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drealmer7:
To be fair, the Steam version has achievements, while the GOG version does not. So, technically, there is content missing from the GOG version.
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drealmer7:
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ShadowWulfe: To be fair, the Steam version has achievements, while the GOG version does not. So, technically, there is content missing from the GOG version.
I don't consider "achievements" to be actual content. I consider it...excrement? Hmmm, no, that's the wrong term...extent?

Achievements are a silly superfluous redundant thing to me. I find an item in the game and I get an achievement that I attained/found an item in the game. ERrrrm, no, getting/finding/attaining the item in the game WAS the achievement, IN THE GAME, I don't need told I achieved it. It's the day and age of "graduating from the 4th grade! YAY!!" dumb~!
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drealmer7: [Underrail love]
Thanks for writing that up. It actually is on my wishlist, but it's now moved up a bit.
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drealmer7:
Oh I give zero fucks about it, the original Fallout didn't have any, why should an inspired universe bother?

Yet, there are some people who would care to have a shiny badge proclaiming that they killed X amount of rathounds, or killed of X amount of enemies at 1 hp.
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drealmer7:
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ShadowWulfe: Oh I give zero fucks about it, the original Fallout didn't have any, why should an inspired universe bother?

Yet, there are some people who would care to have a shiny badge proclaiming that they killed X amount of rathounds, or killed of X amount of enemies at 1 hp.
I actually think that can be kind of cool. If you can be only one that can say I killed 4 monsters at 5 Hp (More realistic)
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valdaintheking:
Not grating on it, just saying that it's something for some people, and it would be nice if the GOG version included everything that other versions do.
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valdaintheking:
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ShadowWulfe: Not grating on it, just saying that it's something for some people, and it would be nice if the GOG version included everything that other versions do.
There's nothing wrong with achievements.

I gave in and bought it from humble.
Post edited February 04, 2016 by qwixter
This game's attention to consequences and interwoven mechanics of sensibility make it an RPG for me that succeeds sooo well in sucking me into the world because:

1.) I turn off the lights in rooms that have the lights off after I exit because I don't want to use power unnecessarily.

2.) I make sure to close gates and doors that would be a bad idea to just have open for defense/invasion purposes (even with just a stray rathound running up to a territory's boundary, it is better that the guards have the doors closed for strategic defense purposes,) so I always close them after I go through. I never know, 7 unsecured doors or something could trip a scripted consequence and it would not probably be one I would want to have happen!

It could be something minor like "you left the supply door open and rathounds got in and we are low on food for a week and so you need to 1.) pay out of your pocket or (more likely) 2.) go on a quest to kill some rathounds or gather other food or somesuch. To something more minor like "these 3 doors were left open and so such-and-such faction scouts reported it and 12 hours went by and they were still left open so we got attacked. etc. etc.

Also, I find the music incredibly atmospheric and good, and the sounds are great too.
Post edited February 01, 2016 by drealmer7
Do obscuring walls turn transparent when your standing behind them like in Fallout?
I will sometime, it's on my wishlist :)
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theslitherydeee: Do obscuring walls turn transparent when your standing behind them like in Fallout?
No, which bothered me at first but now it doesn't, it's not like they are hiding things you can't see/click on in the obscuration. Everything that is "click"able is viewable. And you can press "tab" to bring up text above all things around you.
Post edited February 02, 2016 by drealmer7
My only complaint (and this is minor) is that there's very little information about the game mechanics. I had to start over six times to create the character I wanted; twice before getting my first four Oddity xp and levelling, three times at level 3, and one more time at level 5.

But now, nine playtime hours later, I'm about to start an actual playthrough, and I have a really good feeling about this one. >.>
I usually find that with an in-depth complex RPG with multiple builds to be had that are viable, that I will easily spend 5-10 hours replaying the beginning little bit of the game and re-making my char(s) until I have what I want. Fallout1+2, Arcanum, Wasteland 2, UnderRail, all require character and/or group build-planning and going back over it several times to fine-tune it and do a pretty much already aware false-start until I start the real playthrough. I've enjoyed every minute of replaying the beginning tiny tiny bit a handful of times getting a feel for things a bit and re-doing character creation screen/poring over it for a good few hours more than anything. I just started going more into it now since the last patch, really getting into it a bit, and really enjoying it!
Post edited February 02, 2016 by drealmer7
The wiki is also pretty much crucial to understanding things rather than doing it all by trial and error or just going through blindly.

It is essentially the manual to the game + guide + walkthrough. Stats, skills, feats are the 3 best sections to pore through and understand before playing (while doing your character creation is best, I think) and really get a sense of how everything goes, and then you can learn all about the weapons and in-depth crafting too.

I will also say that I had my fisrt synergy dialogue option yesterday, and, it was great. I am loving the entire dialogue system. Example: just because you can use intimidation sometimes, doesn't mean you should just because you can, you really only should do it if that is how you want to RP your character. Other times using intimidation is good or necessary, and not too aggressive for the situation.

It's truly a game that rewards roleplaying a character in the true sense of "role-play" - you aren't just "trying to do all of the things to get the most things and XP and ingest as much content as possible" - you are given an array of options and it is your option to choose if you want/what you want/how you want to be and handle things. The results don't just pile into a karma or alignment system that is black and white or all-encompassing. Alliances, deeds for differing factions, how you handle things feels dynamic in an existing world with consequences, even if there aren't even consequences at times!

Also, not every single option is presented to you explicitly and not every outcome is immediate or foretold. This awareness encourages the role-play aspect in my opinion greater than most games I've played. Be how you want to be not because you know the end result or branching options are "positive" or "negative", but because you want to PLAY a character that way and be that way and see how it goes.

This is doubly enforced by the oddity XP system and even classic XP system. It's not about killing the bad guys, accumulating XP to kill the bigger bad guys, etc., in a directed- feeling way at all. It's much more alive/organic and sensible. In most games you don't want to stealth by and never attack mobs because it means you are missing items, xp, money, reward of any kind, etc...here, it really doesn't matter for the most part, and isn't a hindrance either, but natural feeling and manageable/fun/well-implemented, just like the rest of it. Kill some rathounds if you want to, sneak by them if you don't, pop 'em with some grenades fast if you don't want to be bothered with any of that, whatever works for you.

One of the other really fun things is the viability of multiple offensive skills. I think it makes sense to have at least 2-3 skill lines that give you damage output options, because you will want to use them all and it will be fun to use them all, for different mob types, for different tactical situations, to split up resources, and because you have a variety of interests when creating your character and don't want to be restricted to "just 1 main way to hurt things."

That is one of the great advantages and fun things about traps. They have better implementation and utilization in this game than most other games I've played that have them. They do damage without costing APs, but they take tactical skill and learning in general on how/when to go about placing them to be an advantage or necessary to win.

I do crossbows, traps, and metathermics as my damage outputters. I also love how the other 2 psi trees (thought control and psychokinesis) have lvl0 skills that are useful at times (neural overload and telekinetic punch
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drealmer7: The wiki is also pretty much crucial to understanding things
Yeah. This is my constant complaint with the game, but since I'm playing on the middle difficulty, it's not gamebreaking. But it just sucks not to have the information needed to plan out your character build. Or the information needed to choose between two things that both look good.

Still - there is the wiki. I guess that's nice. But it's too much like Terraria in that regard - on your own, there's no chance you'll get what you want out of the game. :/

(Stealth is monstrously powerful, as it turns out. And the scaling on the cryothermics means with 10-12 Will and constant max on the skill, you usually two-shot anything that's roughly level-appropriate. Couple that with the slowing nature of the ice and the Sprint perk, and you can ignore Dodge in favor of Evasion, since nothing melee will get close enough to play with you. Shame none of that was obvious via tooltips :P )