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Underrail: The Incline Awakens

Sensuki

Arcane
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New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Are there any plans to fix the mouse lag?

I plan on upgrading to a 165Hz+ screen this year and software cursor @ 60fps is going to be even more unplayable on that :(
 

Blaine

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Grab the Codex by the pussy
Yeah, I have a 144hz G-Sync monitor and the mouse lag is pretty noticeable, since it's as smooth as ice skating on the desktop/in other games.

Unplayable, though? The game's turn-based. Simmer down.
 

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
It's definitely not unplayable but still very annoying, particularly because it wasn't an issue at all in prerelease. A lot of the complaints about things being too hard to click and/or pixel hunting would probably disappear if the mouse was back to its 1:1 state.
 

Major_Blackhart

Codexia Lord Sodom
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Jersey for now
I don't check this thread in 3 weeks and it's 100 pages longer.
Fuck you guys, I love you all.
Plus, just bought it for a third time now. Installing and gonna play.
Will be buying this as well as a gift for a friend.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,595
I mined all the information I could out of
Dude
It was fun to read his comments with understanding now that I know the whole story (more or less).

One one question remains
Anyone found that hopper graveyard he was talking about?
 

Nines

Learned
Joined
Nov 16, 2015
Messages
230
Did you go to the Core city to gather info about Pierce previous job?
If you did, then check inventory list in morgue and tell Pasquale about the instrument of crime. Then talk with Lenox and with Tanner.

Talked with Pasquale. When he asked who did this I can only answer with "I need to investigate it further and keep your mouth shut".
Then I can talk with Lenox, tell him everything about Mordre, Spectres and Banishment. Quest solved.
After that there is no new options in Tanner's dialogue, and Lenox simply disappears, along with Mordre.

What kind of dialogue option there was suppose to be?

So I fought
Rathound King
with my 2nd char - Psi Monk
And destroyed him alone at lvl 12. Last char was crossbow stealth and he was only lvl 10 with oddity system and I explored a lot more with that character. That character had no chance to win this alone.
Well, I did it somehow with a crossbow stealth build, but preferred a non-bloodshed way in the end. :M
I don't remember my character's level, but I think I needed 24 points to the next one. Unfortunately, wiki says that it's 24 level, which is simply impossibru.
 

Blaine

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Grab the Codex by the pussy
Talked with Pasquale. When he asked who did this I can only answer with "I need to investigate it further and keep your mouth shut".
Then I can talk with Lenox, tell him everything about Mordre, Spectres and Banishment. Quest solved.
After that there is no new options in Tanner's dialogue, and Lenox simply disappears, along with Mordre.

What kind of dialogue option there was suppose to be?

That sounds about right to me, don't think there are any other options unless perhaps you have Pickpocketing.
 

Blaine

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You'll generally want to max crafting skills thusly if you hope to make the best (with a nod to efficiency) of available components:

  • Mechanics: 120 (for guns, crossbows, most armor, etc.; can reach nearly 150 with all pre-Deep Caverns buffs)
  • Electronics: 120 (for energy shield emitters, goggles, some weapon and armor components, etc.; same as Mechanics)
  • Chemistry: 120 (for chemical pistols et al.; same as Mechanics), otherwise 66 for mines, 98 for grenades (too fiddly to mess with Junkyard Surprise each time, crafting station buffs only)
  • Biology: 130 if you want to manufacture DC medicines, otherwise 70 for psi, 60 for non-psi
  • Tailoring 120 (same as Mechanics, for non-metal armor; can get away with significantly less for metal armor, say 90-ish)

If you want to craft the DC-exclusive meds while it matters, you need Biology to be the highest of all. You also need a bare minimum of 5 DEX, because otherwise you aren't allowed to succeed at fishing more than a fraction of the time, and all high-end meds need salmon juice in them for some reason (actual reason: mass-producing them is deterred because you'd have to stand around clicking your mouse on one spot for twenty hours to do so).
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
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!

That sounds like a plan. Unfortunately I have no TNT.

"But what about the 8 TNT charges on the shelf in the Faceless-controlled Warehouse Block?", you ask.

I uh... I may have... I may have used all of them on weak walls before I realized how the Jackhammer worked. :oops: Choices and consequences!

Maybe the Rassophore quartermaster sells them, I'll go have a look next time I play.

Also, exiting combat didn't work against the tentacles for some reason, as they can see me through the walls. They even unsuccessfully tried to use psionic attacks on me while I was hiding in a shack (with the door closed), although I don't think there was any animation other than the message above their heads.
Welp... there may still be a way to salvage the situation, though.
Instead of TNT, use HE mines (make sure the tank is in explosion range). Some of the tchortlings actually patrol near the tanks, so you can just put the mine in their way and then have them blow up the tank for you -- otherwise, you can use a grenade from just outside the safe room to trigger them. May need to stack 2-3 mines per tank, however.

Regarding getting out of combat: I was able to do it even with a tentacle aggroed, but maybe I just got lucky with their placement. Make sure the door is closed and you're passing 3 (4?) turns before they lose interest and you can hit end combat. If it still doesn't work, that sounds like a bug to me...
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
You'll generally want to max crafting skills thusly if you hope to make the best (with a nod to efficiency) of available components:

  • Mechanics: 120 (for guns, crossbows, most armor, etc.; can reach nearly 150 with all pre-Deep Caverns buffs)
  • Electronics: 120 (for energy shield emitters, goggles, some weapon and armor components, etc.; same as Mechanics)
  • Chemistry: 120 (for chemical pistols et al.; same as Mechanics), otherwise 66 for mines, 98 for grenades (too fiddly to mess with Junkyard Surprise each time, crafting station buffs only)
  • Biology: 130 if you want to manufacture DC medicines, otherwise 70 for psi, 60 for non-psi
  • Tailoring 120 (same as Mechanics, for non-metal armor; can get away with significantly less for metal armor, say 90-ish)

If you want to craft the DC-exclusive meds while it matters, you need Biology to be the highest of all. You also need a bare minimum of 5 DEX, because otherwise you aren't allowed to succeed at fishing more than a fraction of the time, and all high-end meds need salmon juice in them for some reason (actual reason: mass-producing them is deterred because you'd have to stand around clicking your mouse on one spot for twenty hours to do so).

5 dex with or without buff?
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
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.

Unless I misread, "it" is actually explained by

the Faceless Commander. He says Tchort is the creation of throwing the scientists (who created the Faceless) into the mutagen tanks.
 

Blaine

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Sykar According to other Codexers' experiences, 7+ DEX is the high water mark that guarantees good fishing results. You might be able to do decently with 6 DEX, meaning that if you have 4 DEX naturally, you could repeatedly use Junkyard Surprise until you receive a +2 DEX buff. This is annoying and somewhat expensive, though, and you can only buy 7 Junkyard Surprise per 90 minutes.

At 5 DEX and below, Codexers say that the success rate plummets and becomes miserable (my own experiences confirm this). Thus if your DEX is 3, even with Junkyard Surprise, fishing will be pure suffering for you. At best, you'll have a 20-25% success rate (though usually more like 12-15%), and the majority of those successes will be "junk fish" that only yield Blood rather than a rare Biology component.

The dramatic effect of DEX on fishing is a huge sore point for me. It should "help with" fishing, not inflict Hellish tedium on you if DEX happens to be your dump stat.

Unless I misread, "it" is actually explained by

the Faceless Commander. He says Tchort is the creation of throwing the scientists (who created the Faceless) into the mutagen tanks.

Interesting. They were neutral to me, so I wasn't privy to any of their knowledge.

That still fits in neatly with the rest of my guesswork.
 
Last edited:

Yoshiyyahu

Arcane
Patron
Joined
Mar 17, 2012
Messages
1,063
I don't see a point in the JHP bullets for SMGs, but the W2C ones are absolutely lethal. I've gone into DC with four 250 bullet stacks of them and they shred everything. The special bullets are pretty fun, but some seem alot more useful than others. I'm running a 5mm SMG and the shock bullets are alright; a small but reliable damage increase and cheap to craft. The biggest issue I have noticed is the inability to buy cases - I have to buy regular rounds and blast the fuck out of rocks for 15 minutes.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
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!

That sounds like a plan. Unfortunately I have no TNT.

"But what about the 8 TNT charges on the shelf in the Faceless-controlled Warehouse Block?", you ask.

I uh... I may have... I may have used all of them on weak walls before I realized how the Jackhammer worked. :oops: Choices and consequences!

Maybe the Rassophore quartermaster sells them, I'll go have a look next time I play.

Also, exiting combat didn't work against the tentacles for some reason, as they can see me through the walls. They even unsuccessfully tried to use psionic attacks on me while I was hiding in a shack (with the door closed), although I don't think there was any animation other than the message above their heads.
Welp... there may still be a way to salvage the situation, though.
Instead of TNT, use HE mines (make sure the tank is in explosion range). Some of the tchortlings actually patrol near the tanks, so you can just put the mine in their way and then have them blow up the tank for you -- otherwise, you can use a grenade from just outside the safe room to trigger them. May need to stack 2-3 mines per tank, however.

Regarding getting out of combat: I was able to do it even with a tentacle aggroed, but maybe I just got lucky with their placement. Make sure the door is closed and you're passing 3 (4?) turns before they lose interest and you can hit end combat. If it still doesn't work, that sounds like a bug to me...
Hiding in the room doesn't always seem to work. I was able to do it with a non-sneaky character before the update. After the most recent patch installed, combat mode never seemed to end in that room, even though I tried it with the same character, if the tentacles were really close by. After a few turns tchortlings scanners would come by and open the door anyway. Maybe it's supposed to be doable with only a sneaky character, I don't know. Btw, it took about 3 mk V grenades to destroy one tank, because they are hp-bloated, as well as fire and mechanical resistant, so I'm not sure HE mines can do enough damage.

There should be a few more TNT packs lying around, I think. You can also try if the old guy in the shack doesn't have any, though he trades only for food and medicines.
 
Last edited:

Nines

Learned
Joined
Nov 16, 2015
Messages
230
  • Mechanics: 120 (for guns, crossbows, most armor, etc.; can reach nearly 150 with all pre-Deep Caverns buffs)
  • Electronics: 120 (for energy shield emitters, goggles, some weapon and armor components, etc.; same as Mechanics)
  • Chemistry: 120 (for chemical pistols et al.; same as Mechanics), otherwise 66 for mines, 98 for grenades (too fiddly to mess with Junkyard Surprise each time, crafting station buffs only)
  • Biology: 130 if you want to manufacture DC medicines, otherwise 70 for psi, 60 for non-psi
  • Tailoring 120 (same as Mechanics, for non-metal armor; can get away with significantly less for metal armor, say 90-ish)
120 is it a boosted value? Build tool says you will have 150 in each crafting skill if you have 120 points with 7 Int.
What is the maximum skill requirement for Mechanics, Electronics and Tailoring?
 

Blaine

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Effective score, yes, the one in parenthesis one the character sheet that includes base attribute and synergy bonuses. The values I listed don't include the table/Junkyard Surprise bonuses; they're what you want to see on your character sheet without any buffs.

It's hard to say what the highest crafting skill requirements might be, because the highest-quality components exist as random loot in Deep Caverns. This is an issue because you have no access to your crafting stations down there (and the game is pretty close to over once you are able to leave), so you'd probably need to actually have 140-150 skill and bring Junkyard Surprise with you. I think component quality tops out at 160 in DC, much like Super Steel which tops out at 160.

It's not worth all the extra skill points to be able to use DC crafting components sans crafting tables, at least not in my opinion.
 
Last edited:

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
I don't see a point in the JHP bullets for SMGs, but the W2C ones are absolutely lethal. I've gone into DC with four 250 bullet stacks of them and they shred everything. The special bullets are pretty fun, but some seem alot more useful than others. I'm running a 5mm SMG and the shock bullets are alright; a small but reliable damage increase and cheap to craft. The biggest issue I have noticed is the inability to buy cases - I have to buy regular rounds and blast the fuck out of rocks for 15 minutes.

Now see, it seems to me that JHP bullets would be perfect for DC usage from an intuitive standpoint. Except critters and beasties in DC were originally given better "armor" than their sapient counterparts.

*sigh*
 

Nines

Learned
Joined
Nov 16, 2015
Messages
230
Thanks.

On a somewhat related note, is it worth spending points in Per above 12? I have 3 more points, so I can get 15 Per or, let's say, 10 Agi. I'm playing as a crossbowgimp.

On a completely unrelated note, JKK faction "trader" is a piss-poor fella. JKK - Never again.

:abyssgazer:
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Thanks.

On a somewhat related note, is it worth spending points in Per above 12? I have 3 more points, so I can get 15 Per or, let's say, 10 Agi. I'm playing as a crossbowgimp.

On a completely unrelated note, JKK faction "trader" is a piss-poor fella. JKK - Never again.

They are the only faction to reward you with a Cloaking Device which is otherwise unavailable to non-crafters (which I find insulting).
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
Hadn't had the time to speak about this yet, but -
the setting has a really big appeal for me.
I always wondered how an RPG be if it's environments were in modern buildings, IE subways, offices, malls.. This game is JUST that! And I love it, it appeals to me in the most basic form.

This correlation between reality and fantasy - It feels really awesome, how any mall or office building is one apocalypse away from being a dangerous, loot-filled dungeon.
 
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Nines

Learned
Joined
Nov 16, 2015
Messages
230
They are the only faction to reward you with a Cloaking Device which is otherwise unavailable to non-crafters (which I find insulting).
It's probably random, but
there is one device hidden in a room in JKK offices near the stairs to the second floor (very high lockpicking and stealth requirements).
It's a pretty good shit at level 15, especially if you're non-crafter (48 Stealth, 24 Evasion, 84 Energy. Cost 16k).
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
OH - and bug for epeli , Styg ...
pE2yKic.jpg

When in mall tilesets, and enemies are positioned behind doors like so, you can't target them directly. The mouse always "looks at" the door instead.

Perhaps you should make it so when you choose direct-target attacks, doors can't be highlighted?
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
OH - and bug for

When in mall tilesets, and enemies are positioned behind doors like so, you can't target them directly. The mouse always "looks at" the door instead.

Perhaps you should make it so when you choose direct-target attacks, doors can't be highlighted?

There's a lot of doors like that in the later game, you can usually get them with a pixel hunt in the interim.
 

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