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Underrail - Serbian pillow talk, turning Tricks, taking tips

ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
Btw - is it worth to invest in mercantile to get access to more stuff at vendors?

So far, it seems that everything good can be looted, along with high quality components.
The only problem I had was with SMG frames, which were 100-110 at most.
Never did bother with merc, IDK.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
I always invest 10 in Merc to unlock the Foundry weapon dealer. Other than that, I have no experience, but I certainly don't find Merc crucial in Crafting builds (which are all my builds). Don't know about non-crafting builds.
 

Piotrovitz

Savant
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Dec 21, 2017
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Paris, Texas
Fuck, I just remembered that I've also killed few Faceless in the cavern in Core City, those that are always hostile.

Those, plus the ones in Buzzer's shop, may have already added up to 10, which means I fucked this up hard :negative:
 
Joined
Jan 1, 2011
Messages
618
Well, the good news is that if you killed the mindreader in Buzzer's then you were never going to max out the friendship stat anyway, so you were going to have to replay the game if you wanted to see absolutely everything they had to say already. Just think of it like that. And don't talk to the mindreader at all, it's better to keep them neutral and waiting rather than hostile. And you're allowed to kill all the Faceless you want while waiting for the elevator, they don't care about that room.
I find going to 55 mercantile is usually worthwhile. Lets you get some good stuff from Blaine early on, lets you get the first tier of extra stuff from Praetorian/Coretech/JKK in Core City. That's especially useful, since you can join the company that sells things your build can use, so it'll always be appropriate. 55's also enough to unlock Constantine's first tier of special items so that's good too. Maybe try it out in some theoretical future build where you plan on getting enough persuade to be friends with the Faceless in Buzzer's, since those skills synergise pretty strongly.
 

Tygrende

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Joined
Aug 2, 2017
Messages
874
Btw - is it worth to invest in mercantile to get access to more stuff at vendors?
Yeah, depending on what you want and what crafting skills you have. Special merchandise gives you access to a variety of craft-only items without having to invest in all crafting skills. MK IV grenades/mines, MK II incendiary/EMPs, gas grenades, focus stims and other craft-only drugs, etc. Also higher quality components and quicker access to rare stuff like W2C ammo blueprint. Also, once the next patch is out, merchants will offer less money for items you sell depending on the difficulty. Making money will be considerably harder on Hard/DOMINATING, making Mercantile even more useful.

Also also, if you think jet skis are cool and want to get the most out of them once Expedition is out, you might want to invest in Mercantile. But you didn't hear that from me.
 
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HeatEXTEND

Prophet
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Nedderlent
Btw - is it worth to invest in mercantile to get access to more stuff at vendors?

So far, it seems that everything good can be looted, along with high quality components.
The only problem I had was with SMG frames, which were 100-110 at most.
especially that Faceless seem to be huge part of the story/lore and I genuinely want to be cool with them.

Along with crafting sure. Also, if you didn't follow the Abram questline, that's worth another replay (and build :incline:).
 

Piotrovitz

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Paris, Texas
Yeah, depending on what you want and what crafting skills you have. Special merchandise gives you access to a variety of craft-only items without having to invest in all crafting skills. MK IV grenades/mines, MK II incendiary/EMPs, gas grenades, focus stims and other craft-only drugs, etc. Also higher quality components and quicker access to rare stuff like W2C ammo blueprint. Also, once the next patch is out, merchants will offer less money for items you sell depending on the difficulty. Making money will be considerably harder on Hard/DOMINATING, making Mercantile even more useful.
55 merc is pretty high investment, but if you indeed get access not only to higher quality components, but also craft-only drugs, it seems worth a shot.
Awesome news that money making will be nerfed. In too many RPGs you're swimming in money like scrooge mcduck by mid-game.

Also, if you didn't follow the Abram questline, that's worth another replay (and build :incline:).
I finished the whole questline, and goddamn it was awesome, especially Quicksilver's quests. I expected them to be some kind of mercenary type free drones clones, so the moment when Azif takes you to you-know-where was jaw-dropping.

I'll continue with current playthrough and ignore the faceless. I'm bummed out that I've spoiled this major part of the plot on my virgin run, but then again, this is exactly how C&C should be imo - unforeseen and unforgiving, with consequences of your actions not always known immediately. Oh well, I guess I'll discover their intentions on my next run :smug:

I was thinking of either sniper/AR or chemical/energy gunslinger.
But man, those upcoming shotguns : |
 

Piotrovitz

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Lovin the DC so far - the feeling of exploration is even better then before, especially that you have to figure out everything on your own.

Wouldn't go there without high stealth though. Respawning tchortlings aside, but the dozens of robots in Arke or ghosts in Tithonus lab would give me a major headache.
 

Jezal_k23

Guest
The only thing I'd actually criticize about the DC is that some of the things you have to find are not found in intuitive places, but rather it felt like I had to travel to the ass ends of the world for game-y reasons (namely so that it would take me longer and be more difficult than just finding the things in places that felt more natural).
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,154
The only thing I'd actually criticize about the DC is that some of the things you have to find are not found in intuitive places, but rather it felt like I had to travel to the ass ends of the world for game-y reasons (namely so that it would take me longer and be more difficult than just finding the things in places that felt more natural).
The only place that was really obtuse to me was the whole wait around until you get x number of spores to pass out and wake up somewhere else. Granted I am a bit of a compulsive explorer leave no stone unturned type.
 

Tygrende

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Aug 2, 2017
Messages
874
Wouldn't go there without high stealth though. Respawning tchortlings aside, but the dozens of robots in Arke or ghosts in Tithonus lab would give me a major headache.
Tithonus ghosts have true sight. You're also making things harder for yourself by being in stealth all the time to avoid tchortlings, it's much more effective to explore without stealth and hide when Eye of Tchort triggers. Very useful in Arke though.
 

Parabalus

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Mar 23, 2015
Messages
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Btw - is it worth to invest in mercantile to get access to more stuff at vendors?
Making money will be considerably harder on Hard/DOMINATING, making Mercantile even more useful.

Also also, if you think jet skis are cool and want to get the most out of them once Expedition is out, you might want to invest in Mercantile. But you didn't hear that from me.

How much more difficult?

Money is already extremely tight if you want to deck out your house and make 10 high quality super steel items.
Will they drop item sell price, or the merchant transaction limit?
 

Tygrende

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Messages
874
http://underrail.com/forums/index.php?topic=3651.0

When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
It's not as bad as it sounds. Pretty hard to get all the money from merchants, but I'm able to get all of it from weapon/electronics merchants from time to time if I have really good loot to sell. High value per item is the most important thing, so fully repaired and modded guns, energy weapons, shields, psi trainers, NV goggles, high quality parts, etc.
 
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Piotrovitz

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Paris, Texas
The only place that was really obtuse to me was the whole wait around until you get x number of spores to pass out and wake up somewhere else. Granted I am a bit of a compulsive explorer leave no stone unturned type.
Yeah, this is pretty bad quest design, as you get absolutely zero clues that you have to stand there until you pass out. This is one of the few things that I had to look up on wiki, after wandering around the caves for hour or so.

Money is already extremely tight if you want to deck out your house and make 10 high quality super steel items.
What do you need 10 super steel items for?

Unless you're talking about dominating, hard difficulty seems easy enough that you don't even have to grind for high quality SS.
For my infused leather I just used the first one created, which had something like ~110 quality, and I honestly don't feel like those extra few % resistance points of higher quality SS would make that much difference in the long run.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,510
http://underrail.com/forums/index.php?topic=3651.0

When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
It's not as bad as it sounds. Pretty hard to get all the money from merchants, but I'm able to get all of it from weapon/electronics merchants from time to time if I have really good loot to sell. High value per item is the most important thing, so fully repaired and modded guns, energy weapons, shields, psi trainers, NV goggles, high quality parts, etc.

Ok, this shouldn't be an issue, since you already leave ever-increasing piles of loot in front of merchants, to sell when they respawn.

Money is already extremely tight if you want to deck out your house and make 10 high quality super steel items.
What do you need 10 super steel items for?

Unless you're talking about dominating, hard difficulty seems easy enough that you don't even have to grind for high quality SS.
For my infused leather I just used the first one created, which had something like ~110 quality, and I honestly don't feel like those extra few % resistance points of higher quality SS would make that much difference in the long run.

You don't need them, but if you have crafting to support them, why wouldn't you want them?.

The house is also extremely expensive, and the jet ski will probably be even more so.

Difficulty varies extremely depending on your build, build balance isn't really a thing.
 

Piotrovitz

Savant
Joined
Dec 21, 2017
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Paris, Texas
There actually is one, you can ask Leo about it.
Had to check this out and watched a video with full dialogue with Leo, and you're absolutely right - he drops a hint that he passed out from spores and woke up somewhere else. Must've missed it, my bad.
 

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
916
Location
Paris, Texas
Alright, I just reached lvl 25 right before doing everything to open the gates - time to put a closure on this and pop the cherry.

Stokedness 100/100
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
http://underrail.com/forums/index.php?topic=3651.0

When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
It's not as bad as it sounds. Pretty hard to get all the money from merchants, but I'm able to get all of it from weapon/electronics merchants from time to time if I have really good loot to sell. High value per item is the most important thing, so fully repaired and modded guns, energy weapons, shields, psi trainers, NV goggles, high quality parts, etc.
Seems dumb considering money is mostly a matter of time.
What is event the point of this?
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Seems dumb considering money is mostly a matter of time.
Money is more of a function of time. You will end up with less money over the same period of time after this patch is out. Spending inordinate amounts of time on merchant tours will be a lot less effective as well.

What is event the point of this?
Just my guess, but right now it's very easy to rob merchants of all their money just by selling a few common items. It's so easy it even leads to some bizzare situations, like also buying all the ammo from the weapon store only to sell it at the general store next door. More importantly, it makes merchant buying limits (and by extension the Salesman feat) largely pointless and makes Mercantile unnecessary for money making.

With the lower selling prices, buying limits actually matter; common items are worth so little you are unlikely to get all the money even if you sell enough to reach it. Increasing those selling prices with Mercantile and buying limits with Salesman is something to be considered if you want to swim in money and spend it on all the money sinks like we do now.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
I get the why, i just dont get the point, it just made the busywork in this game take 25% longer.

Edit: on consideration it just reduced the crap you store by 25% with no real impact on gameplay other than forcing you to carry more useless crap to the merchant.
 

Sykar

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Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
I get the why, i just dont get the point, it just made the busywork in this game take 25% longer.

Edit: on consideration it just reduced the crap you store by 25% with no real impact on gameplay other than forcing you to carry more useless crap to the merchant.

Well Autistic difficulty seems to be all about tedium so why not add some more.

:troll:
 

Piotrovitz

Savant
Joined
Dec 21, 2017
Messages
916
Location
Paris, Texas
I get the why, i just dont get the point, it just made the busywork in this game take 25% longer.

Edit: on consideration it just reduced the crap you store by 25% with no real impact on gameplay other than forcing you to carry more useless crap to the merchant.
Yeah, it'll add just more tediousness.

House interior (if you're into that), super steel, and w2c rounds aside, it's not that you need money anyway - all that you need can and will be found as random loot. On my virgin run I just finished, everything was crafted from looted stuff - from SMGs and armors, to energy shields and cloaking device. All of those from >100 quality components. Maybe I just had lucky drops?

Instead of reducing selling prices, I would nerf the loot quality and bump up cost of useful high quality stuff significantly. Like 20k for super steel, 3-5k for HQ weapon frames, 0,5k for few hexogens etc etc. Also, would be cool to have some vendor-only high end unique weapons/armors, with hefty bonuses unattainable by crafting, which you couldn't afford until mid/late game and piles of cash. Robe of Vecna type of stuff.
 

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