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If you think the game is too dark you'll hate the fact that you can't hold a torch / crystal with a weapon at the same time, and that half the fights happen in dark corridors.
I don't recall any use for mineral stones or crystals ( unless you're speaking of the glowing crystal, in which case you only need one ).
uhh. first quest i tihnk.. i released a lizardman from cage.. but hes not speaking to me?
uhh. there was a bugging enemy that kept stealthing away in a cloud of fart.
do i need to find and kill it to speak to lizard?
There are no NPC conversations in this game, so no, it won't speak to you. The lizardmen in cages can become your temporary "ally" and fight nearby enemies. There's a few per level, so they're pretty generic.
The ninja enemy is not bugged, he uses a puff of smoke to "teleport" somewhere else and keeps coming in your back. Yeah, they're very annoying.
but he stopped coming back and beforehand wasnt hostile for a good 10 minutes standing in front of me. thats the bug.
i freed 2 lizards.. i cant go back where i came and nothing left to do. quest still not updated and says free and talk to lizard.
how do i increase level of spell?
its really buggy...
died once jumping on a ledge and bouncing off an amphora.
and another time tried climbing a chain from floor.. should be zero risk right? smashed me right into the wall
but i guess its enjoyable as an underworld successor.
am i bad at games i wonder...
searched high and low for a red orb like half an hour for a quest but it turns out the white glob i skipped as one of those floating wisps right in front of zone entrance was it...
lobar post me some dmg spell combinations. most of em dont accept targets. one DoTs plants. another poisons me...
i want a new spell because if i cast magic fist while walking forward.. i clip into it and it hits me.
From experience I can tell you that playing a mage is the absolutely most miserable way to play UA.
Ironically since the rune combination system is actually the only thing the game has going for itself.
The self-poisoning spell has been the most useful spell in the game for me, since it got me out whenever I got stuck in the level geometry.
A word of advice: Just invest your skill points into double jump and wall run. Those are the only skills worth jack shit in that game and they'll let you skip (i.e. glitch across) a whole lotta garbage platforming sections.
Anything after Titans Reacharound becomes a mess if you don't have those.
am i bad at games i wonder...
searched high and low for a red orb like half an hour for a quest but it turns out the white glob i skipped as one of those floating wisps right in front of zone entrance was it...
lobar post me some dmg spell combinations. most of em dont accept targets. one DoTs plants. another poisons me...
i want a new spell because if i cast magic fist while walking forward.. i clip into it and it hits me.
IIRC there are 3 attack spells in the game and they all suck. The harm person spell, the magic fist thingy you get at the start and the shock projectile. The shock projectile iirc is like level 3 or 4 so you need a specialized mage to use it, and it's only slightly better than the magic fist. It suffers from the same problems too ( long casting time, slow moving projectile, and you can hit yourself while casting... ). There's a spell to create a floating fire ball, but it's a physical object ( you have to throw it ) and it does not cause damage to enemies AFAIK. It's used to burn wood when there's no nearby fire source.
Some of the utility spells are useful, especially the movement ones. There's a teleport spell and one which you can use to jump on like an invisible floating platform. There's also the feather one that lets you fall much more slowly. They have occasional uses. In my run, the spell I used the most was self healing.
LOL. Yeah, still waiting for my physical goods. Thankfully I only ordered the boxed copy I think. I guess I'll put it on my shelf as a sort of talisman to ward me off from purchasing any more Kickstarter video games.
LOL. Yeah, still waiting for my physical goods. Thankfully I only ordered the boxed copy I think. I guess I'll put it on my shelf as a sort of talisman to ward me off from purchasing any more Kickstarter video games.
LOL. Yeah, still waiting for my physical goods. Thankfully I only ordered the boxed copy I think. I guess I'll put it on my shelf as a sort of talisman to ward me off from purchasing any more Kickstarter video games.
LOL. Yeah, still waiting for my physical goods. Thankfully I only ordered the boxed copy I think. I guess I'll put it on my shelf as a sort of talisman to ward me off from purchasing any more Kickstarter video games.
August 12 2019 Weekly Update - Rough Hotfix Timeline
Morning everyone!
Back in the office and I finally have some rough estimates for all our platform hotfixes and releases.
PC/Mac/Linux: Still aiming to release these all at once either later this week OR early next week. We addressed as many Mac and Linux bugs as we could as a result of our playtest sessions; thank you to those of you who volunteered your time to help us with this. The only blocker now is that the PC build still needs to have some fixes verified by QA, such as the thrown item bug which previously disabled items such as the Jewel of Befuddlement from being activated when thrown.
PS4:
The main blocker here is being addressed by our Lead Engineer, and tackles an autosave issue that was not working on console. This is the last bug being addressed before we ship, so we expect the PS4 hotfix to be rolled out later this week or mid-next week, depending on our engineer’s assessment.
Xbox:
We were lined up to submit the hotfix last week but need to send over some additional materials to our publisher before we continue. Working on those this week as well. We expect the Xbox build to launch around the same time as the PS4 build, if not sooner.
For those curious about what’s been fixed between all platforms, here’s a sneak peek at the hotfix notes:
Hotfix Notes
PC/Mac/Linux:
Underworld Ascendant is finally available on Mac and Linux!
Fixed rare braindead AI issue and improved enemy awareness.
The map can be freely accessed using the assigned hotkey.
Includes if the player changed the Map hotkey to a non-default setting.
Fixed a hitch when selecting water arrows for the first time in a session.
VSync is now default to ON for new installs.
Various LOD popping issues fixed.
The sound effect associated with targeting the Dash skill now ends properly.
Joystick combo moves should be easier to perform.
Better-looking spider webs
Feat Fixes:
You now get credit for “Combo Attack” feat when you land any attacks where you set up with movement and you have the associated skill.
Fix for axes and maces counting as swords in stat tracking for feats.
Fix for the Master Archer and Walking Arsenal (advanced version of Weapons Master) feats not being awarded properly.
Bark & Bite: Better assignment of credit for fire damage
PS4/Xbox:
Major Fixes & Improvements:
Arrows now impact and cause damage as expected.
Using a mana core in a Modus will lower water levels and reveal secret rooms.
Fixed rare braindead AI issue and made improvements to enemy awareness.
The floor has been smoothed out in several sections for better player movement.
Hunger state now persists across level and game loads. Bring a sandwich!
When an enemy gets up from a knockdown, it no longer dips below the ground.
Fixed an issue where players could fall through Resherak’s roof in Marcaul while trying to collect the Memora nearby.
Performance:
Various performance fixes to improve frame rate.
Improved performance of end cinematics
Fixed a hitch when selecting water arrows for the first time in a session
Feats
A picture of Resherak now appears whenever a player achieves a feat.
You now get credit for “Combo Attack” feat when you land any attacks where you set up with movement and you have the associated skill.
Fix for axes and maces counting as swords in stat tracking for feats.
Fix for the Master Archer and Walking Arsenal (advanced version of Weapons Master) feats not being awarded properly.
Bark & Bite: Better assignment of credit for fire damage
Audio
Players no longer hear a spinning trap sound during level loads.
Combat music now trails off when the player gets away from an angry enemy.
Breaking vases now makes appropriate smashy sounds.
The sound effect associated with targeting the Dash skill now ends properly
Misc Fixes:
Better-looking spider webs
Armor pieces can be unequipped by selecting them and pressing (Square)
Enemy corpses are now easier to pick up and move.
Subtitles are now properly spaced across the ending cinematic.
Wooden objects catch on fire and burn faster.
Joystick combo moves should be easier to perform.
Various bug fixes related to physics.
Various minor graphics bug fixes.
We expect these hotfixes to be the last improvements we make to Underworld Ascendant unless we receive reports of game-breaking bugs on any platforms. As many of you know, it’s been a personal company commitment to the game to work on it past launch to get it to its current state, and we are now reaching the end of the budget and timeline set aside for UA updates. After our hotfix releases, the [Boston] team will pivot its focus to SS3 and the unannounced IP that is still in pre-production.
On an unrelated note, still plugging along on the Kickstarter rewards. Will be sending out emails this week or the next most likely confirming addresses for physical delivery, as well as coordinating with backers on the delivery of some of their digital goods. If you have any questions about your Kickstarter pledge, need to change your shipping address on BackerKit, or want to check in on the status of a good, please email us at support@otherside-e.com . I check it every morning and roll through all the Kickstarter issues when I can.