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: The Incline Awakens

Alexios

Augur
Patron
Joined
Feb 18, 2014
Messages
444
Does anyone else feel like Quick Tinkering is made completely useless by the recent nerf? Nearly every single time I've tried to use it since the nerf it's been unavailable. At this point I think I'm really going to start a new game because my crossbow char is unworkable.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
I read on a couple of different places that you level much faster on Dominating when playing classic EXP, that you can have level 12 before even starting Depot A.
I barely have Lvl 9 before depot, and even if I clean the entire depot I can't reach level 12. And i do everything except i skip a lot of burrowers and robots.
Is my game bugged, are they full of shit or something else? I dont think i level faster at all compared to Hard.

The XP gap is only really noticeable after Depot A, the mob spamming doesn't start until then.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
Does anyone else feel like Quick Tinkering is made completely useless by the recent nerf? Nearly every single time I've tried to use it since the nerf it's been unavailable. At this point I think I'm really going to start a new game because my crossbow char is unworkable.

Yes, lol. You have to wait until level 20-21 to use it reliably, since it takes 5 spec points to remove the action point cost. So I guess you technically can enjoy your crossbow char, once you've hit that level.

Seriously though, just replicate the majesty of String Lord and make a crossbowman that also uses Expose Weakness and Psychokinesis, then you can still lay traps for 0 AP with Premeditation and Electrokinetic Imprint, and won't be so reliant on traps in the first place, as you'll be able to destroy tougher enemies by applying Expose Weakness with a Jackknife for 7 AP and then one-shotting them with the crossbow.
 

apostrophe

Novice
Joined
Oct 11, 2019
Messages
33
Mob spamming? I played only 2 times on hard and 2 dominating runs (one a fail in DC), now on third run. Do you grind monsters? Where is the best place for this?

Also is there a reliable way to save scum shops, when exactly do merchants restock. I am playing crossbow build, level 16 and still 25AP to fire.
 

Old One

Arcane
Joined
Jul 13, 2015
Messages
3,702
Location
The Great Underground Empire
What do you guys like for jet skis? I'm pretty devoted to the Freighter 'cause I like to carry lots of loot (and I like a smooth ride), but I appreciate the faster ones sometimes too.

Is there a way to blow up skis after you've killed their riders and looted them? I'd like to keep the waterways free of debris.

I wish I could get a paint job for my Freighter - some kind of cave-camo, I think.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
And so it begins...

RlescpE.png

nykeVCp.png
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
EXOSKELETAL WRETCH started out as a joke build, but it's proven to be a better concept than I thought. (wretched Psyker husk with minimal health, relying on its metal armor exoskeleton to survive and keep its Tranquility bonus untouched, hard classic xp)

I'm forced to kite enemies with my crappy leather armor until I can leg it to Junkyard, get the metal armor blueprint from Len, and some tungsten from the Scrappers, have bit of luck and find tungsten of quality ~50, do random odd jobs there (read: kill people) to get XP until I can barely craft with it and I've got these.

IE6130n.png
u1GDRW8.png


Haven't even started GMS compound yet, let's check it out...

2Xoq4i5.png


Raiders, wheeled bots and rathounds can barely scratch EXOSKELETAL WRETCH and reach its meaty interior, sitting around with Tranquility active in enemy's faces while mowing them down with spells is not uncommon.

Walking up to the raider boss be like:

VhytUZM.png

12HBxUB.png


And it was over before it even began. None of the usual reloads and replans.

6U0Ckx3.png


The real test of course is Depot A, specifically the acid mutant areas, since I've already dispatched the basic muties pretty easily.

Muh build: http://underrail.info.tm/build/?Hgk...xQqPUYNIS5pZkQSUsK4cuKligXipoYF4qa4AuKnjAPfvw
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
Show us a video and our planned character build ciox !
Recording the game is pretty awkward but I'll try to get some footage of me getting can-opener'd in Depot A. Build link is at the bottom of the previous post, not really set in stone yet though.
 

PlanHex

Arcane
Patron
Joined
Dec 31, 2007
Messages
2,053
Location
Copenhagen, Denmark
I wonder if you can finish the game after
being turned into mutie during protectorate quest
?
Depends, can you still use elevators and lower underrail trains as a mutant?
Even if you get mutated after killing Tchort and otherwise finishing the game, taking the train might still block you.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
I wonder if you can finish the game after
being turned into mutie during protectorate quest
?
Depends, can you still use elevators and lower underrail trains as a mutant?
Even if you get mutated after killing Tchort and otherwise finishing the game, taking the train might still block you.

You should be able to interact with just about anything, from what I recall only using weapons, belt items and psi is blocked. You can still take drugs, set traps, use abilities like sprint. I don't think you'll be able to kill Tchort though.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,948
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tried another playthrough.
Would've worked if I had not shot myself in the foot by deciding to play a stealth/trap/crossbow build.
No idea what madness came over me. Such a playstyle amplifies all of the game's worst aspects:

- Tediously slow movement becomes even slower when stealthed
- Constant savescumming until you have learned the movements in a given area
- You constantly bump into things that move randomly, revealing yourself - yay, more reloading
- Everything kills you if you do not use masses of traps
- If you want to use masses of traps, you spend more time running back and forth crafting and setting them than progressing in the damn game
- Traps are fucking weak to begin with - you'd do more damage with a hammer than an explosive mine. Yeah, makes sense. And to make matters worse, enemies see them sometimes so all your time spent laying them was wasted.
- Setting traps before a fight costs a ton of time - in a game where everything already takes so long
- Low strength makes you move back and forth trading even more than necessary and movement... well, see first point

Basically, the entire build seems to have only one purpose: Slow down the game as much as possible :lol:

I lost my will to conitnue after saving Foundry.
I'm burned out for now, but will certainly do another attempt. With any build that does not include stealth or traps...

What I did see from the expansion was pretty awesome, though.
That Dude quest with the rifts is hilarious.
 
Last edited:

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
Tried another playthrough.
Would've worked if I had not shot myself in the foot by deciding to play a stealth/trap/crossbow build.
No idea what madness came over me. Such a playstyle amplifies all of the game's worst aspects:

- Tediously slow movement becomes even slower when stealthed
- Constant savescumming until you have learned the movements in a given area
- You constantly bump into things that move randomly, revealing yourself - yay, more reloading
- Everything kills you if you do not use masses of traps
- If you want to use masses of traps, you spend more time running back and forth crafting and setting them than progressing in the damn game
- Traps are fucking weak to begin with - you'd do more damage with a hammer than an explosive mine. Yeah, makes sense. And to make matters worse, enemies see them sometimes so all your time spent laying them was wasted.
- Setting traps before a fight costs a ton of time - in a game where everything already takes so long
- Low strength makes you move back and forth trading even more than necessary and movement... well, see first point

Basically, the entire build seems to have only one purpose: Slow down the game as much as possible :lol:

I lost my will to conitnue after saving Foundry.
I'm burned out for now, but will certainly do another attempt. With any build that does not include stealth or traps...

What I did see from the expansion was pretty awesome, though.
That Dude quest with the rifts is hilarious.

You have to minmax everything unfortunately if you're running a raw crossbows build, since your main power is dispatching enemies silently with Snipe and Aimed Shot (groups of 2 enemies should be a breeze to dispatch silently) and spamming as many elemental bolts as humanly possible, then you'll do ok with most challenges. Pneumatic Cyclon, Special Tactics, Adrenaline, Haste, Blitz...

It gets a lot easier if you mix it with Psychokinesis so you don't have to rely on traps so much and a bit of melee for Expose Weakness so you can temporarily cancel the bad penetration of crossbow bolts. STRING LORD is the way.


I wonder if you can finish the game after
being turned into mutie during protectorate quest
?
Depends, can you still use elevators and lower underrail trains as a mutant?
Even if you get mutated after killing Tchort and otherwise finishing the game, taking the train might still block you.

You should be able to interact with just about anything, from what I recall only using weapons, belt items and psi is blocked. You can still take drugs, set traps, use abilities like sprint. I don't think you'll be able to kill Tchort though.
punch to death? would still benefit from being some non psi puncher?
Not really because you're forced to use a 25 AP weapon https://www.underrail.com/wiki/index.php?title=Claws but I would be very impressed if someone makes it.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
Btw, EXOSKELETAL WRETCH in Depot A, not exactly the breeze I was anticipating but close enough.



And if you're wondering exactly why the hell I picked Expose Weakness in the build link above, this little clip might help.

 

PlanHex

Arcane
Patron
Joined
Dec 31, 2007
Messages
2,053
Location
Copenhagen, Denmark
I wonder if you can finish the game after
being turned into mutie during protectorate quest
?
Depends, can you still use elevators and lower underrail trains as a mutant?
Even if you get mutated after killing Tchort and otherwise finishing the game, taking the train might still block you.

You should be able to interact with just about anything, from what I recall only using weapons, belt items and psi is blocked. You can still take drugs, set traps, use abilities like sprint. I don't think you'll be able to kill Tchort though.
I mean if you skip the relevant quest until after killing Tchort, you just need to be able to get to and then take the train to north underrail, then you'll end the game as a mutant. But dunno if you can do that. May have to fight quite a bit to get to it too.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,554
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


Next expansion will be standalone and you start a new character.
Hi guys,

We're rolling out the first content update after the Expedition release and we're doing it directly on the main branch so good luck everyone! But first, a few words regarding our current state and our future plans.

Despite having hardly any mainstream press coverage upon release, Expedition sold decently well in the initial wave and then kept doing well in the following weeks. This is very encouraging because this tells me that during the years we did manage to establish a big and dedicated enough of a fanbase, that is keeping an eye on the game and spreading the word about it, that we are no longer at the mercy of whims of individual mainstream journos of dubious gaming pedigree. Speaking of individual whims, we did in the end get a huge visibility boost (that translated into a financial one) from our friendly Ugandan YouTuber in the form of this video. Much love to Sseth.

Our plans for the future are two-fold. First, we intend to release at least a couple more content updates. These updates will vary in size, but you can probably expect something comparable to this one. They will feature mostly minor quest changes, new items, couple new areas and possibly some moderate mechanical changes. I don't know how frequent these will be, but we'll do our best not to keep you waiting for too long.

Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game. We decided to do it this way for two reasons: first, because the base game is big enough as it is and we don't want to add more of the big content chunks either horizontally or through further character scaling (we will be adding some smaller stuff through the content updates, though); and secondly, we want to be able to revisit certain base mechanics and design patterns we used in the base game and improve upon them without either making the game inconsistent or having to redesign major parts of the base game. We'll talk more about what these things are and how we're improving upon them in the future.

That's it regarding our plans. We'll try to keep you guys posted on the development.

* * * * *

Anyway, here's the patch notes for the update (the list includes the changes from 1.1.0.13 and .14 that were not present on the main branch until now):

Tweaks
  • Cooked shot with incendiary chemical blob pistol will now apply fear effects to the fire-fearing creatures
  • Fence door made a bit easier to click
  • Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities
  • Kareem and Freddy now also sell fish
  • Sapke now uses W2C bullets
  • Loot from Arena matches will now be stored in the loot locker behind Lanista
  • [Expedition] Locusts will now spawn out of the hive every second turn instead of every turn
  • [Expedition] The sounds of crabs poping out of the ground will no longer stack in order to burst your eardrums
Creatures
  • Added Mole Cricket - a puny early game insect
  • Added Young Psi Beetle - a weaker version on regular psi beetle to be used in the early game on lower difficulties
  • Added Small Sentry Bot - a weaker version of the regular sentry bot to be used in the early game on lower difficulties
  • A certain evil robot assistant has been upgraded
  • Balor and Cornell now have unique models
  • Core City faction members now have distinctive looks

Crafting
  • Added a throwing net blueprint. One net requires 50 fabric scraps.
  • Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).
  • Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.
  • Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack
  • When recycling an item, the total weight of the scraps will always be less than the weight of the original item

Items
  • Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]
  • TNT Charge value changed to 800 (up from 350)
  • Added digital timer and cardboard container as a static merchandise to several traders
  • Huxkey can now be sold as electronic device
  • Improved Jawbone crossbow
  • Added a new unique crossbow somewhere out there
  • Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)
  • Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.
  • Fishing rod made a bit easier to click
  • Fishing rod's range has also been increased, making it possible to fish from some elevated platforms
  • Dismantling the fishing rod will now be done by right clicking and choosing that option
  • Added graphite as static merchandise to couple of stores
  • [Expedition] By popular demand the certain fancy armor will now sport the hood and mask on the player character also
  • [Expedition] Added bison milk consumable
  • [Expedition] Sormirbaren Spirit Staff no longer reduces psi costs
Quests/Areas
  • Added a couple of mini-dungeons that may randomly appear in the early game
  • The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest
  • Fixed a gate leading to Depot A not being lockpickable
  • Added an agility check for climbing over the fence near the Protectorate embassy in Junkyard
  • [Expedition] Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60
  • [Expedition] Added an agility check for climbing over a wall in JSHQ's barracks
  • [Expedition] Tweaked the way camp loses supplies over time (slowed down and made a bit more consistent and dependent on more factors)
Feats
  • Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets

UI
  • You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
  • Fixed the small offset of different chemical ammo icons that are show above the XP bar
  • The log will now write "is destroyed" for non-living targets
  • [Expedition] Fixed the vehicle weight display bug
Bugs
  • You will no longer be able to export your character while riding a vehicle
  • When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker
  • Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC
  • Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it
  • Fixed transition problems with the rocks gap on the Forsaken Island
  • Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tiles
  • Hyperallergenic will now also trigger when consuming psi boosters
  • Fixed the bug that caused a certain popular NPC to kill you in the end for no reason
  • Industrial bots are now immune to immobilization
  • Fixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak
  • Fixed the bug that caused chemical destabilization to expire before the damage over time effects (such as acidic entanglement) are applied for that turn; from now on, when resolving a turn, all damage over time effects will be applied before affecting the expiration of any status effect
  • Fixed the bug that caused the cameras to sometimes not detect your various thieving shenanigans (such as the case sometimes was in Ray's shop).
  • You can no longer decapitate the last boss
  • Fixed the bug that caused the keybindings to stop working when the map window is closed (by dialog or opening a container, for example) while you're entering a custom note
  • Fixed the bug that would cause the crawlers and deathstalkers to subtley hint at their future hiding location when escaping by using the ceiling
  • Fixed hostilities with Gorksy in CC propagating to SGS even when they shouldn't
  • Fixed a bug in Foundry prison where erasing security footage didn't prevent hostilities with the rest of the settlement in certain cases
  • [Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it
  • [Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun
  • [Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one
  • [Expedition] The expedition will now leave the items from the player's locker behind upon undeployment
  • [Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy
  • [Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances
  • [Expedition] Fixed some minor ending slides issues
  • [Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't
  • [Expedition] Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map
  • [Expedition] Fixed being able to get a new mission even after being fired from the expedition
  • [Expedition] Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't
  • [Expedition] Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent
  • [Expedition] Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea
  • [Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)
  • [Expedition] Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc.
  • [Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest
  • [Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own
  • [Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks
  • [Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3
  • [Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats
  • [Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon
  • [Expedition] Opportunist will no longer trigger on sea snakes
  • [Expedition] You can no longer mount jet skis while immobilized
  • [Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)
  • [Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while
  • [Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental
  • [Expedition] Fixed a certain captain's visitor coexisting in two places at once
  • [Expedition] Fixed the certain infinite trading profit bug that was available to the master merchants
  • [Expedition] Psycho-temporal Contraction will no longer be affected by armor penalty on following turns
  • Various minor dialog and map fixes

Let us know how you like the changes and additions. Cheers
 

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