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 2: Infusion pre-release megathread

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,029
Location
Small but great planet of Potatohole
It all looks very nice and if the gameplay will be as good as the looks I expect starting a new game at least 7 times. Possibly never finishing it too. I do it with many games including some really good ones but Underrail 1 was one of the best of them. I can't wait to do it with the sequel.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,947
View attachment 58804View attachment 58805View attachment 58806


Exploring long abandoned industrial facilities with nothing but neon light and hostile fauna to keep you company is the quintessential Underrail experience.
These look really evocative. Are the maps full of little dynamic (animated) details? Flora swaying, fans spinning, gasses leaking, screens blipping, water rippling - that kind of thing?

I’ve seen a few isometric series go from 2d to 3d where the level of animated detail in the environment is kept the same. While low amounts of animated props are completely fine for 2d tile/sprite based maps, 3d maps end up looking flatter for it. More artificial.

Bonus question: is the light bloom in front of the player in the first image meant to represent a dusty or foggy environment? Looks fantastic.

Edit: and Merry Christmas!
 

Edija

Arcane
Patron
Joined
Nov 17, 2017
Messages
679
Location
The Dead City
Steve gets a Kidney but I don't even get a tag.
The only thing that can bring the Balkans together is Underrail.

It makes me scream СРБИЈА! whenever Styg drops new details. Must be that Serbian UR-GENE coming alive at the scene of Rathounds getting hit with a pipe.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,565
For melee characters, approaching a flying creature will enable a new Jump action. The height and distance of your character's jump will be calculated based on STR, DEX, encumbrance, the type of padding used in your leg gear, and the type of floor surface you are standing on; certain tattoos from missable traveling characters may also modify the jump success chance. When successful, the character will jump and hit the creature with the melee weapon; however, any feats and bonuses that require the character to attack before moving will not be applied. After any successful or failed jump, the eventual landing position of the character will be calculated, similar to grenade throws, by
That is not enough. After jump there needs to be another check to see if you break your leg on bad landing and on critical failure you also slip and break your head
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,467
Respawn rates will depend on the creature in question. The fauna will not necessarily be immediately hostile to player on sight, that too will depend on the creature.
Please, just no Deep Caverns respawn mechanic. It is the one blemish on an otherwise very good game.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,029
Location
Small but great planet of Potatohole
For melee characters, approaching a flying creature will enable a new Jump action. The height and distance of your character's jump will be calculated based on STR, DEX, encumbrance, the type of padding used in your leg gear, and the type of floor surface you are standing on; certain tattoos from missable traveling characters may also modify the jump success chance. When successful, the character will jump and hit the creature with the melee weapon; however, any feats and bonuses that require the character to attack before moving will not be applied. After any successful or failed jump, the eventual landing position of the character will be calculated, similar to grenade throws, by
That is not enough. After jump there needs to be another check to see if you break your leg on bad landing and on critical failure you also slip and break your head
And then a check on how badly you break your head. On a critical failure you start to be a shill for bad games basically becoming Infinitron 2.0. On a normal failure you just stop to be able to draw or paint anything in a style other than prosperian.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
642
Does anybody understand how the new combat functions? Each action has a time equivalent which is deducted from the time pool something?
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,183
Location
Reichskommissariat Russland ᛋᛋ
Does anybody understand how the new combat functions? Each action has a time equivalent which is deducted from the time pool something?
From what I understand, doing something - spending AP - will grant the same amount of AP to characters around you, with +/- modifiers based on stats.

E.G., you play fast gunslinger, you do aimed shot and spend 10AP. These 10AP are converted into time and then converted back to AP based on character stats. Slow tank near you will get just 6AP after convertation, some equally fast knifer will get the equal 10AP
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,420
There are no action points anymore though, whenever the game mentions time, it's as time or a modifier to it, slashing with a knife takes 0.25 seconds, while a special attack takes x1.5 time, so make your base attack faster if you want special attacks to be faster.
I think UI should probably be improved to show everything related to time, like how long combat has lasted and how much time you are about to burn on an action, maybe even if the action you are about to take will allow enemies to attack and if so which ones.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,183
Location
Reichskommissariat Russland ᛋᛋ
I understand that concept of AP is now gone, but this is simpler to understand within CRPG turnbased framework.

Doing something yourself will allow other characters to do something in reaction too, they won't be waiting for your turn to end because there is no defined turns anymore.

Basically, instead of turns combat is now split into actions and counterreactions

This means that typical alpha strike strats now become harder.

Styg is not the first to address this issue - the issue of characters being helpless during other character turns.

Other devs usually cram interrupts, reaction and opportunity attacks. These create another problem - you have no control over them, they're automatic, and also often completely free. Here, the character doing the action is at disadvantage because he will suffer from counterreactions for free.

Whatever Styg is cooking is designed to address this issue
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
642
I understand that concept of AP is now gone, but this is simpler to understand within CRPG turnbased framework.

Doing something yourself will allow other characters to do something in reaction too, they won't be waiting for your turn to end because there is no defined turns anymore.

Basically, instead of turns combat is now split into actions and counterreactions

This means that typical alpha strike strats now become harder.

Styg is not the first to address this issue - the issue of characters being helpless during other character turns.

Other devs usually cram interrupts, reaction and opportunity attacks. These create another problem - you have no control over them, they're automatic, and also often completely free. Here, the character doing the action is at disadvantage because he will suffer from counterreactions for free.

Whatever Styg is cooking is designed to address this issue
I don’t think those are counteractions per se. They (enemies) act in their own timeframe, adjusting behavior in the same manner the player does depending on circumstances.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,685
Does anybody understand how the new combat functions? Each action has a time equivalent which is deducted from the time pool something?
It's just roguelike combat. I cannot believe a forum full of alleged RPG players is having such difficulty with the concept. I can understand disliking the change - or, rather, the idea of the change, since none of us have played it yet - but it isn't novel or strange. I think the added granularity makes much more sense with Underrail's overall simulationist design philosophy.

The biggest red flag that leaps out to me is that he is still trying to keep the combat/noncombat state division. The reason roguelikes work is because the entire game is operating on turns, even stuff you haven't seen yet is only moving when you move. In the system Styg is describing it sounds like it's going to be impossible to control encounter size, as the rest of the map is going to continue moving around in real-time while you engage in combat, inevitably swarming you since you're stuck in a little time-dilated prison relative to them. Look at the behavior of death stalkers in the first game, for example, and imagine that they can continue approaching you from all over the map as you're engaging with a bandit or something.
 
Last edited:
Joined
Jan 1, 2011
Messages
625
The biggest red flag that leaps out to me is that he is still trying to keep the combat/noncombat state division. The reason roguelikes work is because the entire game is operating on turns, even stuff you haven't seen yet is only moving when you move. In the system Styg is describing it sounds like it's going to be impossible to control encounter size, as the rest of the map is going to continue moving around in real-time while you engage in combat, inevitably swarming you since you're stuck in a little time-dilated prison relative to them. Look at the behavior of death stalkers in the first game, for example, and imagine that they can continue approaching you from all over the map as you're engaging with a bandit or something.
Presumably any enemy that hears you (or is in any mode other than completely unaware doesn't know anything is going on) will also go into time dilated prison mode. Or maybe it'll apply to any enemy that's within a set distance of you even if they are completely unaware. There are definitely solutions.
 
Joined
Dec 13, 2016
Messages
282
inevitably swarming you since you're stuck in a little time-dilated prison relative to them
Presumably any enemy that hears you (or is in any mode other than completely unaware doesn't know anything is going on) will also go into time dilated prison mode
Why are you guys magically assuming of a time dilation prison all of a sudden? I understand that the newspost is sort of a fucked up wordsalad of confusing concepts and overwording, but:

In combat mode, everything is paused until the player performs an action.
...
Because NPCs are just executing their real-time AI while stopping for time allowance, there is no need for a separate AI implementation.
Don't think of it as actual real-time but rather "if you're not in combat, you're automatically holding down . or 5 to wait, thus skipping atoms/ticks while idle".
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,420
fJ91pN7.png



i0umK9j.png
 

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