, but it doesn't. Constantine does not have dialogue about it. Neither does Azif.
I am getting tons of Rogue Plasma Bots random encounters. I may have gotten like 5-6 of them already.
I wonder if this is a coincidence or is it due to something I have (or haven't) done. I don't think I have seen this before (ie, getting so many of them).
interesting... I must say I know very little about jet ski combat. You see, very early I realized that 'be-no-there' works very well and improved on that tactic. There are no enemies that can outrun you in water- I do not like jet ski vs jet ski combat. The worst offender is enemies throwing EMP grenades. It is the equivalent of giving most enemies EMP grenades in land combat.
Now, why wasn't this done? Because it is just not fun gameplay. Well, it is not fun gameplay in jet ski combat either. I believe that EMP grenades should be kept just for special enemies.
There are no enemies that can outrun you in water
oh yeah they suck. Not sure what was your difficulty, on higher ones its death from single grenade.What do you think about the EMP grenades thing?
thats what I did. Went through water facillity just once and I think it was on my stabby. Or perhaps stabby with lazorsMy solution is to avoid sea combat entirely and attack the skiers from land.
Poor men, I wish I had never completed Vivian's questline.
Hah i remember when i had to go through that shithole, after few attempts i formulated my strategy to quickly spam hives with out of combat sniper shots from far enough so bugs would not engage in combat. I had to go back to base many times for repair parts (at certain moment i even stopped playing for few months because i was tired of all that bug shit) and then return avoiding snakes and helping with savage attacks. Positive side of all of that work was that- Getting through the Fetid Marsh is intense. Having to go through respawned spiders (that I have killed before!) after the end of the Fetid Marsh is a bit too much. I just went through the Fetid Marsh, leave me the fuck alone. I did appreciate the junk jet waiting for the player there, though.
>sheMUH VIVIAN
Why the fuck does Expedition change half the enemies in the dog variation of water treatment plant into pitbulls? They are way too difficult of an enemy for that zone
The random encounter ones are even worse. You go through an area transition and oh, there's a pack of pitbulls camping the entrance. And since you just went through a transition you have an initiative penalty, so you're almost guaranteed to go last, so you have to tank like 25 bites. Have fun taking 1000+ damage, sure hope you have good DT.Why the fuck does Expedition change half the enemies in the dog variation of water treatment plant into pitbulls? They are way too difficult of an enemy for that zone
When playing a tank build on dominating, getting your first piece of crafted metal armor feels amazing. My Metathermics Tank Sledgehammer only had nine con and I still felt pretty tanky on dominating. If I wanted to powergame I could have added TM and been even tankier with Stasis. Also, if you're not already using them, drugs are a must on a tank character. Aegis + Morphine + Last Stand will make you extremely hard to kill for four turns, which along with the initial few turns you will get from your natural lankiness and initiating combat, should be more than adequate to deal any encounter while still feeling like you're sticking true to the actual tank experience. It is a ton of fun, and I actually really enjoy playing a tank character, and the fact that Underrail was actually able to pull that off is very impressive.Attributes are: STR 8, CON 10, Wis 10++, the rest dumped. But on Dominating enemies hit so hard that even Conditioning 10 CON and heavy armour is not as good as simply LOS abusing with ninja tabis, so I guess I should've gone agi/dex. Maybe I will change my tune when I start crafting high quality armour.
I think the idea of an accuracy cap is actually good, and the current way it is implemented rarely bothers me. That being said, I do think it would be an improvement if the cap was raised anywhere from 97-99%. Styg could require an exponential increase in stats to eke out the last few percentage points for balancing purpose.Also I think I know the two things I dislike most about the game now that I'm halfway through 3rd full playthrough (not counting abandoned ones)
-accuracy cap on grenades/metathermics AoE (also sniper shots most likely, but haven't played sniper or crossbow yet)
I don't see anything wrong with this. How would you even change/"fix" this?-certain skills having ideal cutoff points which can be metagamed (especially Mercantile and Persuasion)
Eh I have to hard disagree here.-SGS' limited interaction with the rest of the game world. The Black Eels gang fight, retaking the outpost, and asking the experts at SGS to examine Foundry mine creatures and Hercules drug are all really cool, but that's as far as it goes.
Gorsky is literally the linking quest between SGS and the Oligarchs. Despite the fact that he ends up abandoning his allegiance to SGS, this is definitely a link between SGS and the Oligarchs. As for the Ironheads, their territory is far away from SGS, why would there be any interactions between the two factions? In addition, having the Ironheads to keep the Foundry in check is probably a good thing for SGS, as it helps maintain the precarious balance of power in Southern Underrail. As for the lurkers, there is a quest linking them, but again, Lurker territory is not near SGS. Although Lurkers can be found a few zones away from SGS, I have always considered some of the zone transitions to indicate hours passing versus being directly adjacent to each other.There's no gameplay interaction (ie linking quests) between SGS and the Oligarchs, SGS and Ironheads, SGS and lurkers (except that funny little quest earlygame), SGS and Free Drones/Protectorate (except delivering some trade docs, zzz).
What do you expect my man? It is a post apocalyptic setting where most people are lucky to have food and a place to sleep where they don't have to worry about getting shanked. The game does a great job of making everything feel connected in a way that is logically consistent, and I really don't see what changes should even be made.The setting is excellent, but it's very siloed in terms of gameplay. Tchort Institute, Faceless, Deep Caverns ruins, Pirates, serpent-savages all are total black boxes to almost everyone in Underrail. With factions like West Underrail and Oculus, not to mention the "true nature" of the main plot and its antagonist/protagonist (not counting player char) mystery is a more thoroughly developed theme in the game than connection is, which is ironic given the connective nature of "rails" in "Underrail".
I get the impression he just doesn't give a fuck. He is using SGS for his own means.The peak of this problem is represented by the SGS leadership. Ezra is a solid figure in the leadership, but I don't quite grasp why he's silent in the debate on whether to establish an SGS foothold in Junkyard via the gang fight.
Tanner is the leader of SGS and in the end he decides on whether or not to help the Black Eels as well as in regards to making other decisions. SGS is an oligarchy, so you have multiple different agendas pullign it every which way. Just because Gorsky abandons SGS doesn't mean he doesn't initally have an active and thorough interest in running SGS properly before he leaves, and Ezra would likely get involved if he believed that it would harm his intentions with the station, which so far seem to require the station to be doing well, at least at the moment.You can find explanations for his pointed silence, which make sense for his individual character, but an "SGS agenda" would've been cool. Obviously, Tanner has a similar problem of not having an "SGS agenda". But it's not just those two but also Gorsky, the lead military figure in SGS, who just leaves to indulge in a gang war in the Drop Zone. You could almost make fun of bureaucrat Vera Hale and old man Jonas being the only ones with an active and thorough interest.
Do you mean interconnected in a gameplay sense or interconnected in a lore sense? In my opinion, it is extremely well done in both and I will reiterate, I'm not sure what can be done to make it more interconnected short of just adding more minor quests. The game is already massive man.I still like how SGS is used in the game, as the starting-off point for the character and the storyline, but it's the best example of how the game world is frustratingly less interconnected than it could be. My favourite part of the game is when it is highly interconnected, like with the wacky secret routes opened up by Phreak, or the remarkably few screen transitions needed to walk from Core City to SGS via underpassages, or when you're exploring via jetski and find yourself on a map that is part of the land route from SGS to Mushroom Cove that you walked at level 4, and the secret entrances/exits into the Institute of Tchort.