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Underrail: The Incline Awakens

toro

Arcane
Vatnik
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Apr 14, 2009
Messages
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Yeah, Corsair is shit.

23780686514_54dee1d364_o.jpg
 

Blaine

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Grab the Codex by the pussy
It's not difficult to identify the keys and keycards you know you'll no longer be using and file them away in the filing cabinet in your office, just in case you later realize you missed a door in the Coretech research facility or whatever.

Nevertheless, a separate "keychain bag" and "money bag" would be very welcome, possibly an "ammo bag" as well. Although you can filter categories, you can only view one category at a time.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Keychains for physical and electronic keys ala Ultima please and thank you Styg. Failing that, a sticky "everything except keys" inventory view or a "hide keys" checkbox next to the view drop-down would work.
 

Blaine

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Grab the Codex by the pussy
I don't actually want the keycards and keys to vanish into a single item, never to be seen again, though, as is done in some games.
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
Yes to everything said above about keys and keycards. I would also VERY much appreciate a "sort by" button, even just for "sort by weight". It's a bitch sometimes to get rid of least neccessary/heaviest items, because I don't remember what weighs how much. Posting this is the suggestions at underrail forums.

Edit: Posted.
http://underrail.com/forums/index.php?topic=1895.0
 
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MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
SPOILER ALERT:
I found a glitch that
lets you walk by the faceless crowd greeting you after Tchort battle, without handing them the cube and without attacking them. Here's how: you must have the cube on you. Lie that you left it behind. Allow the soldier to seach you. You now have 2 options: give it up or "Attack!". Choose attack. Nothing will happen. The commander will go back to his previous position and the fight won't engage, after which you're free to pickpocket them or choose a better fighting location or just leave.
That said, has anyone managed to defeat them in fair combat (by refusing to give it up)?
Does the commander drop any interesting loot? I assume he's the original "Otis", right?

And by the way, has anyone managed to
open the door behind the blue transition square in outpost Cytosine (Tchortist outpost in DC)? The one where there's a terminal with "strange markings and symbols" that says "sequence incorrect" if you type smth random. What's behind that door? I'm really curious. There must be a reason it's there.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Now I am confused? I skipped those emails before, but had a look just now and:
2crqdsm.jpg


student: "But that is where I have issues. The example I was looking at shows reagents which would, after combining, introduce duplicate atoms into the compound."
evil professor: "Maybe you are not looking at the negative atoms. Negative and positive atoms of the same type will nullify each other when compiled. Take a look at the sequences again and see if after combining you are left with only one each type of positive atom."

The way I read it, the evil prof states that you should get rid of double atoms by using negatives. So you actually don't have to worry about double atoms when making the mutagen? :?

I'd have to go back and read them all again in context, but that's definitely leading towards confusion territory because the implication of the statement taken by itself is false.
Well, I have checked this puzzle yesterday, and it's even more confusing:
In the chat log exchange the evil prof. writes "after combining you are left with only one each type of positive atom." But in practice you are not (or rather, you are left without the double), because double atoms still count effectively as one and therefore a single negative atom will remove both of them from the sequence.
I was able to solve precisely because I assumed it doesn't work as described.
What kind of potato name is Specs Bomb? The crowd is chanting for Specs Bomb?


edit: I've actually forgotten the lyrics, but they really fit :D
 
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Blaine

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Grab the Codex by the pussy
And by the way, has anyone managed to
open the door behind the blue transition square in outpost Cytosine (Tchortist outpost in DC)? The one where there's a terminal with "strange markings and symbols" that says "sequence incorrect" if you type smth random. What's behind that door? I'm really curious. There must be a reason it's there.

It's a gate leading to the bottom portion of the Tchort Institute elevator shaft. Remember, you never see the bottom because you instead escape through an access tunnel partway down.

I'm 99% sure the console is just there to provide context. It can be operated only by Eidein using some secret coded language. There may also be a way to leave DC via that elevator, but I doubt it, and I have no way of knowing since I massacred Cytosene Outpost on sight.
 

Blaine

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Grab the Codex by the pussy
Now I am confused? I skipped those emails before, but had a look just now and:
2crqdsm.jpg


student: "But that is where I have issues. The example I was looking at shows reagents which would, after combining, introduce duplicate atoms into the compound."
evil professor: "Maybe you are not looking at the negative atoms. Negative and positive atoms of the same type will nullify each other when compiled. Take a look at the sequences again and see if after combining you are left with only one each type of positive atom."

The way I read it, the evil prof states that you should get rid of double atoms by using negatives. So you actually don't have to worry about double atoms when making the mutagen? :?

I'd have to go back and read them all again in context, but that's definitely leading towards confusion territory because the implication of the statement taken by itself is false.
Well, I have checked this puzzle yesterday, and it's even more confusing:
In the chat log exchange the evil prof. writes "after combining you are left with only one each type of positive atom." But in practice you are not (or rather, you are left without the double), because double atoms still count effectively as one and therefore a single negative atom will remove both of them from the sequence.

Yes, this briefly confused me as well and the text is easily misleading, but you just need to experiment with the puzzle a bit (you cannot run out of "puzzle pieces," they're infinite) and you'll see how it works. I solved the puzzle in about 5-10 minutes after doing all the legwork and reading all the clues.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
And by the way, has anyone managed to
open the door behind the blue transition square in outpost Cytosine (Tchortist outpost in DC)? The one where there's a terminal with "strange markings and symbols" that says "sequence incorrect" if you type smth random. What's behind that door? I'm really curious. There must be a reason it's there.

It's a gate leading to the bottom portion of the Tchort Institute elevator shaft. Remember, you never see the bottom because you instead escape through an access tunnel partway down.

I'm 99% sure the console is just there to provide context. It can be operated only by Eidein using some secret coded language. There may also be a way to leave DC via that elevator, but I doubt it, and I have no way of knowing since I massacred Cytosene Outpost on sight.

wut

The elevator is in plain sight. That chamber behind blue transition is something else.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I'm liking the changes to endgame enemy resistances in the last patch -- just retried the final fight with my crossbowman, and it went really smoothly
even though I got two of the bilocation-happy tentacles. Fuck those things /angrytroll
So yea, consider most of my previous bitching on this subject addressed!

Regarding the debuff in the last area, it's quite easy to manage now, and thankfully it dispels super quickly if the player finds a ~safe space~. My only concern is that sometimes it seems to drop the stack by itself -- may be related to traversing areas / entering combat when there's only two seconds left on it so it doesn't have a chance to re-apply.


edit: also, while Ambush may not be the awesomest feat for typical encounters as a stealther (especially since traps as a crossbowman generate 100% crit chance anyway), in the last fight it proved its worth several times over. Why yes, I'll take 65+% crit and 95% hit chance on each of my shots, thankyouverymuch.
 
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Blaine

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Yeah, convenient though that may be, it shouldn't drop so quickly that it can vanish entirely due to combat mode/transition weird interactions.
 

Yoshiyyahu

Arcane
Patron
Joined
Mar 17, 2012
Messages
1,063
I'm playing on the new patch, and the Faceless still attack me in DC when they mindread me (as if I used Thought Control.) Up until this point, I had a positive response to every Faceless encounter, including persuading them to leave Buzzer alone. I know this was to be fixed in the patch, but maybe it lead to this issue? I did not attack any of the Faceless in the elevator battle.
 

mixer

Learned
Joined
Jul 6, 2015
Messages
97
Patch notes seem great, look like pretty big difference between this and 1.0.2 DC i played (and even then it was not horrible you damn casuals :outrage:).
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
Finished the game. It's great, despite its drawbacks. Plot-wise, I could do with less "You don't need to know that" in the late game. But I didn't mind not getting some of the answers.
Spoiler alert:
Of course, Six, Tanner and potentially the Cube are left intentionally mysterious for the sequel. As for the origin of the Faceless and Tchort, I can live with the vague hints/explanations given when you read the logs. How are there so many Faceless? Why does the stereotypically evil Tchort institute not make any sense? Who knows.
I will definitely buy the sequel. I just wish it doesn't go full Half-Life 2 and provide more questions than answers.

P.S. does anybody know what happens if
you kill Tanner or any other plot-critical characters?

epeli, you mentioned that it's possible to
meet Six several times before the "first encounter" (the main char says it was the first time meeting him afterwards). What did you mean by that? I don't recall ever seeing him before. Could you point to at least one other occasion rather than Deep Caverns? Thanks.
 
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ghostdog

Arcane
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Joined
Dec 31, 2007
Messages
11,171
epeli . Styg

INVENTORY:
It bugs me that some things don't appear in the filtering categories, like Shields and TNT charges, and some categories are completely needless, like for instance the belts and the blueprints category.

My suggestions:
-Stack money to 9999, stack ammo/bolts to 999, stack everything else that stacks to 5/10 to 99, let's just get rid of all the damn needless clutter. If you want, keep the stack limits only for the belt's utility slots.
-Offer the option to input from the keyboard the exact number you want when you split a stack.
-Put belts into ARMOR.
-Rename AMMO to AMMO & PROJECTILES and put special bolts and throwing daggers in there.
-Rename TRAPS to TRAPS & EXPLOSIVES
-Put Grenades and TNT charges into TRAPS & EXPLOSIVES
-Put caltrops and nets into TRAPS & EXPLOSIVES
-Remove utilities and put The rest of the stuff from there, like the cloaking devices, into TOOLS.
-Remove Blueprints filter and put that into TOOLS too.
-Put Shields into ARMOR or TOOLS.
-Maybe also put Batteries into Tools or Consumables, it's a filter with just 3-4 items.
-When you barter have the option to show only the stuff the merchant wants to buy
Further suggestions:
-Remove drop down menu and use tabs for each item category. If you do the above you just have 9 instead of 13 categories.
-Assign keyboard shortcuts to each item category.


RECHARGING STUFF:
-Right click on rechargeable stuff should open a radial menu to choose the battery you want to use to recharge them.


FISHING:
It also bugs me to no end that you can't initiate fishing from the quick-bar, because every time you put a fishing rod in the quick-bar and then use it, it disappears from you inventory. There should be an ability icon or something that instantly uses a rod from your inventory. Also the fucking rod's hitbox is too tiny and you just have to click on this one pixel to grab the fish, which is very annoying, because you also have to aim for the base of the fishing rod since the rest of the rod is shaking back and forth. Make the hitbox bigger or assign that use to the ability icon too.
 
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Blaine

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Grab the Codex by the pussy
MrBuzzKill The origins of "it" are never explained directly, but the evidence and clues you find indirectly make its provenance fairly obvious.

Hollow Earth was full of various Old Biocorp scientists performing mycological, psionic, and genetic experiments, among other types of experimentation. It's also clear that they collaborated and combined disciplines; for example, the psimorphs are products of genetic engineering, they have psionic powers, and they're loose among the mushroom forest.

Tchort is a mutant creature who lives among the mutagen vats, it has psionic powers, and it's also very good at adapting itself, not unlike the psimorphs. It was very clearly borne of the Old Biocorp scientists' experiments gone awry. There are some missing links there, such as whether Tchort was initially a human test subject and if so, what his or her name and backstory might be, but in a sense that's just filler and the initial subject might as well be a cipher.

Furthermore, Tchort regenerates itself, much like the huge worms. The story makes it clear (through the Detritus quest) that Tchort, somewhat like the Borg, can absorb creatures into itself and take on some of their characteristics. I would argue that Tchort took its regenerative powers from the worms and fashioned its tentacles after them, too.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Stacks shouldn't exist at all, I think. Since there's no space limit they're absolutely pointless and only serve to make everything cluttered.
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
698
Also, posting my favorite bits of dialogue from the game.

ts5QVkp.jpg
URfeEvJ.jpg


When I felt those thick, manly fingers grasping my tiny hand I knew I had to do whatever he says.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
It's not difficult to identify the keys and keycards you know you'll no longer be using and file them away in the filing cabinet in your office, just in case you later realize you missed a door in the Coretech research facility or whatever.

Nevertheless, a separate "keychain bag" and "money bag" would be very welcome, possibly an "ammo bag" as well. Although you can filter categories, you can only view one category at a time.

This.
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
So i was wondering if a pure throwing build works and it gets to psi beetles ok then it just drops, throwing knives will not do enough damage at all through their damage resistance and while i know i could leave the newton quest i am set on this now, you can't use expertise as the wording is,

"Your non-critical firearm, crossbow and melee attacks deal additional mechanical damage equal to your level."

I think maybe if i redid it maxed chem/mechanics and bio you would have to make a ton of grenades early on for high DT people and use hit and run tactics or poison stacks and run, i will give it a break for a few hours and come back to it.
 

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