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Underrail: The Incline Awakens

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
FeelTheRads I'd get some containers for one of the mid-floor rooms to keep your ready gear in, like repair kits and batteries, loot pile for selling, etc.

It's nice to have the armory on the top floor to collect all the unique weapons you find.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Fuck the beast's head, I dropped it into one of the barrels in the mines and when I came back to get it it was gone.

I made sure to lock the door of the house before going on last time, though, don't want anyone stealing my porn computer. :avatard:
 

Yoshiyyahu

Arcane
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Joined
Mar 17, 2012
Messages
1,063
Which SMG barrel should I focus on for a max-dex build? It seems 5mm will let me hit a lower breakpoint than 7.62, and the shock bullets seem like one of the better varieties (too bad I can't find the fucking thing.)

Once you got enough dex (12 I think) for 5 bursts with a 5mm Rapid Jaguar start using that (also, smart module), it's more than enough to kill everything up to DC. Once you can fire 4 bursts per turn with 7.62 rapid jag you can switch or just keep both and alternate to save ammo.

Smart module or the one that gives an extra two bullets? How much damage does the module do, anyway?
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Thing is I'm working for them (finished their quests actually) and I'm not Invictus.

My wording was a bit ambivalent.
He told me how he's sure that I have what it takes to become Invictus one day and that it would be great to have the Invictus working for him (i.e. once you become Invictus at some unspecified point in the future, he doesn't mean that you already are the Invictus).
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
Blaine, are you playing with Oddity XP or kill xp? Just wondering how tf you can get over 120 effective mechanics, tailoring, electronics, 60 biology AND expect to have something left for fighting skills on the Oddity setting
Unless you're scrounging for absolutely every corner for every possible oddity you can find
 

Blaine

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Grab the Codex by the pussy
MrBuzzKill Yeah, I played on Oddity and had managed to get past level 23 before hitting DC, but I'm pretty sure I had my crafting skills maxed to my taste (120 Mechanics, 120 Tailoring, 120 Electronics, 100 Biology) by level 20 or 21. It depends on your INT, too. Mine is 7.

Biology was a mistake. I didn't need it that high, because I have low DEX and if you have low DEX you're not allowed to have a tolerable success rate at fishing, and thus are cockblocked from all of the best Biology blueprints.
 

Declinator

Arbiter
Joined
Apr 1, 2013
Messages
542
Blaine, are you playing with Oddity XP or kill xp? Just wondering how tf you can get over 120 effective mechanics, tailoring, electronics, 60 biology AND expect to have something left for fighting skills on the Oddity setting
Unless you're scrounging for absolutely every corner for every possible oddity you can find

I was level 24 at the end with about 140 Electronics, ~90ish Mechanics, ~130 Tailoring, and for combat I had about 200 Melee, 200 Though control, ~170 Psychokinesis, 120-140ish Throwing, and finally Metathermics over 100. All this with Oddity system though I did complete pretty much every single quest (except the fishing quest) but I neglected exploring for large swaths of the game so I have no doubt one can easily get to a much higher level even before DC.

Stealth is one area where you could say Tailoring and Electronics is all you need (for late game stealth at least) as my Stealth was over 70 without putting a single point in it (Ninja Tabi + Stealthy overcoat + Balaclava when needed) and went over 100 with Stealth Generator. Speaking of stealth:
When working for the Oculus is there any way to reach the old guy at Talloski Manor without stealth? I stealthed the whole place and it seemed to be designed that way but just wondered about other options.
 

veevoir

Klytus, I'm bored
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Riding the train, high on cocaine
Shadorwun: Hong Kong BattleTech
Which SMG barrel should I focus on for a max-dex build? It seems 5mm will let me hit a lower breakpoint than 7.62, and the shock bullets seem like one of the better varieties (too bad I can't find the fucking thing.)

Once you got enough dex (12 I think) for 5 bursts with a 5mm Rapid Jaguar start using that (also, smart module), it's more than enough to kill everything up to DC. Once you can fire 4 bursts per turn with 7.62 rapid jag you can switch or just keep both and alternate to save ammo.

Smart module or the one that gives an extra two bullets? How much damage does the module do, anyway?

Smart module is nice if you have the skill in Electroncis, thats a straight up damage increase so better against damage resistance. Also doesn't deplete you rmag so quickly. And doesn't take barrel spot afaik, so you can put in the +15% burst aim thingy on it or muzzle break.

Rapid reloader on jaguar is a waste, afaik it cant reduce AP below certain treshold, 7-8 AP per shot.
If you cant do proper electronics - muzzle brake (+2 bullets in burst) and grip (+10% burst aim).

As for frames - do note dexterity table in wiki - there are points at dexterity where shooting any 7.62 smg has the same AP cost as jaguar. If you are at those Dex tresholds switching to impala is recommended.

Other notes:
I'm yet to try both smart module ( I suck at electronics) and muzzle brake, but it should be a beast.
Rapid reloader I only use in Steelcats, but honestly they do suck with burst accuracy at that point. Not that I give a fuck, rapid steelcats with muzzle brake is what I use to AoE cone spray losers.



Source: I'm a sneaky SMG glass cannon.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Stealth is one area where you could say Tailoring and Electronics is all you need (for late game stealth at least) as my Stealth was over 70 without putting a single point in it (Ninja Tabi + Stealthy overcoat + Balaclava when needed) and went over 100 with Stealth Generator. Speaking of stealth:
When working for the Oculus is there any way to reach the old guy at Talloski Manor without stealth? I stealthed the whole place and it seemed to be designed that way but just wondered about other options.
Yes, did it with my mage with no stealth:
there is a guy hanging out near arena, who is the grandson of the guy. If you play female, you can flirt with him and he'll invite you to his house, but you won't be allowed anywhere but the first floor. Since the one patrolling guard switches between first and second floor, you can him avoid using vents (or just hack the doors quickly). The guards on the first floor don't care either, if you come down the stairs on your way back, which I personally think is an oversight, because you are clearly coming back from the area you were told not to go.
There is also a granddaughter near the bar, which I presume you get to woo, if you play a guy.


WARNING! ABOUT DEEP CAVERNS AGAIN, READ AT YOUR OWN RISK! :hahano:

As for deep caverns, a possible solution to one of the problems would be to implement something similar to the magic license system in Baldur's Gate 2. I think most posters know what I mean, but just in case: if you want to cast mage spells in the city, you need a magic license. The game gives you two possible solutions: either you pay the license or you fight the cowled wizards, which appear every time you cast a spell outside. They do not respawn indefinitely, however: at some point an elite group of high level mages appears to deal with you (in practice, they are not dangerous unless you have SCS installed, but that's a different problem). Once you defeat them, the cowled wizards won't bother you anymore.

And the same design idea would fit deep caverns:
you could either hide in the bunkers, waiting the debuff out (in which case there should be no waiting time! once you are out of tchort's sight, you are not longer under his influence anymore), or you could fight you way through a few tchortling groups, raising in difficulty (to avoid encounter repetition), but after defeating the final group you'd be left in peace.

So, what do you think?
 

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
Blaine, are you playing with Oddity XP or kill xp? Just wondering how tf you can get over 120 effective mechanics, tailoring, electronics, 60 biology AND expect to have something left for fighting skills on the Oddity setting
Unless you're scrounging for absolutely every corner for every possible oddity you can find

This may just be my distorted view having played through prerelease dozens of times, but you can miss so many oddities and still max out on levels. Really, if you just visit every major area and go through the quests, that'll get you to 21 or 22 easily. Exploring a cave or two here and there will bump you up to 24, and you're a hair's breadth from 25 by that point.

If you're making a pure PSI character it probably looks like 10 WIL, 10 CON/INT, 8 INT/CON. With having 10 or 8 Intelligence, it's no wonder one can get so high in so many skills. Look at all the skills that are Intelligence-based: every crafting skill and Hacking just for good measure. With such a high stat, you're getting a steal on skillpoints put into those skills. Buy 50 and get 25 free! The truth is that these considerations must be made at the character creation menu. What skills are important to have and when? If you want to go with 2 or more crafting skills, it would be utterly foolish to make a character with 3 INT and so on. Rather than having your stats fit your intuitive idea of your character, try to think about maximizing your skillpoint gain by getting as much as you can spending as little as you can.

Most characters can get away with 2 crafting skills, many with 3, to suit their every need. There is a magical ~120 area where many skills top out - these are requirement-based skills like Hacking, Lockpicking, and all crafting skills. Of course offensive skills and the like still benefit from being raised to ludicrous levels because they scale damage etc. Once these breakpoints are nearly reached, you can put fewer and fewer points in them every level until you put 0. That means you can allocate more around to neglected skills at some point in your character's career. This "skill fountain" happens at different times for each character - but if you craft your character right at character creation, you can almost certainly have a skill fountain at some point in the game where you are getting 10/15/20 etc. points per level freed up to go to other places than you've been initially spending.

...is there any way to reach the old guy at Talloski Manor without stealth?

Yes.
 

Nines

Learned
Joined
Nov 16, 2015
Messages
230
I'd check again what Tanner does tell me after I report that I freed RC, but I did overwrite the savegame since (of course...).
Well, Tanner asks you to solve the problem in Rail Crossing, and report back to him. This should be obvious.
Moreover, these dialog nods about Acid Hunters and Cornell are still active (I haven't found them yet). So you may not need a save file. Just go and check it.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
Did anyone get 200+ quality infused ancient rathound leather? I got a 196 so I'm just wondering how lucky I am. It's quite funny - the leather armor from it has more resist than metal armor, same with combat gloves.

Blaine, are you playing with Oddity XP or kill xp? Just wondering how tf you can get over 120 effective mechanics, tailoring, electronics, 60 biology AND expect to have something left for fighting skills on the Oddity setting
Unless you're scrounging for absolutely every corner for every possible oddity you can find

Besides the already mentioned workbenches, another trick is to use the Junkyard surprise food ( bought in Junkyard! ) . You can get +2 int which translates to +17% effective skill for all 5 crafting skills, it let's you cut back on spent points significantly.
Most realistic best-item requirements end at around 140-150, but for tailoring specifically I needed 180ish for some stuff.

When working for the Oculus is there any way to reach the old guy at Talloski Manor without stealth? I stealthed the whole place and it seemed to be designed that way but just wondered about other options.

You can just enter through the front door ( NOT the side entrance) and kill everyone inside. The guards outside won't react, faster than stealthing too.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I'd check again what Tanner does tell me after I report that I freed RC, but I did overwrite the savegame since (of course...).
Well, Tanner asks you to solve the problem in Rail Crossing, and report back to him. This should be obvious.
Moreover, these dialog nods about Acid Hunters and Cornell are still active (I haven't found them yet). So you may not need a save file. Just go and check it.

I did solve that problem and reported back, but I don't remember exactly what he told me at the time (as I said, I couldn't play much UR for a few days and then went around doing other things since I was lost).
Anyway he
has no active dialog about Cornell or the Acid Hunters (of which apparently you learn by talking to Buzzer, who's dead in my game). There's also no active quest in my journal other than the generic "Find out what the Faceless are searching for".
All his dialog options are general things about the surroundings of SGS (Omega stations, outposts, core city, etc.).
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
I'd check again what Tanner does tell me after I report that I freed RC, but I did overwrite the savegame since (of course...).
Well, Tanner asks you to solve the problem in Rail Crossing, and report back to him. This should be obvious.
Moreover, these dialog nods about Acid Hunters and Cornell are still active (I haven't found them yet). So you may not need a save file. Just go and check it.

I did solve that problem and reported back, but I don't remember exactly what he told me at the time (as I said, I couldn't play much UR for a few days and then went around doing other things since I was lost).
Anyway he
has no active dialog about Cornell or the Acid Hunters (of which apparently you learn by talking to Buzzer, who's dead in my game). There's also no active quest in my journal other than the generic "Find out what the Faceless are searching for".
All his dialog options are general things about the surroundings of SGS (Omega stations, outposts, core city, etc.).

The happened to me in my 2nd playthrough, I failed the persuade/intimidate/thought control checks, go to
Foundry
for a secondary source of Faceless information.

Chief Banner gives a quest.Faceless cave is directly west, Bandit cave is directly east, from Foundry metro.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
You can get info about acid hunters from the tatooed guy in Hardcore bar. You need to figure out that he is a metro driver though.

I have yet to uncover how in my umpteenth unfinished playthrough.

Do you get invited by someone if you become a gladiator? I mean, should it happen no matter what? Didn't happen to me, I just went to "look for work" and ended up joining Coretech.

After that either Simmons or that guy who sells you shit in Coretech were mentioning something about me being Invinctus, which I actually wasn't since I didn't beat Carnifex yet.

And about the house, does anything besides the crafting rooms matters or is that just for LARPing?
You get invited if you've joined a faction. If not you gotta join one to continue the main questline.

House gives you 15% crafting bonus if you have the bench for it. The rest of the rooms are LARP only, although you do get a bunch of containers. It looks like shit though.

I'll try to remember the bench prices. 1k for tailor. 1.2k for chemistry/biology. 1.5k for mech I think and 1.3k for electronics. I might have the last two confused. Then there's a 50 credit charge at the house guy.

You do get 500 credits off the benches if you have merchandise at whatever level it wants.

So the house is useless for non-crafters. /sigh
 
Last edited:

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Figuring out he's a driver comes from some missing merchants quest that starts in SGS? Not sure. Double checked - it's from Vera in SGS, obviously after CC opens up I'm guessing.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,966
Besides the already mentioned workbenches, another trick is to use the Junkyard surprise food ( bought in Junkyard! ) . You can get +2 int which translates to +17% effective skill for all 5 crafting skills, it let's you cut back on spent points significantly.
Most realistic best-item requirements end at around 140-150, but for tailoring specifically I needed 180ish for some stuff.

Yeah, surprise food. I didn't try it ... several times :D
 

Nines

Learned
Joined
Nov 16, 2015
Messages
230
The happened to me in my 2nd playthrough, I failed the persuade/intimidate/thought control checks, go to
Foundry
for a secondary source of Faceless information.
Yeah, but the problem is how to figure it out. Seems like the game doesn't give you any directions if you failed to save B. :M
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,966
How many people realize that for the last 2 weeks Underrail was the most discussed rpg on the Codex?

Additionally even AoD and PoE shills are silent (with a few exceptions) which is almost .... *unprecedented*.

:incline:
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
Yeah, but the problem is how to figure it out. Seems like the game doesn't give you any directions if you failed to save B. :M

Player's failure having a consequence? Encouraging players to explore the game world on their own? No quest compass? WTF is this shit?! :outrage:
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
You can get info about acid hunters from the tatooed guy in Hardcore bar. You need to figure out that he is a metro driver though.

I have yet to uncover how in my umptenth unfinished playthrough.

I think bartender tells you something about him or his tatoos. Not very sure :P
Figuring out he's a driver comes from some missing merchants quest that starts in SGS? Not sure. Double checked - it's from Vera in SGS, obviously after CC opens up I'm guessing.

I could talk to him about
the missing merchants after I had uncovered the train driver thing. For that you indeed need to talk to the barkeep. It does seem a bit tricky though, I tried a few times until I found the right dialog choice for it to appear.
Don't know if he's related to the Acid Hunters, obviously, since that part of MQ is so far MIA for me.
 

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