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Underrail: The Incline Awakens

Blaine

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MrBuzzKill Addendum to the above:

Eidein and the Tchortists claim that Tchort is an ancient, primordial creature, but I believe this is just a grandiose origin story that Tchort has created for itself. It may well incorporate primordial microorganisms and primitive creatures into itself, but in its current form I think it's about two decades old.
 

Blaine

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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.

Throwing knives are good for taking out weak creatures like rathounds or for poisoning lightly-armored enemies. Otherwise, despite the fact that Throwing skill increases their damage and there are several throwing knife-exclusive skills, they're relatively useless.

According to the Wiki, their mechanical damage at 200 Throwing skill is 40-100. That's actually not bad, but by the time you have 200 skill you could be doing far more damage with something else.
 

epeli

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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.

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.

There are many more answers hidden in the game.
Where you can encounter Six depends on your actions and timing. I think you can meet him before even finding out about Cornell at the earliest. One guaranteed (or so I think) spot to meet him is in the Institute's west wing.

I suspect you still have a lot to discover and I don't want to spoil the surprises. Try working for Abram in Junkyard and see where that eventually takes you.

ghostdog yeah, much of that stuff is there only because the inventory system hasn't been touched in ages. However, I think some quirks are deliberate design choices. Stay tuned.
 

Inf0mercial

Augur
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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.

Throwing knives are good for taking out weak creatures like rathounds or for poisoning lightly-armored enemies. Otherwise, despite the fact that Throwing skill increases their damage and there are several throwing knife-exclusive skills, they're relatively useless.

According to the Wiki, their mechanical damage at 200 Throwing skill is 40-100. That's actually not bad, but by the time you have 200 skill you could be doing far more damage with something else.
The reason i think it may be viable and not just a lesser crossbow build is,

Pinning "Your throwing knives have 35% chance to pin living targets to the ground for one turn."
Fatal Throw "Throwing Knives always critically hit against targets below 25% health. Killing a target with a knife throw will refund 18 action points."
Grenader "Reduces the cooldown of fragmentation, high explosive and incendiary grenades by 2 turns and special grenades by 3 turns."

Throwing req is 40 pinning 50 fatal and 30 grenader.

Frag nades followed by a flurry of throwing knives should be able to end most fights in a one turn.
High dex for 5 action points per knife and it could work.

Of course when i meet a robot all of this will become mute but that's what high explosives are for.
 

ghostdog

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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.
It would need 2 improved grenadier feats imo. One at 80 throwing skill where the cool downs are further reduced and one at, let's say 100 or even 120 skill, where you can spam the shit out of them. It would be a very fun build then.
 

Blaine

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Inf0mercial I've considered "throwing knife builds" myself in the past. At 5 AP per knife and once you've got a decent amount of skill (say 100 and around 20-50 damage per knife, so 35 average), it might work. However, targets with high mech resistance will give you serious grief.
 

ghostdog

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It would be also cool if you could make electrical or "shock" throwing knives, why not since you can already make shock bolts. They could be useful against high armored characters.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
Finished the game on hard. I had a build that used machine gun with critical chance.
Super easy fight in the end after completing the mutagen puzzle and unloading special ammo in Tchort
 

Blaine

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Spoilers!

I'm sure he does have direct access to Tchort. He only has to walk from Cytosene Outpost to the mutagen tanks, and presumably Tchort can open the gate using that biomass as a sort of musculature if it chooses to do so. The gate is Tchort's safety mechanism and shield.

It can be readily assumed that the Original Report contains untruths and leaves out important details. There's little doubt in my mind that the original Aiden did encounter Tchort, but that Tchort turned Aiden into a tool through which to harness the University and its resources. It's safer for Tchort if only Eidein has free access to his lair; can't have random Tchortists coming and going.

It's clear to me that Tchort cares nothing whatseover for the furtherance of humanity or survival on the surface (the cover story in the Original Report), and simply wishes to Borg more shit into itself, absorbing their powers, abilities, immunities, etc., until eventually it becomes akin to a god.

Of course, having a brainwashed and hoodwinked cult to stand guard (and perhaps just as importantly, worship it) behooves Tchort. Tchort is not a god, but it believes it is and does seem to have the potential to get pretty close to being one eventually, and that's its ultimate goal.
 

Shadenuat

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- There is fishing in this RPG :mad:

I was about to brofist, but then I saw this as a negative. :shittydog:
Fufufu, joke on you lady, I already has a brofist from the Crooked Bee!

Yeah, Corsair is shit.
I take it you either go for max bonus crit (150-175% is better than bonus average damage from weapon itself) or a build that can shoot rifle twice.
I use 12.7 Harbinger now. It's enough to do 500+ crits, although I still couldn't 1-shot Carnifex no matter what bullet I tried (traps had to finish the job).
 

Doctor Sbaitso

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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
Version 1.0.0.8
  • Creeping Dread and Eye of Spoiler debuff will now expire more quickly when you get out of the affected areas; this will also make a certain special feat more useful
  • Tweaked health and resistances of various DC creatures
  • Burrowers in front of Arke Power Plant will no longer respawn
  • Roman will no longer chicken out and disappear at the start of Junkyard battle
  • When you drop items, the loot bag will now be named "Stuff" instead of "Remains"
  • Added more explosives to certain merchants
  • Added bottles and dirty rags to some junkyard merchants
  • Made bottles more common when scavenging trash
  • Added more bolt triggers to some merchants
  • Increased the amount of military components at certain merchants (especially in the early game)
  • Buffed Balor's Hammer
  • Buffed the damage of mk2 and mk3 EMP grenades and mines
  • Plasma discharger and laser emitter component skill requirements mod changed to 1 (down from 1.25)
  • Persuading the mindreader in Rail Crossing to let Buzzer live will no longer negatively affect the player's score when talking to the Faceless in DC
  • Using the mutagen scanner now pauses the game
  • Certain named tchortling in Deep Caverns will no longer infinitely respawn
  • Fixed Mysterious Lady not appearing at the Core City metro station
  • Fixed Ola's dialogue tree bug
  • Fixed the medical locker in one of DC outposts
  • Lost Vault Trader's key now properly unlocks the footlocker in the shack behind him
  • Various minor map bugs
 

Goromorg

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I must say that Coretech questline is pretty horrible - one moment you defend bloody warehouse with a bunch of imbeciles who try to go hand-to-hand with sledgehammer guys, the next moment when this retards are dead, but mission is accomplished you report to your superior and the only possible replies are "Yes, sir. I'm feeling great, sir" and the like.
And, in addition to this, bloody bastard calls you "son":x
Styg should hire someone to write dialogues for the next (possible) game.
 

AW8

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Pillars of Eternity 2: Deadfire
Stuck on the final boss.

Or at least I assume Tchort is the final boss.

I combined mutagens to create Exitus-1 and fed it to Tchort, killing half his tentacles before the battle started. That didn't seem to make any difference to me though.

I play a sneaky character that uses traps, stun effects and attacking from afar to win battles. It's got me this far. But against self-regenerating, burrowing tentacles, most of it is rendered useless and I'm just a guy with a crossbow. My damage is not strong enough to counteract their regeneration. And I can just barely survive using my energy shield long enough to destroy one mutagen tank. And I probably need to destroy all tanks in order to kill them.

I can't recharge my shield or lay traps to deal with the Tchortlings in combat, and the tentacles never lose sight of me and let me leave the combat state. Even if I somehow manage to clear the Tchortlings, I don't see how could survive long enough to destroy the tanks and the tentacles.

Do the tentacles have any weaknesses, is there a faster way to destroy the tanks than shooting bolts and tossing HE grenades? I thought the biocide plot grenades could be useful but they only deal like 50 damage per round, which is rather useless.
 

Blaine

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Stuck on the final boss.

Or at least I assume Tchort is the final boss.

I combined mutagens to create Exitus-1 and fed it to Tchort, killing half his tentacles before the battle started. That didn't seem to make any difference to me though.

I play a sneaky character that uses traps, stun effects and attacking from afar to win battles. It's got me this far. But against self-regenerating, burrowing tentacles, most of it is rendered useless and I'm just a guy with a crossbow. My damage is not strong enough to counteract their regeneration. And I can just barely survive using my energy shield long enough to destroy one mutagen tank. And I probably need to destroy all tanks in order to kill them.

I can't recharge my shield or lay traps to deal with the Tchortlings in combat, and the tentacles never lose sight of me and let me leave the combat state. Even if I somehow manage to clear the Tchortlings, I don't see how could survive long enough to destroy the tanks and the tentacles.

Do the tentacles have any weaknesses, is there a faster way to destroy the tanks than shooting bolts and tossing HE grenades? I thought the biocide plot grenades could be useful but they only deal like 50 damage per round, which is rather useless.

I did it simply by standing on Tchort's platform, ignoring everything else (after the Mouth died), and hitting Tchort's eye repeatedly with nothing but Neural Overload (with Focus Booster, etc.). The tentacles regenerate after 2-3 rounds anyway, so I figured keeping the shield up and just tanking the damage was the way to go, chowing down on as many meds as I could, except Adrenaline since in this case it would do more harm than good. Try a Doctor's Pouch if you have one, Morphine and Aegis (if you can make Aegis), then a hypo (hopefully you've found one Super Hypo in DC if you can't make them yourself), etc.

It puzzles me that Styg saw fit to render stealth and traps largely or entirely useless in certain scenarios, including some of the most difficult battles in the game.
 

Eyestabber

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Why? The stats aren't much different from the other examples you posted, and the highest damage is better.

From the screenshots I posted you can tell that the average damage is roughly the same. 8.6 Reaper's 73-127 damage averages as 100 while Corsair's 54-157 damage averages as 105,5. The small advantage for the Corsair only happens because my character has Gun Nut, which benefits the maximum damage but not the minimum damage. And you're missing 25% extra damage on criticals. Considering how Aimed Shot is a guaranteed crit and an integral part of every sniper's alpha strike routine, it becomes evident that the only reason to use a Corsair frame is not finding a Reaper frame of the same quality. Also, you should take notice that the damage spread of the corsair is MUCH larger. I like my damage consistent. So...quality of frames being equal, I stand by my statement: Corsair IS cancer.

Yeah, Corsair is shit.

23780686514_54dee1d364_o.jpg
Ahn...yes? Not only the corsair part, but also the lack of a smart module. Smart improves the damage of both snipe and aimed shot by 50% so it's very hard to make a reasonable argument against it. The rifle in the screenshot also has an AP cost of 41, which means you can't fire it twice (unless you have blitz). So in the end, your rifle can't be fired twice AND lacks reliable one-shot capabilities. Not the choice I would make, that's for sure... :roll:
 

Zetor

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Stuck on the final boss.

Or at least I assume Tchort is the final boss.

I combined mutagens to create Exitus-1 and fed it to Tchort, killing half his tentacles before the battle started. That didn't seem to make any difference to me though.

I play a sneaky character that uses traps, stun effects and attacking from afar to win battles. It's got me this far. But against self-regenerating, burrowing tentacles, most of it is rendered useless and I'm just a guy with a crossbow. My damage is not strong enough to counteract their regeneration. And I can just barely survive using my energy shield long enough to destroy one mutagen tank. And I probably need to destroy all tanks in order to kill them.

I can't recharge my shield or lay traps to deal with the Tchortlings in combat, and the tentacles never lose sight of me and let me leave the combat state. Even if I somehow manage to clear the Tchortlings, I don't see how could survive long enough to destroy the tanks and the tentacles.

Do the tentacles have any weaknesses, is there a faster way to destroy the tanks than shooting bolts and tossing HE grenades? I thought the biocide plot grenades could be useful but they only deal like 50 damage per round, which is rather useless.
I just finished this earlier today... with the new patch it's actually quite reasonable to do as a stealther as long as you play to your strengths.
Bring 4 boxes of TNT (I only brought 3, but still managed -- I had to kill one of the tanks with regular crossbow shots while ducking in and out of a safe room). Enter in your stealth suit, don't turn on your shield yet. After the Mouth of Tchort gives his little spiel, stealth IMMEDIATELY and head to the right area. Plant a TNT next to the upper right tank, then head to the lower right one. After the boom, every enemy will move to investigate, that's your cue to drop the TNT on the lower right tank. The next part will be a bit tough, but essentially you want to cross all the way to the left and enter the little shack without getting attacked, while wearing at least a gas mask (otherwise the gas will hurt you bad, and you definitely don't want the +damage debuff on you at any point). Once there, close the door behind you to drop any suspicion for enemies, then head to one of the mutagen tanks on the left in stealth, drop TNT, run back to the room, close the door. Wait a few seconds so that enemies move to investigate the explosion, then the coast should be clear to go to the other tank, drop another bomb, and then run like hell (still stealthed!) to the safe room near the ladder you entered through. Enter the room, close door behind you, equip fire/shock bolts and fire grenades as well as your preferred combat suit (acid/bio resistance preferred, as well as high movement... I just used my stealth suit for this).

For the next bit, I suggest popamoling the nearest tentacle (break LOS by hiding in the house) and killing all the tchortlings that come visit (you can pre-trap the pathways to make this MUCH easier). Once at least one tentacle is dead, rush up to Tchort (don't forget to keep dropping quick tinkered bear traps on the path behind you to catch respawning 'lings), kill any tentacles that are alive... focus the thought control (psi) one first, because bilocation will fuck you up. After 3 tentacles are dead, you can just murder tchort with Aimed Shot, maxed shock bolts, and poison (if you have hypertox). With all 4 mutagen tanks destroyed, it takes a LONG time for them to respawn.

Oh yeah, it's probably obvious, but keep in mind that you can just exit combat if enemies can't get to you for 4+ turns. This'll give you an opportunity to freely re-equip, heal, recharge your NVG, re-stealth, etc. Also, DO use NVG during the shooty parts, otherwise your accuracy will suck.
I actually deviated from that 'strategy' quite a bit due to being under-prepared, and it still wasn't too bad. Remember, LOS is your friend, and even in the grim darkness of the post-apoc future only those with opposable thumbs can open doors!
 
Last edited:

Blaine

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That's cool. When I did it, I seemed unable to utilize stealth mode initially, not that it mattered since I was also a powerful wizard.

The minions waiting in the wings stayed there until the battle was over, presumably because Neural Overload is silent.
 

Zetor

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I think the minion that spawns right in front of you just has crazy high detection. In a stealth suit my char had 265 stealth (level 23) and could not stealth around it without getting detected, I had to immediately veer right and get out of its LOS. But even with lower stealth, you can probably just dash towards the little shack near the ladder and use it to break LOS / reset detection.

From a gameplay perspective it's a somewhat difficult stealth challenge (planning is more important than execution, and the only limitation is the increasing area-wide damage the final boss does to you), but nothing compared to shit like the burrower/TNT level in the Gauntlet.
 

ArchAngel

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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.
It would need 2 improved grenadier feats imo. One at 80 throwing skill where the cool downs are further reduced and one at, let's say 100 or even 120 skill, where you can spam the shit out of them. It would be a very fun build then.
No you don't. Get Utility belt and feat for equipping utility items for half cost (also gives +1 slots). Flashbangs and EMP grenades don't share cooldowns with damaging grenades. You can throw a damaging one and then flashbang/emp until cooldown goes down and use throwing knives to finish off one by one. Also getting Expose weakness can help although you will probably need to max Melee for that as well. Or get Traps as well and use Quick Tinkering.
 

ArchAngel

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I must say that Coretech questline is pretty horrible - one moment you defend bloody warehouse with a bunch of imbeciles who try to go hand-to-hand with sledgehammer guys, the next moment when this retards are dead, but mission is accomplished you report to your superior and the only possible replies are "Yes, sir. I'm feeling great, sir" and the like.
And, in addition to this, bloody bastard calls you "son":x
Styg should hire someone to write dialogues for the next (possible) game.
He did. Watch Matt Chat
 

Kem0sabe

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Mar 7, 2011
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Azores Islands
Underrail achievements are as shitty as Bethesda ones (maybe even worse). They're all in the "do something x times" category. Age of Decadence is the only game I know where achievements at least mean something.

Complete first quest as X class...

Kill X people or X person

Die X times

Complete X quest line

Theres a lot of interesting achievements in AoD, but also a lot of filler.
 

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