Fenix
Arcane
There wes an update that did that, actually a good change, while it made game a bit harder.
Less ants was what people asked for. )
Less ants was what people asked for. )
Agree 100%. I think creatures help immersion, but beyond that they are a bore in every cRPG I played. I don't know why. Maybe it's because we know they acted by instinct and can't adapt properly to your tactics. I dunno.I still love fighting human opponents, creature fights still bore me.
Am replaying the game after almost two years thanks to reading the last few pages of this thread. I still love fighting human opponents, creature fights still bore me. Thing is, I don't remember there being a scolopendra in the ant caves. Is my memory playing tricks on me, or has there been a change?
Agree 100%. I think creatures help immersion, but beyond they are a bore in every cRPG I played. I don't know why. Maybe it's because we know they acted by instinct and can't adapt properly to your tactics. I dunno.I still love fighting human opponents, creature fights still bore me.
I hated monsters since I can't remember in every cRPG, with variety of attacks or not.I don't know what RPGs you've been playing, but monster variety is a fascinating spectrum of opportunities & I'm quite the opposite.
I hated monsters since I can't remember in every cRPG, with variety of attacks or not.I don't know what RPGs you've been playing, but monster variety is a fascinating spectrum of opportunities & I'm quite the opposite.
Parabalus
I've levelled the crafter dude up to 8, but I don't want to go to 10, I'd rather start levelling the Alchemy due. What's the recommendation with him? Just leave him at six, or try to get him to 8-10 Alchemy? I've got him to 7 so far, but I can't help feeling I'm gimping him by doing so and might regret it later?
Also, like you, I've got to Yngvar with 20 of those healing roots intact & plenty of looted healing to tide me for a while, so my question is, are there any more of those roots to come? Or is that it by this stage? How do health drops pan out from here after the Molerat Forge? I'd like to have some kind of mental plan to aim for, but there's so little factual stuff on-line about this game & the game itself doesn't give you any sense of what to expect, so maybe you can give me some hints here?
Getting an electric fan that will always be pointed at my laptop when I'm playing DR, it isDude, my notebook is 5-6 years old too, but it can handle almost everything with gtx850m.
The only RPG I've played where creatures at least has some traits of their own that spice up the encounters with them would be Underrail.Agree 100%. I think creatures help immersion, but beyond they are a bore in every cRPG I played. I don't know why. Maybe it's because we know they acted by instinct and can't adapt properly to your tactics. I dunno.I still love fighting human opponents, creature fights still bore me.
Yeah, I get what you mean. However, I feel like it's not fair to compare Underrail to DR both as a whole. If you're talking merely about combat difficulty, then I still stand by my previous argument that UR is still harder simply because it takes time to grow your character, while in DR you can definitely start crippling limbs left and right even if you only have decent to mediocre THC.In simple terms, outside of DC (and the prologue I guess) you can always leave and come back later, you can't run out of money or consumables.
Meanwhile, as you just said, in UR you have a lot of options, but the most important thing that UR have that DR doesn't is noncombat gameplay options that'll allow you to avoid combat altogether, or tilt the tides of battle to your favor from the start, and because of that *of course* Underrail's gonna come off as easier.
Let's see:What fight would you consider hard in UR?
Tbh, it's been a while since I played UR, so I can't exactly remember much of the fights. Also, like I mentioned that UR have noncombat gameplay options unlike DR, I'll admit that I'm not the right person to ask what fights are hard in UR because my only playthroughs so far has always been stealthy character, especially the last one is a psyker. And usual sneaking and even psychic power are not something that's present in DR.
- The whole Depot A encounters where there are mutated dogs. They can be such a bitch when I initiate combat while there are multiple mutated dogs or if more than one are close to the ones I'm targeting. Can be made easier by abusing doors in certain section, but like I said, I don't really like doing it like that because it waste my time despite of having maxed combat speed slider.
- Burrower-infested bunker near Junkyard, where the entrance is guarded by bleeding Cliff. Tbh, all of Burrower encounters are relatively harder for me, but this one takes the cake especially if you're trying to tackle it at earlier level. Even if I leave it and come back at midgame, I remembered my stealthy PSI still have troubles because Burrowers off-sight hatched eggs and I didn't get to destroy the eggs on time and then got swarmed. Hell, I even rushed to Jenny, and luckily arriving at Jenny got me teleported outside of the bunker while I leave a swarm of hatchlings down there.
I found them a chore, but they are tolerable because they are varied in types, their remains provide items for crafting and they are part of setting. They add immersion. In Dungeon Rats there are not so many different types of creatures, they are repetitive, and there are too many of them concentrated in certain areas. In Underrail you have a big world, so you are not forced to fight the same things everytime. Still, rathounds respawning all the time are a chore.The only RPG I've played where creatures at least has some traits of their own that spice up the encounters with them would be Underrail.
And thankfully, the ITS guys acknowledged the problem with the creature enemies in AoD and DR, that they've planned to design some interesting creatures in Colony Ship. Fingers crossed that they succeed, or at least close enough.
Why can I not shoot arrows through liquid fire, but enemies can shoot arrows at me through liquid fire?
how high does your critical hit stat need to be before you start to see crits as a regular occurrence
Parabalus , Am I supposed to use all my liquid fire on the boss-construct fight or will I need any of it later?
& while I'm on the topic of liquid fire, Why can I not shoot arrows through liquid fire, but enemies can shoot arrows at me through liquid fire?
Also, how high does your critical hit stat need to be before you start to see crits as a regular occurrence? & does increasing your crit stat actually increase your chance of getting them or just increase the chance of the passive that crits create?
Why can I not shoot arrows through liquid fire, but enemies can shoot arrows at me through liquid fire?
What? Are you sure?
It's all or nothing skill. And it mostly for crossbows and dagger. I mean, aimed shots for crossbow using Perception, so char with max Per and crit could see crits very often.
Same for dagger. Ypu need it at max because endgame enemies all have armor with high CS defence.
Why would anyone be reliving this thread, when they can just relive theirThread's gone dead ever since a whole pack of people claimed that all this talk about it has inspired them to go through the misery again.
Also, take note that some aimed attacks has their crit modifier based on specific stats. I kinda forgot, but if I'm not remembering it wrong, Arterial Strikes and Aimed: Torso use Perception as its modifier, while Aimed: Head, Aimed: Arms, and Aimed: Legs are using Strength as its modifier. So, unless you have the corresponding stats being relatively high (it's noticeably increases your crits when it's >7, iirc), it will be a while until you got high CS skill, especially because armored enemies tend to have good vsCS rating on their armors.It's all or nothing skill. And it mostly for crossbows and dagger. I mean, aimed shots for crossbow using Perception, so char with max Per and crit could see crits very often.
Same for dagger. Ypu need it at max because endgame enemies all have armor with high CS defence.
For daggers Roxanna with 4 CS and 9 Dag has >90% crit against pmuch all enemies, so for daggers it makes sense because of their passive. For others I wouldn't bother unless you have some high int build, you can't really support 3 skills with 4 INT.
I didn't use a single liquid fire, up to the surface, doubt I'll use any there either, it's mostly a solo thing. For regular constructs no need to use anything, for star metal ones use acid flasks + bombs on the ranged one, nets on the melee ones.
Why can I not shoot arrows through liquid fire, but enemies can shoot arrows at me through liquid fire?
What? Are you sure?
The whole subterranean prison mine concept is great. Wish they had more time to fiddle with it. You shouldn't get anything when you start. "New guy, huh? Bitch, get me my ore or I'll shank you." You find a rock and then bash some poor fucker's skull in to get his shiv. Shank another sad sack to get a barrel lid. Scarcity and low quality throughout the entire prison. Sharp rocks, stone hammers, barrel lids, pickaxes, shovels, buckets, clubs are the main weapons.
The guys at the bottom are weak, disorganized, malnourished lone wolves. The top guys are well fed gang members, one or two even have a proper weapon (maybe even armor) nabbed from the guards in a failed escape attempt. The creatures are extremely dangerous, but their body parts are highly prized - for weapons weapons, armor. Only the most basic level alchemy & crafting. Final fights are against the guards armed with proper weapons and armor... against your ragtag bunch of scorpion-claw-on-a-stick wielding bums.
Anyone remember the ruined city in Prince of Persia 2? You had to fight with a broken sword. What joy when you actually found a decent one. I miss that in games. Every other weapon now is a +5 Sword of Awesomeness.
I agree. Originally we planned to do a 'multiple parts' armor system to focus on scavenging and crude weapons and armor (only the guards would have had proper gear), but we quickly realize that we don't have the manpower to do that in 10 months. So we did what we could (the starting weapons) then switched to AoD items.I was talking what a game like Dungeon Rats could have been/what I'd do differently. Instead of mass producing steel weapons and armor & having bales of ingredients at your disposal, you'd have to fight with crappy weapons throughout the entire game etc.
While personal preferences are subjective by default, saying that dodge isn't a viable choice (when that's the skill most people prefer according to feedback) or that spear is the only viable choice is objectively false.I've started a solo playthrough in the hardest difficulty motivated by this thread and man, the later patches really destroyed the game for me. Previously you had a shitton of XP for solo runs, true, but now everything is harder at the cost of butchering most builds. You can't pick dodge because you'll get raped hard by ranged enemies, and you can't pick anything other than spear ...
I love AoD but DR reminds me of those unofficial, incredibly hard mods done by the fanbase with no regards to balance. I know solo is meant to be a challange but when only 1 build (this is a RPG remember!) can work consistently in this mode, then there's no way to enjoy it IMO.
the problem is that I get 30% something (edit: it's actually 22%) THC with aimed attacks to the head, and I haven't put any points in CS. I've tried attacking his arms to see if he fails a single time (so far he always hit me) but with 48% THC I've had no luck so far.Don't worry, according to the developer the patches haven't made the game harder.
Can't you kill Democritus in your first turn?
Aimed:Head works since he doesn't have a helmet.
Well I'm talking only about murderous psycho solo. With a party multiple builds are viable of course.While personal preferences are subjective by default, saying that dodge isn't a viable choice (when that's the skill most people prefer according to feedback) or that spear is the only viable choice is objectively false.I've started a solo playthrough in the hardest difficulty motivated by this thread and man, the later patches really destroyed the game for me. Previously you had a shitton of XP for solo runs, true, but now everything is harder at the cost of butchering most builds. You can't pick dodge because you'll get raped hard by ranged enemies, and you can't pick anything other than spear ...
I love AoD but DR reminds me of those unofficial, incredibly hard mods done by the fanbase with no regards to balance. I know solo is meant to be a challange but when only 1 build (this is a RPG remember!) can work consistently in this mode, then there's no way to enjoy it IMO.