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Underrail: The Incline Awakens

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
I'm a bit lost at the Expedition
I've gotten the Acorn cube and when I report it to Oldfied the expedition ends (whether I give it to him or not). I haven't done anything with the natives besides killing them during invasions. How does one progress there? And do I need to cull the pirates?
That should be it. It marks the end of getting anymore quests from the Black Sea itself and the faction you sided with, which in this case the expedition team. There's really nothing that would appear on your quest journal anymore. However, you're free to do as you please. As far as we're concerned, the rest of the Black Sea is still open, even the Abyssal Station Zero. Prior to returning down there, I committed genocide towards the natives and took as many oddities there is.
 

Candide

Educated
Joined
May 11, 2018
Messages
69
That should be it. It marks the end of getting anymore quests from the Black Sea itself and the faction you sided with, which in this case the expedition team. There's really nothing that would appear on your quest journal anymore. However, you're free to do as you please. As far as we're concerned, the rest of the Black Sea is still open, even the Abyssal Station Zero. Prior to returning down there, I committed genocide towards the natives and took as many oddities there is.
Ok so what's this talk about natives' cemetary etc? When does the faction allegiance fork happen? I wasn't aware I can be aligned with someone else besides the expedition team.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
657
Endgame maybe, not early and mid game in tough fights against a lot of high HP enemies who can one shot you easily. Hemo is not really accessible until level 16 unless you like ditching it for LoC which I would advise against.

nah, on dominating psychosis+survival stops having issues with psy cost at ~level 4. lvl to 4 and pick force user, get a psy bug carpace before you rescue Newton, kill the 3 bandits from Quicksilver quest, kill the lurkers from the underpassages, get their loot and sell it, craft any psy tac vest, buy any fire/ice headband. boom, you're done. 50% crit chance and -10% cost reduction. psychosis saves mana by doing more damage in a single hit than tranquility does in 3. I mean, i'll still use psy boosters, but way less than I would with tranquility. And level 6 is premeditation = door cheese, level 8 is crits on demand.

No.
have you even played a psychosis wizard?
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
That should be it. It marks the end of getting anymore quests from the Black Sea itself and the faction you sided with, which in this case the expedition team. There's really nothing that would appear on your quest journal anymore. However, you're free to do as you please. As far as we're concerned, the rest of the Black Sea is still open, even the Abyssal Station Zero. Prior to returning down there, I committed genocide towards the natives and took as many oddities there is.
Ok so what's this talk about natives' cemetary etc? When does the faction allegiance fork happen? I wasn't aware I can be aligned with someone else besides the expedition team.
This talk about natives graveyard came about when one paid attention to the dialog with the Ferryman and with a certain, non-immediately hostile native. If you haven't talked to the Ferryman or asked about his encounter with the natives, I suggest you do so and start connecting the dots by yourself. Explore certain parts of northwestern region of the Black Sea and you'll stumble upon that certain native. You'd need good Persuasion and Intelligence, though.

The allegiance fork should happen when Professor Oldfield is kidnapped and you have a chance to negotiate with the pirates. Allegedly, you should be able to join them at that point.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,446
Sykar

I just checked and Temporal Distortion costs 4 PSI points on my Psychosis character, on Tranquility that would be even lower.
 
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Whiskeyjack

Learned
Joined
Jul 8, 2018
Messages
156
Okay - restarted with a spear build. After I saved Newton I went to junktown and got riot gear recipe and made riot gear with shield + iron grip.

This is fucking ridiculous. You block most attacks. It fucking rules.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
Furthermore, it has no effect on the rate at which traps are detected, because I tested it in front of an undetected trap with a quicksave nearby and there was no discernible difference between NVG on or off.
It might not work when detecting traps, but it does help with detecting creatures. Similarly, enemies have a much easier time detecting the player if he's in a brightly lit area or if they have night vision themselves.

Sounds to me like an oversight that needs fixing. It's not as though light doesn't shine on trap casings, or even just suspicious lumps in the ground.

I'm still not convinced that they help with detecting stealthed enemies, will have to test that later.

Okay - restarted with a spear build. After I saved Newton I went to junktown and got riot gear recipe and made riot gear with shield + iron grip.

This is fucking ridiculous. You block most attacks. It fucking rules.

Yeah, I'm waiting until level 16 to get that, but it's gonna be great. Spear Guard already blocks 80% of melee attacks, eventually 100%; both together with their respective feats will just be the mustard on the hot dog.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
I'm still not convinced that they help with detecting stealthed enemies, will have to test that later.
I think they actually don't. But like Tygrende mentioned, being in brightly lit area makes you, and any stealthed beings for that matter, get detected much, much faster. By this specific mechanism, having NV goggle on will not only offset darkness penalty to precision, but also darkness penalty to detection. Which means, technically, NVG turned on in darkness does help detect stealthed enemies.
 

Whiskeyjack

Learned
Joined
Jul 8, 2018
Messages
156
So spear reminds me a lot of unarmed, in that there are a shitload of feats that interact with each other (in a great way).
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
I'm still not convinced that they help with detecting stealthed enemies, will have to test that later.
I think they actually don't. But like Tygrende mentioned, being in brightly lit area makes you, and any stealthed beings for that matter, get detected much, much faster. By this specific mechanism, having NV goggle on will not only offset darkness penalty to precision, but also darkness penalty to detection. Which means, technically, NVG turned on in darkness does help detect stealthed enemies.

I certainly recognize that indirect assistance is still assistance. I'm not trying to be cute and claim that NVGs don't TECHNICALLY aid Detection DIRECTLY, so it doesn't COUNT! or anything so obnoxious.

However, I'm still not convinced. NVGs are their own thing, and they may not actually affect stealth/detection, even though they logically should. Within the game code, they may be programmed only to remove ranged accuracy penalties. Styg could probably shed some light on the matter... get it? Shed some light on the matter? Eh? Eh? :troll:
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,446
Question about crit damage bonuses, specifically with the katana:

( 3 (base) + 0.5 (Cheap Shots) + (3.5-1) * 1.5 (Critical Power)) * 1.25 (Ripper @ 75% HP target) = 906,25%

Is that right?

How are damage modifiers applied, are they additive or multiplicative? E.g.

35 (average katana damage) * ( 1.07 (7 STR) * 1.25 (Opportunist) ) * 9.0625 (above crit) * (0.5*1.25 ( 50% DR with katana penalty)) = 265
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
the psi abilities in Underrail are very similar to standard fantasy spells: there is ice bolt, fireball, chain lightning, fear, confusion, and now also the quivalent of slow & haste thanks to temporal

That's because none-standatd abilities couldn't be applied for combat I guess?

I'm pretty sure AR tin can has harder time on DOMINATING.

Nope, guys at discord told yesterday about how ridiculosly big numbers of damage you can have with specialisation in Concentrated Fire and Full Auto.
And when I'm telling ridiculous I don't mean "nerf it ommediately bre!" I don't care if someone having that kind of fun in Underrail (because for me AR isn't that fun).

Psi didn't escape the nerfhammer

Btw you all can thanks me for that, at least for first iterations of adjusting. Not that I did something genious, I just was first.
I remember how I pretty much one-shotted plasma walkers at Rail Crossing with TKP...

It's stronger than at release

But weaker than before release.

The biggest culprit is LTI + the PSI booster CD nerf, the spirit potions help.

I'm already thinking about how to adjust PTC accurately. )
The other thing about it that is now known yet, and someone toldon discord yesterday is that MP you got from it doesn't affected by armor penalty.
This is really huge, because it allows metal armor users to completely bypass said penalty and get like 50-60-70 MP easily.
Just huge. If it's true of course, I haven't checked it yet.

No, YOU'RE wrong. I just checked in-game, and your Detection score on the combat stats page doesn't change a bit when NVG is switched on.

It shouldn't change, because what it does is not increasing your detection rating, but removing penalty to it from darkness.
Death Stalkers have Darkvision which is the same.

High DEX shy virgin build was the last thing that needed to be nerfed, seriously what the fuck?

That build could keep in Incapacitation that 4 turns long 5 dudes per round, so I dunno how shy it is.

Because even the presence of sorcerers in DnD could be explained by genetics;

What an awful mishmash that modern fantasy is...
I just checked and Temporal Distortion costs 4 PSI points on my Psychosis character, on Tranquility that would be even lower.

Let's be fair - with all endgame stuff, crafting and whatnot.

This is fucking ridiculous. You block most attacks. It fucking rules.

Don't want to ruin your day but - only melee attacks... And melee mechanical...
Is it worth a feat? Dunno.
 
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the mole

Learned
Shitposter
Joined
Aug 1, 2019
Messages
833
giving weapons 100 percent chance to hit is the solution to the psi imbalance, or allowing psi attacks to be dodged with evasion, a fireball is the same thing as an acid blob, and the player can dodge those, psi has literal better versions of pretty much everything guns can do, only thing that saves guns is burst and commando

what I mean by 100 percent chance to hit is the possibility of 100 percent, not always 100 percent, but if psi gets 100 percent at all times, I'm sure guns could get perfect accuracy as well, why even have dodge and evasion in the game if they have no effect on psi

and psi gets infinite ammo
 
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hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
the psi abilities in Underrail are very similar to standard fantasy spells: there is ice bolt, fireball, chain lightning, fear, confusion, and now also the quivalent of slow & haste thanks to temporal

That's because none-standatd abilities couldn't be applied for combat I guess?
It's not really about the fireballs. It's how the sci-fi aspect of psi is kind of... just there. Psi is supposed to be new to the setting, yet you can easily buy advanced technology enhancing your brain powers. Where does all this tech come from? At the same time no one ever came up with tech that would inhibit brain powers. If you want to tranq a psi, you need to turn to the old hunter ways of fishing.
 

Trash Player

Scholar
Joined
Jun 13, 2015
Messages
440
the psi abilities in Underrail are very similar to standard fantasy spells: there is ice bolt, fireball, chain lightning, fear, confusion, and now also the quivalent of slow & haste thanks to temporal

That's because none-standatd abilities couldn't be applied for combat I guess?
It's not really about the fireballs. It's how the sci-fi aspect of psi is kind of... just there. Psi is supposed to be new to the setting, yet you can easily buy advanced technology enhancing your brain powers. Where does all this tech come from? At the same time no one ever came up with tech that would inhibit brain powers. If you want to tranq a psi, you need to turn to the old hunter ways of fishing.
Psi is younger than underrail but old enough to be here for more than a century. It has been studied extensively by mutiple parties, including Biocorp, which was essentially the world government until its fall.
 

Ramnozack

Cipher
Patron
Joined
Jan 29, 2017
Messages
876
Does Supersteel do nothing for Machetes? I made a super steel machete and it has a lower crit chance than a normal steel one and it doesn't modify the machete special at all. Is it better to go for tichrome instead? Or stick to normal steel?
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,581
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So... Depot A or go back and visit the Burrowers back at GMS?
 

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