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Underrail - Serbian pillow talk, turning Tricks, taking tips

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Did anyone try to buy enough things from Al Fabet so he is no longer encumbered? Does he move faster or anything changes in dialogue with him?

Or is his only purpose to make fun of people like me that carry Human Brains around in case I need it in the future :D

I'm fairly certain that this is the case.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
mvBarracuda idunnolol. Another player found it, so there is a way to do that in-game for sure. I haven't even done the deed myself, but I have a good hunch about how it goes. Good hunting!

And that's not the only quest missing from the wiki. Probably. Hard to keep up with it all. The quest pages are among the worst parts of the wiki, along with anything else that needs actual writing. I'm better at organizing content, copypasting data and providing images. I try to provide a good base for other editors to improve upon. We already got a handful of active editors since release, and Styg should be opening the wiki for anyone to edit Soon™. In the meantime let me or Styg know if you want to help and we'll make a wiki account for you.


Shadenuat it should be somewhere inside the lab. I'll sift through my screenshots again tonight and add the keys.
 

Coyote

Arcane
Joined
Jan 15, 2009
Messages
1,149
- Crossbow bandit is incapable of detecting a trap placed by a character with 108+ Traps skill.
How do you know this is the case?

Aha, that was it! Sorry, my mistake. The actual threshold where the crossbow bandit stops being able to detect the trap appears to be 116 skill with Trap Expert (so probably ~145 without it). My best guess is that I mixed him up with the gun bandit at some point when I was testing; I had to duck around the corner to get him to give chase, and he would have been out of sight on the other side of the pillar when I peeked back around to check the trap.

Updated my earlier post to reflect the mistake. (The apparent disarm/detection anomaly came solely from that bandit since nobody else I tested could disarm my traps, but everything else in that post I tested in other places, so I believe that the rest of the information should be accurate.)
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,969
Location
Russia
Shadenuat it should be somewhere inside the lab. I'll sift through my screenshots again tonight and add the keys.
Bro thanks bro for bro. Once I knew 100% it's there I found it.
It's in second storage room right in front of entrance into building, you just have to be lucky so ghosts walk so you could evade them or savescum a bit.
Well, savescum quite a lot actually to get all tanks down later too.

This is sort of that situation when I feel like UR likes to only simulate things when it's beneficial to game itself. Laboratory runs on it's own generator apparently, out of Arke grid which is used in whole DC, so where is this generator? Buildings are powered by Arke station, cameras by little switches, but when game want you to get screwed with psi doppelgangers for some reason, simulation goes out of the window.
 
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Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
- Crossbow bandit is incapable of detecting a trap placed by a character with 108+ Traps skill.
How do you know this is the case?

Aha, that was it! Sorry, my mistake. The actual threshold where the crossbow bandit stops being able to detect the trap appears to be 116 skill with Trap Expert (so probably ~145 without it). My best guess is that I mixed him up with the gun bandit at some point when I was testing; I had to duck around the corner to get him to give chase, and he would have been out of sight on the other side of the pillar when I peeked back around to check the trap.

Updated my earlier post to reflect the mistake. (The apparent disarm/detection anomaly came solely from that bandit since nobody else I tested could disarm my traps, but everything else in that post I tested in other places, so I believe that the rest of the information should be accurate.)

Alright, good to know.
 

mvBarracuda

Augur
Joined
Jun 7, 2006
Messages
478
mvBarracuda idunnolol. Another player found it, so there is a way to do that in-game for sure. I haven't even done the deed myself, but I have a good hunch about how it goes. Good hunting!

Thanks nevertheless.

I asked around at the Steam forums as well and some nice fellow pointed me into the right direction.

Exposing the spy in the free drones:
The basic path is:
1. Ask Trenton about Marcella
2. Learn from Darling that Marcella used to be called "Muffin"
3. Go to hanging rat bar and help her remember, first by adressing her als Marcella, second by dropping the "Muffin" keyword
4. Go back to free drones base to expose Alvin Bate

Details:
It looks like you need the information that Marcella was called "Muffin" so that you can make her remember.

This information can be provided by Darling in the free drones base, if you ask her about Marcella.

I think I managed to screw things up the first time by confronting Marcella after I spoke to Trenton about her but before asking Darling.

If you confront Marcella without knowing about "Muffin", you can't make her remember.

Now if you ask Darling about Marcella after that, she'll tell you about "Muffin" but there is no way to bring this up to Marcella at the hanging rat bar. The dialogue option is simply gone.

I guess this could be either classified as bug, or it's an intentional design decision. You could argue that you just have one chance to make her remember and if you don't bring up "Muffin" she will refuse to remember a second time, because it is too painful to remember.

Also:
After confronting Bate in the free drones base and killing him, I found a love letter on his dead body.

It was signed "Muffin", so I guess you could get the right codeword to trigger Marcella's memories also by pickpocketing Bate.

He will refuse to talk about Marcella if you ask him about her. Claiming that they were close and it's too painful to talk about her.
 

Lord Andre

Arcane
Joined
Apr 11, 2011
Messages
3,716
Location
Gypsystan
If you don't know her nickname, you still have an intimidation/persuasion check to help her and those are always available. I don't know if passing the check solves her "quest" though.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,086
The chief of Camp hathor gives you the quest to kill Rathound King (after you've solved the burrower problem), you bring him his head as proof and he takes it. If he didn't take it from you it's either a glitch, or you didn't get the quest and just killed the king by yourself.

Maybe because he died and his deputy took over this happened. Then again it is nigh impossible to save Edgar with Anncient Rathound and Rathound King focusing on him on hard difficulty.
Why on earth ask for their help ? They would have found the waifu you kidnapped for the king :troll:
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
It finally dawned on me the other day that psionic headbands are an (and really the only) efficient source of electronic scraps for advanced electronic repair kits. In fact, even if you buy psionic components directly from merchants, typically you'll be able to craft several repair kits, getting them essentially at cost (1200 each) and often even cheaper.

For example, these components are worth 1530 and would cost 3060 if bought from a merchant, and will allow you to create 2.3 electronic repair kits. That's a value of 3960, or 7920 if you were buying repair kits directly from a merchant.

So essentially, unless you are flush on advanced electronic repair kits, always turn junk psi parts into scraps. You'll be able to repair some piece of electronic loot and sell it for far more than selling the headband would have earned you. If you must buy electronic repair kits, buy psionic parts and headbands instead, and convert those into advanced electronic repair kits (in fact, doing this in order to repair electronic loot will almost certainly make you a profit).

Note however that if you add add-on components like mufflers and filters to a headband, it will sell for a lot more and then will be worth selling on its own.

0527b78832.png
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,041
You are saying this like money is a problem in this game and these are tricks needed to earn enough to progress in the game :D
 

veevoir

Klytus, I'm bored
Patron
Joined
Jan 15, 2015
Messages
1,797
Location
Riding the train, high on cocaine
Shadorwun: Hong Kong BattleTech
You are saying this like money is a problem in this game and these are tricks needed to earn enough to progress in the game :D

It is a (somewhat) problem up to drill mission, so up to depot A. Funny thing is though, by the time you can make advanced repair kits - money already stopped being a problem.

Still, it is wise to know what to recycle and what to fix, money flow must be steady. Underrail Sims house wont furnish itself!
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
You are saying this like money is a problem in this game and these are tricks needed to earn enough to progress in the game :D

If you want to get several q150-160 Super Steel plates the legit way (rather than saving/going AFK for 45 minutes or using CheatEngine), you most certainly will need many tens of thousands of Charons. That shit don't smelt itself.

Naturally, I need to make a suit of mega-armor (not because I need it, but because I want it).
 

Goromorg

Savant
Joined
Aug 23, 2015
Messages
278
I've cheated to fully rebuild the house in CC and despite all hi-end furniture it still looks like a pile of garbage. There is also a glitch - one of light switches on the second floors remains unreachable by player. It seems that house wasn't fully tested and is largely a Styg's trolling because who in sane mind would do all this backtracking needed to hoard so many coins. Only useful part of the house is basement with workbenches and only if you are a crafter. Don't waste your time on it.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
In fairness, most of the areas in this game are either caves or some form of a pile of garbage.

However, many areas in Underrail look really good—that is, aesthetically pleasing—and the house simply doesn't. It looks like someone's cheap poured concrete basement, there's no cool lighting, you don't get awesome thick steel walls like in the cave access level of SGS, etc. It's the "Core City building" tile set, and it just doesn't have a lot of cool factor. Yet, even then, Coretech's HQ is somehow a lot more stylish than the house.

I really think the bland white walls have a LOT to do with it, that and some of the decoration layouts.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,041
You are saying this like money is a problem in this game and these are tricks needed to earn enough to progress in the game :D

If you want to get several q150-160 Super Steel plates the legit way (rather than saving/going AFK for 45 minutes or using CheatEngine), you most certainly will need many tens of thousands of Charons. That shit don't smelt itself.

Naturally, I need to make a suit of mega-armor (not because I need it, but because I want it).
Maybe I am just lucky but I got 2 of such quality out of 3 attempts :D
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,969
Location
Russia
Since part of my brain that is used to criticize narrative and level design in RPGs suffered temporal damage from plot armored characters, System Shock references and just Deep Caverns, I'm in no condition now to say anything interesting about the game than before I actually finished it. So instead, as promised, I'll post final stats of my first character, one I went into the game blind with, and commentary on the build and mistakes I made during his development.

Veterans won't find anything interesting here, nethertheless I think crit based ranged build is viable and plays well enough compared to, say, bullet storm builds that use rifles with low AP costs.

Some numbers (stats, def, assault rifle stats, sniper rifle stats):

hkCe4Gv.jpg

Commentary:

Stats:

STR 4 > 6. This one was an obvious mistake, you want at least 6 STR to have a comfortable range of weapons to choose from. Even with base STR of 6, I'd still pick Pack Rathound, amount of junk you have to carry around, especially as crafter, is huge, and at DC some quest items also have weight.

I wouldn't take it further than that. I don't think perk that shoots more bullets for 7 STR would do me any good - enemies can easily die from first bullet or two, and 25 rounds for Chimera is not a lot to spare.

DEX 8. Since I ended up not using any light weapons, I'd put points from here into AGI and PER instead. Slav suffered from low mobility for quite a while, until I got AGI to 6 and crafted better set of armor.

AGI 4 > 6. With very good tabi boots, at the endgame I could reliably kite enemies and they didn't have a chance to catch me at all. So I'd start with at least some AGI.

CON 4. I haven't noticed any problems playing with low CON, especially once I made high level energy shield. Don't know how much higher CON would have helped against stuns or psi. Perhaps I could survive initial psi barrage from enemies like tchort scaners from DC tho, so I'd probably go with 5?

PER 8 > 10. High chance to hit is important if you don't use rifle with extra burst precision. I was disappointed with my ability to find stealhed creatures tho, even when wearing Sam Fisher's goggles. I did find all the secret places. Overall, this one seems like "the more the better" for ranged char.

WL 4. Like with CON, didn't matter a lot. I had good chance to pass Intimidation checks too, until I stopped to bother with that skill.

INT 8. Allowed to craft everything even without investing into very big numbers. Probably could have taken a point out of here.

Skills:

- Guns 135(203). Increased every level.
- Throwing 60(80). At about this level I stopped throwing flasbangs under my own feet and could accurately land molotovs without burning my ass.
- Evasion 135(157). Increased later in game when I switched to +crit leather armor. Can't say I felt invincible, enemies missed 1 out of 3 shots or so.
- Lockpicking 105(140). That's a bit too much, 130 is most I found I believe.
- Traps 100 (135). Feels about right, I could find and disarm all traps.
- Mechanics, Electronics, Tailoring 120(160). Didn't need more than 150, I think.
- Chemistry 75 (101). Was enough to craft Tier IV grenades and mines.
- Biology 10 (24). Didn't need it in the end, since I didn't use armor with regen.
- Intimidation 40(45). UR doesn't feature a solid social roleplay base, like AoD. And you miss on items and Oddities when sparing various lowscum. If I'd take dialogue skill, I'd rather go for Persuasion - it had more applicability and interesting consequences.
- Mercantile 60(80). Took this one (and feat) because I have a habit of abusing economy in RPGs to umpth degree (one of my favorite characters in Fallout and Arcanum was one with maxed Gambling&Trading skills, who could dress up 5-6 companions into Power Armor).
It is not that useful in UR of course, although people who want to fully skyrim their house or need lots and lots of supersteel could take it, maybe.

Feats:

1. Pack Rathound. TBH, I'd probably take it for any character. There's a lot of crap you have to carry around.

2. Recklessness. Combat in Underrail feels heavily skewed toward offense, so I think this was a good pick. Paranoid seems like a natural c-c-combo for this feat, although again, I wasn't impressed with my ability to notice high level stealthy enemies even with Detection >300.

3. Aimed Shot. A good all-rounder. At the endgame I did ~2000 damage with it with all critical modifiers set up.

4. Expertise. This seemed like a decent pick to combat growing armor of enemies, but from long term character building perspective, it's a better feat for people who like shitton of special attack modifiers, not for a character that has 50% critical chance - it wouldn't work half of the time at the endgame.

5. Nimble. I took this one after I switched from "lolbullets Matrix coat" defensive paradigm to good shield and maxed Evasion, since I wanted to try highest crit chance, also switching from Steyr Auch to Chimera.
It's not a bad feat, but enemies seem to hit you quite often even with high defensive skill and even if they stand far away. All or nothing skill mefeels.

6. Skinner. SKIIINEEEAAR!!!11. I took this feat at level ~5. It became useful at level 20 when I learned about infused leather. Before, bullet protective vests with upgrades like burrower shell and kevlar worked good enough.
Instead of crafting feats, even stuff like Gun Nut, I'd rather pick feats that allow me to do something new in combat, like increasing my mobility, options in battle or new special attacks. There is such thing as too much damage in UR (at least on Normal difficulty), and there are too many passive feats too.
There is one exception, however, and that is Power Management. Shields play huge role in your defense, so if that perk would indeed increase their capacity by a third, that is a good deal, and I'd rather take that.

7. Kneecap Shot. This one was a savior up to about level 8 or so, as I was still using SMGs, but became useless later. Also, Quick Tinkering is just better all around for CC.

8. Quick Tinkering. Combat begins, but you can't see enemy? Place bear trap in front of yourself. Shoot the knife-faggot. A go-to feat for CC and anti-melee. Can't recommend this one enough. Giving it shorter cooldown than actual CC from bear trap is great design, lol.

9. Grenadier. When everything fails, throw TNT at them. Like in Arcanum, solves lots of problems in Underrail too. With Chemistry, allows to turn impossible fights into just moderately difficult.

10. Salesman. See Mercantile reasoning.

11. Concentrated fire. It would suit AR specialists who rely on raw damage more than my character I believe - enemies really died so quickly sometimes I didn't even notice stacks pile up. But it's good with Commando.

12. Sharpshooter. There weren't many feats to pick that used PER to it's utmost potential, picked this one anyway, to max my opening shot damage.

13. Critical Power. Bread and butter. The more critical damage you put into your weapons with crafting, the better this thing works.

14. Commando. A musthave feat for AR lovers.

So, what I would have changed various trash feats for to make playing this guy more comfortable? Well, I'd take more shield capacity, and also some mobility feats. Until I made uber tabi boots and increased AGI to 6 I mostly relied on traps to deal with mobility problems, so Hit&Run or Sprint would be nice to have, probably. Aside from that, there isn't anything game breaking I didn't take I think.

Equipment:

- Chimera AR (Smart, Digital Scope). My basic weapon of choice. With feats 175% critical rate and almost 50% chance to land a crit. That means enemies generally died in a single burst, sometimes multiple at once, with just regular bullets. What I liked most were casual click 'em till they dead 300 dmg shots without any special attacks.
- Reaper SR (Smart, Anatomical Scope, Bipod). Elephant gun, basically. With 360% critical damage it one-shotted pretty much everything even with regular rounds. For everything else, there are green bullets.
- Goggles +16% crit chance. I used these instead of +special attacks damage for more balance in actual crits happening and damage, and to mop up trashmobs easier without wasting too much ammo.
- Medium Frequency shield. Felt balanced and useful against things that were not bullets (cryo psi/acid).
- Infused Rathound leather (+14% crit chance).
- Bullet strap belt.
- Infused Ancient Rathound tabi. It was a choice between nifty bonuses from froggy leather or highest quality. I just chosen highest quality to get most movement speed.
- Grenades: Napalm (great through whole game because of Fear CC), Frag, Flashbangs, EMP. Gas grenades are shitty, it ain't your JA2.
- Traps, bear traps for casuals, acid for bosses.

Tactics:

Trapping, sniping, bursting, kiting, bursting, blowing them up.
After I set up everything for my assault rifle, it turned mostly to "waste them in first round in a hurricane of critical striking lead", with occasional "fuck, it's a stun specialist/wizard - gotta kill him with sniper rifle from afar first".

As for characters I might play in the future, I am thinking either spehhs marine librarian (hammer, heavy armor, psi, persuasion to make people believe in Emperor's cause) or JC Denton (stealth and mostly no kill run). Although knowing game I am not looking forward to stealth playthrough - I think it might become boring close to the end and at some levels/missions which are not balanced for perfect Thief-like "ghosting". And it would mean double amount of containers to unlock, with both lockpicking&hacking.
 
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mvBarracuda

Augur
Joined
Jun 7, 2006
Messages
478
Some extra information about
the spy
in the Free Drones:

Luckily I had an old savegame lying around. I've replayed the free drones mission in junkyard, trying to get the explosives from their hideout.

Sadly you're not told about Marcella at this point of the game, so Sarah and her boyfriend are killed as the protectorate death squad is waiting for them in the hideout.

After this ambush Trenton will tell you about Marcella. At this point you can convince the amnesic patron in the bar, that she's Marcella.

I leveled up pickpocketing in my old savegame and was able to steal the love letter from Bate.

It's actually good enough to make Marcella remember, so you don't need to get the "Muffin" keyword from Darling.

I still have to see if exposing Bate before the final Free Drones mission (attacking SRO) will make this mission easier as Bate might not have informed the protectorate about the plans, yet.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
At level 20, Expertise will add 20 mechanical damage to each knife attack. That's huge. It's not a whole lot at first, but it really ramps up as you gain levels.

I'd say it's mandatory for knives, fist weapons, SMGs, and ARs.
 

Ziem

Arbiter
Joined
May 17, 2014
Messages
324
three-pointer is a pretty good feat for any dex build
dont see a point in having dirty kick really, its like a shitty taser that costs a feat
 

damager

Arbiter
Joined
Jan 19, 2016
Messages
380
Thank you for the suggestions. Didn't know about that feat before.

My thought behind dirty kick is, that my previous knife build had big problems with groups of multiple enemies. A taser, dirty kick and grenades / traps are there to help with that.

How many points in crafting are needed for endgame stuff? I am thinking about boosting int up to 7, lower the crafting points too free up some points for throwing.
 

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