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Underrail: The Incline Awakens

Damianus_NT

Novice
Joined
Apr 12, 2016
Messages
25
Location
Holy Terra
Candide
Thanks, i shall follow your suggestion. Are there any plot repercussions of this decision? Or is this a meaningless choice, resulting only in an optional feat?

normie
Oh... so the detection works only outside of combat? Thats why it appeared to do very little. Time to throw away those googles.

Blaine
Yeah... some of these crawler fights are BS. Especially for an unexperienced player. I tried to deal with the hidden crawler nest near Rail Crossing pretty early and it was definitely quite a frustrating experience. I like tricky enemies in RPGs but im not fond of the crawlers. Anyway, the Expedition has some pretty annoying monsters as well (sea wyrms, insect nests). Crawlers take the crown though.

One extra question. Is there a way to befriend the pirates or gain an access to their base AFTER the negotiations? They are neutral and attack only when you get near their troops/turrets, but there is no way to explore their territory without making them hostile. Not a big deal though. Natives are still alive too.

I regret not investing into persuasion skill early. Missed several quest solutions (SGS heliping Eels, medications for the Muties etc.). The extra levels from the expansion basically enable maxing one extra skill. Hacking, lockpicking, crafting, mercantile... they are all "capped" before we hit 25. So far, i invested 65 skillpoints into persuasion just to pass a single dielogue check (protectorate quest).
 
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Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
Speaking of, flares should last longer. So should NVG batteries. This is less because of realism, carry weight, cost, or combat effectiveness, and more so because spending half my time stuffing batteries into shit and throwing flares constantly is annoying.

Another type of flare is the fusee, which burns for 10–60 minutes with a bright red light. Fusees are commonly used to indicate obstacles or advise caution on roadways at night; in this usage they are also called highway flares, road flares, or ground flares. They are commonly found in roadside emergency kits.

Fusees are also known as railroad flares and are commonly used to perform hand signals in rail transport applications.

All I ask is for a full minute, just 1/10th of the wimpiest real-life railroad flare.
 

normie

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Insert Title Here
Oh... so the detection works only outside of combat?
oh shit, I didn't mean for you to take that from what I said, I really don't know

only that it sure feels like it when playing the game, or maybe there's something funky about how detection is calculated during turns that makes it near worthless

i stole it but there was no extra interaction... maybe because I did it still in SGS?
yeah, I'd assume it's possibly sequence breaking at that stage - he opens up about his backstory after he transitions to Core City and it kinda sorta relates to the medallion
 

normie

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i stole it but there was no extra interaction... maybe because I did it still in SGS?
I done did test it and it works even in SGS

steal the amulet and transition to another floor and back and go talk to the guy haha
 
Joined
Apr 10, 2018
Messages
6,839
Location
Mouse Utopia
Insert Title Here Strap Yourselves In
Just got the game, very hyped (last rpg I played was Avernum, love subterranean stuff). Managed to last 3 hours before the game forced me to finally install cheat engine.
 
Unwanted

Elephantman

Unwanted
Joined
Apr 8, 2019
Messages
253
2. When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers.
This crawler nonsense has been taken way too far.
Dude is just bullshitting. On Hard, I had 160 detection (7 Per, 80% goggles, lvl 12?13) and about 100+ stealth and would see the outline crawling in my direction about 2 tiles away. Not targetable though and dunno if those were deathstalkers but you can bump into them anyway. He is doing something wrong.

Crawler can be spotted. Death Stalker cannot, at least with 222 detection. Dont be allergic than eh.
 
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Damianus_NT

Novice
Joined
Apr 12, 2016
Messages
25
Location
Holy Terra
By "Crawlers" I mean the whole family of monsters sharing the same mechanics. That includes, in example, spiders from Lemurian Manufacturing Complex. (EDIT: Though, these spiders are not really like generic crawlers because after their stealth attack, they do stay visible - as pointed out by Black Angel.)
They can appear from nowhere and backstab you with poisonous attack (and then re-enter stealth, except said spiders). So... ye.
Don't know why would I be "bullshitting"? I fail to see the point.

BTW. A motion tracking device, inspired by the one from Alien movie series, could be a nice addition to the game (maybe).
 
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Alexios

Augur
Patron
Joined
Feb 18, 2014
Messages
444
On the cipher...

Am I retarded? How does each key translate into a single digit? I eventually gave up and sought out help here but none of the guides give me anything to answer this basic question. The guide on gameplay.tips ends with spelling the first word, but I don't see what relevance this has to THE DIGIT YOU'RE SUPPOSED TO ARRIVE AT. What the hell am I missing?
 

Wurmheart

Barely Literate
Joined
Aug 1, 2019
Messages
3
On the cipher...

Am I retarded? How does each key translate into a single digit? I eventually gave up and sought out help here but none of the guides give me anything to answer this basic question. The guide on gameplay.tips ends with spelling the first word, but I don't see what relevance this has to THE DIGIT YOU'RE SUPPOSED TO ARRIVE AT. What the hell am I missing?

It's either one of the words in the key, for example, "Swan One Ballet" means it's just a 1.
You can also get the number literally in the key, so "Something 8 Notes" is obviously 8.
It may also be possible that there's a 3rd variant that is more of a hint, but I only had the 2 variants above myself.
And I just brute-forced the 10 options for the 4th key as that was faster than the alternative.

So look if a key has a single note in it. For example, in AbGGBD# B D#BbE you don't really need to decypher anything other than B.
Focus on 3-5 letter words otherwise, since 0-9 spelled out are all in that length ofc.
If that fails translate the entire key ofc.

Good luck.
 

the mole

Learned
Shitposter
Joined
Aug 1, 2019
Messages
833
with my light armor high movement point character I can just chase them down and burst them, how do other builds deal with it

for me the strategy is sprint, temporal haste, run around the corner and throw a flare, they're usually standing right there, then premeditation, electrokinessis, burst

always wondered how characters with poor mobility dealt with this, does steel armor negate it, do you throw a flashbang at a corner and hope they are stunned
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,446
2. When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers.

This crawler nonsense has been taken way too far.

If you've got extremely high PER, Paranoia, and motion-tracking NVG goggles—peak Detection, or close to it—yet cannot detect the enemies that are most essential to detect because they're protected by an invincible developer shield, well... the value of very high Detection is DRAMATICALLY reduced. Frankly, it's a rip-off, because you can't know how badly you've been fucked until you're most of the way through the game.

I don't expect characters with low, mediocre, or even somewhat high Detection to be able to see the strongest crawler strains, but Batman-level detectors absolutely should be able to do it. Like yeah, here's the very best reason to be able to see stealthy creatures—but you can't, even with a min-maxed score. You can see the weaker, far less deadly enemies, though. Yeah.

Note, I'm not saying that crawlers are too difficult to beat, or anything of the sort. The funny thing is that far more primitive tactics requiring much less investment work much, much better.

The issue is that without stealth (or forcefield/fire blocking etc.) crawlers will beeline and attack you before you get enough detection ticks in, no amount will help you there.
I've seen a few death crawlers with <200 detection because they hesitated in attacking due to the environment.

On that note, are there even normal crawlers on dominating?

1. Is there a way to avoid getting the "Body Horror" feat? Can you remove it somehow?
Playing a character with minimal Willpower makes your resolve very low even without this 30% debuff. Psionic users are probably the most difficult enemies to deal with for my build.
You can kill the strongman which is trying to get escort you to kill the doctor instead going with him. You can then leave the medical center but won't "help" the doctor.

I had the option of just not going with him, but had high WILL.

Thoughts on this sword build?
I just happened to be outlining mine for when I get into it, crafting and all, maybe it will make you less retentive about maxing dex

or not

Why not take Ripper if you already have 5 WILL? Though I guess that with the 7 INT you're still planning to move some feats around.

index.php

If they attack you out of stealth your dodge is reduced to 0, he should have uncannied it.
 
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Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,458
Location
Russia atchoum!
Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
yNXqlG0.jpg

Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str :(

I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.

Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.

There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.

I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.

I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.

And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.
This build is more of a defensive build. Taking recklessness would be counter productive in that case.
Cheap Shots and Critical Power is to buff Impale and other occasional crits. weaponsmith would be somewhat lackluster, unlike for knives and swords. Also requires 6 int.
For the crafting; yeah i agree partially. but for making drugs/mk iv grenades in DC that much chem/bio is threshold i think.
I guess 25 PK for force field and 70 TM for Stasis si doable.

With your 5 INT you can get by with 90 skill investment in crafting (outside of DC), what you put in is way overkill. Traps is also overkill by 80 points.

I'd def take Grenadier earlier than 22.

Paranoia is a waste, you won't see Death Stalkers either way, and you're spear block so they shouldn't be an issue, you also have thick skull. Nimble also seems pointless.

Adding TM would def strengthen the build, it's just OP.

I would add that speccing in Shield Bash so it take 0 Ap is probably better than in Thick Skull.

The best strategy so far seems to throw one flare under your feat, at the beginning of every single turn, in order to detect if something tries to sneak upon you.

Exactly. This is ultimate weapon, very cheap and useful.

f you've got extremely high PER, Paranoia, and motion-tracking NVG goggles—peak Detection, or close to it—yet cannot detect the enemies that are most essential to detect because they're protected by an invincible developer shield, well... the value of very high Detection is DRAMATICALLY reduced.

The problem usually is not your detection is low, but your stealth is low, thus you have no time to use your high detection.

only that it sure feels like it when playing the game, or maybe there's something funky about how detection is calculated during turns that makes it near worthless

In combat enemy's detection is lowered, possibly same for PC.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Finally getting to do Expeditions content, entered the area at level 16, tough but doable. Done a couple of locations and rescued a dude.

I think some folks said they liked how the writing had improved. Really? So far I see a great deal of 'find old datalog full of superlong loredump monologues', and a lot of in-dialogue narrations, both of which are too often written like some pretentious undergraduate's paean. OK, it makes sense to find a dead scientist's log and it's 10 pages of nerdspasming about science, but that doesn't make it good storytelling for the player.

On the other hand, where Underrail's writing has always excelled - real living characters with simple, well executed characteristics - has been great in Expeditions as well. On that front there can be no complaints whatsoever.

The art style has definitely improved with some quite atmospheric areas.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,976
I think some folks said they liked how the writing had improved. Really?

I was referring more to the improved use of the language. Less grammatical and spelling errors, improved sentence structure, better word choice, more naturally flowing, etc. It's still Underrail. I'm not coming to it for an enthralling story or anything.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
BTW. A motion tracking device, inspired by the one from Alien movie series, could be a nice addition to the game (maybe).
I like this idea. Though crawlers don't move until they attack you. Maybe something detecting neural system activity? (I mean, they aready have brain-power enhancing headbands...) So you couldn't see robots with this, only living beings that have a nervous system.

So far I see a great deal of 'find old datalog full of superlong loredump monologues',
Depends who wrote that datalog. Speaking from experience, unfortunately that's how plenty of scientists write. You'd think scientific writing be concise and to the point, but no, let me add two paragraphs how I am saving humanity first...
 

normie

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Insert Title Here
Why not take Ripper if you already have 5 WILL? Though I guess that with the 7 INT you're still planning to move some feats around.
yeah, I should have unchecked some of the fun and comfort feats like dirty kicking, interloper and whatnot, or expressed as much, to make it clear - 5 will is there for ripper if I feel I need to be doing more damage as I play the game and 7 int for power management if I get the urge to craft gadgetry with bighuge power capacity and to lessen the necessary skillpoint investment in crafting skills
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
For Joint Security Headquarters,

Do you need to go to the health center first to pass the bioscan? That's what I'm guessing, but jesus, in that case why tell me to go to any of those two and make me jetski back and forth
 

Candide

Educated
Joined
May 11, 2018
Messages
69
For Joint Security Headquarters,

Do you need to go to the health center first to pass the bioscan? That's what I'm guessing, but jesus, in that case why tell me to go to any of those two and make me jetski back and forth
Yes
 
Unwanted

Elephantman

Unwanted
Joined
Apr 8, 2019
Messages
253
Sometimes I let out a silent prayer..
Mind sharing your build please?
standard psyker with 7 per for e x p l o r a s h u n reasons, 7 int for larp and electronics, 4 dex because negative modifiers in skills rub me the wrong way, 6 agi sprint
early in the game i was temped to lift con to 7 while leveling up to get the feat the turns HP into PSI but i didnt know the conversion rate so i didnt go for it
4nv4GwX.png

l1: sprint, +35% energy cap (60 in electronics will give you shields better than anything you can buy or find, muffled headband, cloak... maybe best l1 feat for psyker)
l2: tranquil - ap cost reduction turned out to be important but much later and keeping full hp is easier than i thought
l4: force user - 2nd best feat
l6: premed - best feat because of doors, universal, stronk
l8: pyro - aoe fear and i dont think there is another ability or school specific feat that provides this much value
l10: meditation - why not, nothing else to take
l12: neurology - stacking psi, 100 + 25 + 15 + spear + philosophy = 165+
l14: locust - dont use it, its cheating
next: with 15+10+15=40% psi cost reduction and 165 psi, action points become the bottleneck in the first turn of a fight so
thermodynamics or lti cooldown reduction might be the next feat, specialization goes into premed cooldown reduction
Xc5PJfX.png
 

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