Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail - Serbian pillow talk, turning Tricks, taking tips

---

Arcane
Joined
Dec 19, 2015
Messages
1,724
Location
Italy
Sooo... first time. I was thinking to go with a stealth build, with focus on crossbows and a bit of crafting. What do you think about
3 ST 8 DE 8 AG 3 CO 9 PE 3 WI 6 IN
with 15 skill points in crossbows, stealth, evasion, mechanics, electronics, hacking, and 10 in dodge, traps and chemistry? Also, i'm not sure about feats, are aimed shot and marksmanship good choices? Thanx in advance ;)
 

Whiran

Magister
Joined
Feb 3, 2014
Messages
641
What are considered to be the best psi feats?

I suppose a better question would be to go with that, what is considered to be the best psi branch?
 

Cromwell

Arcane
Joined
Feb 16, 2013
Messages
5,443
A question about crafting, do I need tailoring and mechanics for good heavy armor, meaning is tailoring required for some parts or can I skip it since I wont use light armor? Are there any other crafting skills that need to be picked together? (aside from biology and chemistry which I thought would be obvious)
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,452
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
A question about crafting, do I need tailoring and mechanics for good heavy armor, meaning is tailoring required for some parts or can I skip it since I wont use light armor? Are there any other crafting skills that need to be picked together? (aside from biology and chemistry which I thought would be obvious)

Depends on the parts you use you'll need tailoring for making heavy armors. You can still make heavy metal armors without tailoring but you'll lose some good combos.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
Reposting now. Thanks
I have the same error it seems, i was in Junktown and cannot exit it anymore, nor will my main savegame load anymore so i have to load a autosave.

Psst. Guys. Hey guys. Could you upload your broken saves somewhere and post the links on the official bug forums? You'll find the saves in your Documents\My Games\Underrail\ folder.

What are considered to be the best psi feats?

I suppose a better question would be to go with that, what is considered to be the best psi branch?

There is no universal best branch. All three can work well together on a dedicated psi build or serve as parts of different hybrid builds. The gist of the three branches;

Thought Control - Mental tricks, crowd control and damage. Somewhat tricky and indirect. Works best against humanoids. Useless against automatons. Locus of Control is godly.
Psychokinesis - Telekinesis plus lightning. Raw mechanical damage, stuns and shocks. Combines extremely well with strong fistfighters. Equally effective against all sorts of enemies.
Metathermics - Fire and ice. Set enemies on fire and watch them run around in panic. Slow and freeze them. Very effective against living targets, not so much on bots and turrets. Cryogenic Induction is fun with hard-hitting weapons.

Then there's the choice between Tranquil and Psychotic psi feat paths. Basically, you get to choose between careful finesse or MOAR CRIT MOAR DAMAGE RAARGKSJHDKASJHDJWEGR!!1 at the cost of your psi points and even health. Which is the better depends wholly on your playstyle. Or you can ignore both paths and spend the feat points on something else.
 
Last edited:

Goromorg

Savant
Joined
Aug 23, 2015
Messages
278
Sooo... first time. I was thinking to go with a stealth build, with focus on crossbows and a bit of crafting. What do you think about
3 ST 8 DE 8 AG 3 CO 9 PE 3 WI 6 IN
with 15 skill points in crossbows, stealth, evasion, mechanics, electronics, hacking, and 10 in dodge, traps and chemistry? Also, i'm not sure about feats, are aimed shot and marksmanship good choices? Thanx in advance ;)
I've been theorycrafting about stealthy crossbower a lot. My thoughts:
There is no need to have more than 6-7 dex. Set it to 7 if you want to pick this feat www.underrail.com/wiki/index.php?title=Quick_Tinkering
This is not a crucial feat, but if you want it - go for it.
7 agi is required for www.underrail.com/wiki/index.php?title=Interloper It will make your speed in stealth mod a bit more bearable.
Dump con to 3. Perception is good for this type of character because you'll want to spot crawlers before they spot you. Set to 10 if you want this http://www.underrail.com/wiki/index.php?title=Snipe or this http://www.underrail.com/wiki/index.php?title=Deadly_Snares.
Dump will to 3 if you don't plan to use Psi, or set it to 7 at char creation and then raise to 10 during levelling to get http://www.underrail.com/wiki/index.php?title=Locus_of_Control
6 int needed for http://www.underrail.com/wiki/index.php?title=Special_Tactics and http://www.underrail.com/wiki/index.php?title=Premeditation If you don't need it, set to 4 to not have a penalty for crafting skills.
Overall at lvl 20 build may look like this http://underrail.info.tm/?build=AwG...0TRXNRdqjlAE4WiT+s4MOC7oEcFuVDlh5BOTR4EiFpkRA
At lvl 1 it's http://underrail.info.tm/?build=AwGloRhBmEDYQHYYgqZAWMqCsvuR4REnbEEWGUVTRYbRA
 

NotAGolfer

Arcane
Patron
Joined
Dec 1, 2013
Messages
2,527
Location
Land of Bier and Bratwurst
Divinity: Original Sin 2
Does anyone know how much perception you need to detect the easier to spot secret passages?
I built a melee/psychokinesis char with 3 perception and picked the snooping perk so effectively 6 perception for secret passages.
The problem is I don't think I found even a single one of them so far (am only in Junkyard, trying to get that circuit board, though) and I'm worried that it stays like this.
So is 6 perception enough for at least a couple of secret area detections or did I screw up there?
epeli ?
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
NotAGolfer Only the devs know. ;)

I'm not sure how high the stat checks for secrets are, probably in the range of 7-10 perception. I'm afraid having only 3 base perception might ultimately be too low even with snooping. But you could try with adaptive goggles and junkyard surprises.

Here's a partial list of secrets from alpha versions, but a lot of new ones were added in beta: http://www.underrail.com/wiki/index.php?title=Perception#Secret_areas
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
What are considered to be the best psi feats?

I suppose a better question would be to go with that, what is considered to be the best psi branch?
Depends on your playstyle. The psycho branch has spells (or abilities, it's still a mage if it can cast fireball :P) that augment unarmed combat, for example. On the other hand if you want to blast away, then I'd say you need both metathermics and psychokinesis, for different types of damage.

Thought control is quite useful against living. Anyone tried if you can combine it with sneaking?
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
What are considered to be the best psi feats?

I suppose a better question would be to go with that, what is considered to be the best psi branch?

You will probably want to go into all the branches unless your using Psi as a backup ability. Anyways, the feats I've found most useful are:

Tranquility. It's the difference between just one Electrokinesis per turn and two per turn. It lets you use both Prokenesis and Cryokenesis the same turn rather than just one or the other. It's a few extra movement points when using Cryokinesis or spare AP to make a Forcefield. Seriously, this feat is super fucking good.

Thermodynamicity: Combined with Tranquility, you can Cryokenisis, Pyrokenisis, and Forcefield all in the same turn. This is usually the difference between life and death since you'll likely die to just two or three attacks. Had you chosen Psychosis instead of Tranquility, you wouldn't even have the AP to Cryokenisis and Pryokenisis the same turn, unless you took some AP boosting drug or used Premeditation.

Premeditation: It let's you use any Psi-ability for no AP cost and half the psi-cost. Obviously a strong feat. It will save you several times.

Force User: I don't have it yet, but there have been plenty of times where I wished for any extra two turns on my Forcefield. It also doubles the damage of your Telekinitetic Punch. I'm probably getting this feat next.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yeah, Force User is great. It turns TK punch into a powerhouse burst attack, and the extra turns on forcefield give you just enough time to recover the psi / cooldowns needed to finish the job against tough opponents. With the right positioning, it's basically a "remove all enemies from battle for 4 turns" ability, and it has some tactical / AI-screwing potential (I'll have to check what happens if I stand next to a wall and encase myself in a forcefield when there is only one one turn left on crawler poison... though the fuckers will probably just stay hidden until the field has dissipated anyway).

Premeditation is also good for extending short-range abilities like TK punch, which may save you precious movement/action points. I also like the +25 psi power feat (Meditation?) because it gives just enough extra juice so that I don't have to use a psi hypo in a relatively tough battle; it also synergizes nicely with Tranquility.

As for the three schools, I only have experience with TK (my character is a TK/guns hybrid), but it seems to handle everything pretty well, from critters to robots. In particular, the chain lightning ability is absolutely brutal against 2 enemies (or even more, as long as they're melee and there's a chokepoint), and enemy duos are probably the most typical encounter... at least so far.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Edit doesn't seem to be working, but I made a mistake in my previous post. I thought Psychosis increased action-point costs -- instead it increases psi-point costs -- which means you can use Cryokenisis and Pyrokenisis in the same turn. So, going the Pyschosis route is a lot more valid than I thought, but I would still go with Tranquility.
 

Ellef

Deplorable
Joined
Dec 29, 2014
Messages
3,506
Location
Shitposter's Island
PC RPG Website of the Year, 2015
Quick tip for those struggling with the mutants and other acidic mobs, head to a cave near junkyard and kill a siphoner. The leather they drop has superior acid resistance to mutant dog leather, can make a 20%/7 acid res ; +15 dodge and evasion suit with it, with 40+ tailoring
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Great tip LF_Incline . My crossbow character always ends up having a hell of a time against the mutant & 4 dogs out the trap door, just before you finish Depot A. Bear traps, frag mine set off with a molotov, it all got a bit messy. And I screwed up and didn't have Quick Tinkering yet. (There's nothing like running away from someone and setting a bear trap behind you in the same turn.)
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Got as far as depot A, considering rerolling because I spread my points too thin.

What stats do I need if I want to make a stealthy sniper with knife specialization and some crafting ability? Is that even viable?
 

Attachments

  • 2015-12-20_00004.jpg
    2015-12-20_00004.jpg
    378.3 KB · Views: 356

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,426
Hi guys! I was wondering - what's a better option - pistols or SMGs? Leading towards pistols now but might want the bursts later on. Trying to decide between the kneecap and gunslinger perks.
 

Ellef

Deplorable
Joined
Dec 29, 2014
Messages
3,506
Location
Shitposter's Island
PC RPG Website of the Year, 2015
Been having a lot of fun with this game until the moment I collided with a very hard wall. It was near the end of Depot A in the junkyard and given the fact my character didn't have any skills to craft acid-proof gear, in one of the final encounters, I was throwing frag grenades on mutants like mad. Spent dozens of stims with those damn acid mutant dogs. Finally managed to take down the bigger one by a combination of two bear traps and exploiting a previously planted minefield against it and the dogs. Suddenly a NPC called Wyatt appears, throws a flashbang and does an execution special move not even a rifle-proof ballistic overcoat can endure, killing my Gun Nuts Assault Rifleman in a single shot. Did I fuck up massively and that NPC wasn't supposed to be hostile by default but my grenades exploded against him by mistake?

The stats aren't optimal because I should have gone with 7 INT instead of 8 because 7 is enough for all crafting perks, and should have raised PER to 7 instead of 6, and maybe minmaxing instead of keeping all other stats not directly related to crafting and shooting at average. Also should probably have ditched lockpicks for chemistry or medicine.

Back to that hard wall, later I tried to surprise him after finding another trapdoor leading up to the same area where Wyatt is. Used one throwing net, took an adrenaline stim, spent an entire magazine from a handmade 9mm bullpup assault rifle(13-44 damage), reloaded, hoped the second net would hit too, but it missed and that Wyatt wiped the floor with my PC after that.

Yep Wyatt is a good guy, and impossibly tough to kill at your level. Less than optimal stats is fine as long as you can get the feats you need for your build and carry the weapons and armor you need. The mutant and mutant dogs are probably the first really tough point for most builds, tailoring makes it easier with acid resistant leather.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,825
Can anyone give me decent breakpoints for crafting for a tailor int 5 force emision fist character?

Like around how much chemistry, mechanical and electronic would be good?
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
My underrail game freezes every time I kill anything. It only happens when I kill a rathound, not when I end turn or attack.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,651
Location
Le Balkans
System.Exception: Failed to load locale 'LU-SouthGateStation - Lower Underrail: South Gate Station'. ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Runtime.Serialization.Formatters.Binary.BinaryObjectWithMapTyped.Read(__BinaryParser input)
at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.ReadObjectWithMapTyped(BinaryHeaderEnum binaryHeaderEnum)
at System.Runtime.Serialization.Formatters.Binary.__BinaryParser.Run()
at System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize(HeaderHandler handler, __BinaryParser serParser, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream, HeaderHandler handler, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
at byw.DeserializeFromBinaryInternal[T](Stream stream, SerializationBinder binder, Int64 dataModelVersion)
at byw.DeserializeFromBinaryFileCompressed[T](String filePath, SerializationBinder binder, Boolean tryToRetrieveDataModelVersion)
at agb.a(String A_0)
at ato.xu(ep A_0, Boolean A_1)
--- End of inner exception stack trace ---
at b4d.LogAndThrow[T](Exception innerException, LogSeverity severity, String message, Object[] messageArgs)
at ato.xu(ep A_0, Boolean A_1)
at a7e.ab8(Boolean A_0, Boolean A_1)
at avz.wj(af8 A_0)
at wv.c(af8 A_0)
at a4j.a(af8 A_0)
at a4j.b(af8 A_0)
at a4j.cw(af8 A_0)
at wv.e(af8 A_0)

Posting here as well. This is the latest log from zone transition error when i try to get to Junktown. Trouble started after a major slowdown when i returend to SGS base, mouse barely moved, everything started to stutter. Had to reboot the PC.

Is there any workaround or someting since at this point this cockblocks me completely, i cant enter junktown either via boat or on foot. :/ :/ :/

Damn, that can still happen? Just restart the game if any of that happens and it won't happen again in a long time.

I've a couple of questions: How long did you play before that started happening? What's your .NET version and how much RAM do you have?

Been playing for couple of hours, but it started right after a MAJOR slowdown. Also noticed today that steam had updated Underrail to 1.0.0.1.

I have 6GB of RAM, Running win 7 64bit .NET version is 6.4. Restarted the game multiple times, also rebooted my PC. NOTHING works. I can play in other areas safely, but i cant enter zones near Junktown or reach Junktown via boat. :///////

I have the same error it seems, i was in Junktown and cannot exit it anymore, nor will my main savegame load anymore so i have to load a autosave.


In the end - i restarted the game from the beginning - :/ Now i got about 10 saves every 30 mins
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,076
Location
Azores Islands
Oh fuck, I never during the beta did quests in core city and have now done one for some leftist rebels to kill a protectorate envoy... Hardest fight so far for me, brutal even.
 
Joined
Aug 6, 2008
Messages
7,269
Went with crossbows-craft-sneaky guy, and I think I made a mistake here. Hint crossbows are meh.
You're high.

Crossbows go well with sneak because they don't make a sound. Plus you get a ton of utility out of the bolts. Very solid weapon.
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
What the point for crossbows to be silent?
Agro range is quite high so Its natural to use nades to help with crowds(and they are quite loud).
Also enemies use firearms (hint they are loud).
 

Stompa

Arcane
Joined
Dec 3, 2013
Messages
531
That's why you geek the gunner first, numbnuts. Stealth crossbows are perfectly fine if you make use of all your special bolts: light people on fire to proc Ambush, stun 'em to proc Opportunist, stack bleeds and poisons. Special Tactics and Marksman exist for a reason.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom