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Underrail: The Incline Awakens

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Turns out Depot A is much harder when playing as a squishy melee character, rather than as a sniper with high-powered rifle loaded with armor-piercing rounds.
Any tips for getting a keycards from a room with two turrets and a bunch of sentry robots?

Hacking 60 and shutting them down is the easiest. Otherwise you have to find another way, they are devastating at that level without an energy shield.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Turns out Depot A is much harder when playing as a squishy melee character, rather than as a sniper with high-powered rifle loaded with armor-piercing rounds.
Any tips for getting a keycards from a room with two turrets and a bunch of sentry robots?
I remember sprinting past the turrets while using just about everything that boosts movement points, and sometimes a forcefield to help things along, stealth for the robots.
At worst you can just buy some EMP grenades.
i have EMP grenades, sprint, and a bunch of adrenaline shots - still getting swarmed by sentries and shot to death while blinded by their flashbangs.

Hacking 60 and shutting them down is the easiest. Otherwise you have to find another way, they are devastating at that level without an energy shield.
don't have hacking on by character :(
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,405
Turns out Depot A is much harder when playing as a squishy melee character, rather than as a sniper with high-powered rifle loaded with armor-piercing rounds.
Any tips for getting a keycards from a room with two turrets and a bunch of sentry robots?
I remember sprinting past the turrets while using just about everything that boosts movement points, and sometimes a forcefield to help things along, stealth for the robots.
At worst you can just buy some EMP grenades.
i have EMP grenades, sprint, and a bunch of adrenaline shots - still getting swarmed by sentries and shot to death while blinded by their flashbangs.

Hacking 60 and shutting them down is the easiest. Otherwise you have to find another way, they are devastating at that level without an energy shield.
don't have hacking on by character :(
What the heck, is that Dominating?

No stealth or vent shaft access? At worst you can break them open with a crowbar and strength boosters incl. adrenaline.
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,031
Location
harsh circumstances
Pathfinder: Wrath
Well it only took three restarts and 16+ levels, but my shotgun build finally came together and I stilled messed it up. Have to carry a SMG for long ranged enemies and throw lots of grenades. I also really wished I hadn't wasted points on evasion, should have sunk them into mercantile instead, ah well. Also should have invested in chemistry and mechanics a whole lot sooner for bigger booms.
 

Alphard

Guest
Ok guys, i started this game i and i'm liking it enough. I just left south station and fighting rathounds. I want to complete the psi guy quest of shooting an experimental bolt at a rathound, but i cant manage to use experimental bolts. I have tried putting special bolts in action bar, but they are colored red and unusable. Help?

Also i would know how viable is this build i created without knowing nothing about game : max gun weapons, hacking, ranged dodge and 10 point in melee dodge, psi tought control, tailoring. Everything else i didnt put points into. So no stealth, no pickpocketing, no merchantile, no persuasion, perception, lockpickingetc
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Turns out Depot A is much harder when playing as a squishy melee character, rather than as a sniper with high-powered rifle loaded with armor-piercing rounds.
Any tips for getting a keycards from a room with two turrets and a bunch of sentry robots?
I remember sprinting past the turrets while using just about everything that boosts movement points, and sometimes a forcefield to help things along, stealth for the robots.
At worst you can just buy some EMP grenades.
i have EMP grenades, sprint, and a bunch of adrenaline shots - still getting swarmed by sentries and shot to death while blinded by their flashbangs.

Hacking 60 and shutting them down is the easiest. Otherwise you have to find another way, they are devastating at that level without an energy shield.
don't have hacking on by character :(

There is an explosive barrel close to the entance to the two turrets and 2-3 sentries. If you can lure them there and pop the barrel it usually does a lot of damage to them.
 

Rinslin Merwind

Erudite
Joined
Nov 4, 2017
Messages
1,274
Location
Sea of Eventualities
Ok guys, i started this game i and i'm liking it enough. I just left south station and fighting rathounds. I want to complete the psi guy quest of shooting an experimental bolt at a rathound, but i cant manage to use experimental bolts. I have tried putting special bolts in action bar, but they are colored red and unusable. Help?

Also i would know how viable is this build i created without knowing nothing about game : max gun weapons, hacking, ranged dodge and 10 point in melee dodge, psi tought control, tailoring. Everything else i didnt put points into. So no stealth, no pickpocketing, no merchantile, no persuasion, perception, lockpickingetc
To shoot bolts you need to equip crossbow and use bolts from utility slot.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
No stealth or vent shaft access? At worst you can break them open with a crowbar and strength boosters incl. adrenaline.
yes, i can sneak, and yes i can use vents. Problem is - sentries are getting aggro immediately as I drop out of the shaft.

What the heck, is that Dominating?
no, i'm not ballsy enough to play on dominating. It's merely Normal, and my build sucks. Tried to be a swordsman, a stealthy rogue and a psionic simultaneously, spread myself too thin.
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,031
Location
harsh circumstances
Pathfinder: Wrath
yes, i can sneak, and yes i can use vents. Problem is - sentries are getting aggro immediately as I drop out of the shaft.

There's a couple of chokepoints down there where you can abuse doors and dumb AI and eventually they should stop looking for you.
 

razvedchiki

Magister
Joined
May 25, 2015
Messages
4,319
Location
on the back of a T34.
I'll honestly say I'm somewhat underwhelmed with machetes and especially flurry. I think it works out fine in theory but in practice anything below 85% to hit tends to fuck you over much sooner rather than later. God forbid you have 50% chance to hit on something, then you are well and truly fucked, don't even attempt to flurry, it's not worth it. Well, or savescum for it to work. As it turns out though, more difficult enemies tend to give you a lower chance to hit, and when (not if, when) your flurry fails, you are stuck next to a dangerous enemy in melee range. You're not very much in a position to escape. I'm not sure whether I'll abandon the build yet, but for now my impression is flurry/machetes are only effective for someone who is willing to savescum their way through everything, or they might only really work if you also have a reliable way to keep consistently stunning enemies, raising your chance to hit them.

Also, about parry/riposte, which I haven't tested yet, 2 feats is severely expensive. I'm guessing for now it might not really be worth it and there will always be dozens of other things you can do with 2 feats instead of taking parry/riposte.

With good dodge and parry you will be almost invurable against melee mech dmg,riposte is just the cherry on top as it nets you another free attack.
there is also a unique machete that adds 2 additional riposte attacks.

Also you need either flashbangs to enable flurry or a good exit strategy via sprint.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
Coretech shop with high mercantile or the electronics guy in the Institute are probably the best options.

After seeing a bunch of these comments, it's finally clicked in my brain: Styg decided to tie the availability of non-garbage components to Mercantile since I last played.

That's yet more skill points tied up into getting the good crafting stuff (component availability won't do you any good without the crafting skills to use them), elevating tin can/assault rifle guy and other non-skill-intensive builds to an even higher level of dominance than they enjoyed before.

What kind of fucking mess have you people been making of this game while I wasn't looking?
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,031
Location
harsh circumstances
Pathfinder: Wrath
Really makes me wish I could swap my evasion for mercantile, I'd keep dodge for uncanny dodge, saved my ass more times than I can count. I also seem to be getting along much better with a precision built shotgun rather than a short barreled. How much perception do you need to sink into this thing to really make it viable?
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Styg decided to tie the availability of non-garbage components to Mercantile since I last played.
Not really. All mercantile does is increase the frequency of good components being offered for sale, so you might end up with something better a bit sooner.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
Not really. All mercantile does is increase the frequency of good components being offered for sale, so you might end up with something better a bit sooner.

Fair enough, but has the default frequency of good components been left more-or-less the same as it was before this change to Mercantile, or was it reduced?
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
but has the default frequency of good components been left more-or-less the same as it was before this change to Mercantile, or was it reduced?
It's the same as always, if not elevated with Expedition installed.

Mercantile has other perks besides more fequent crafting components. It allows you to buy some stuff that is otherwise crafting-only, or at least very limited or found later in the game. Things like MK IV nades, MK II incendiaries and EMPs, gas nades, special drugs, rare blueprints, etc. Things from all crafting categories, so overall investing in Mercantile can be cheaper if you only want a few specific things. That and discounts on jet skis, access to exclusive jet ski parts, and overall moar money for super steel and such. Which is especially useful now that there are selling price modifiers depending on the difficulty setting.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
I remember meeting Wyatt in Depot A on my first playthrough, but this time I can't access his shed because of 95 level lock (which i can't open since my level is only 7).
Did something was changed with patches, or there was another way to meet him and I simply forgot?

edit. yeah, there was a key on one of muties i've skipped.
 
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Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
Really makes me wish I could swap my evasion for mercantile, I'd keep dodge for uncanny dodge, saved my ass more times than I can count. I also seem to be getting along much better with a precision built shotgun rather than a short barreled. How much perception do you need to sink into this thing to really make it viable?

The skill point drain of running Dodge and Evasion together is a major issue—perhaps even the single most aggravating issue—with Underrail's character-building. It's been a good long while (about four years) since I've run a character with them, but I too remember wishing that I'd invested skill points elsewhere.

I'm impressed that you're running shotguns with light/medium armor. I'd probably go straight for a tin can.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
Alright, boys, I'm stuck with Dude's extended quest.

I figured out the riddle with the code, and I completed the Juice and am now in the Slavic fortress. How the fuck do I get out? I managed to steal some officers clothes so I can walk around pretty much unmolested for the most part, but I can't find the mineral oil he wants. Do I have to kill everyone? Is there a way to do this passively?

Thanks.
In the second screen the one that have stairs for the second floor,on the right side of it there is big doors that could hack or get the key card from the second floor,after you unlock them there is a warehouse like room and in the upper right corner there is a box with gun lubricant/oil or something similar,take it back to dude.


Did anyone solve the music puzzle??? the code will be appreciated.
Is there anyway to get the card from the guys desk without him noticing? Or do I have to kill him? And are you talking about the doors that say schtaub?
If you still haven't finish it. Use vents!

So from where you start you take the left vent,you get soldier uniform from the room next on you to the left,the opened locker. After that you go in the next screen,to the left of you is the way to the warehouse with the oil,if you have the hacking skills,a little bit up there is stairs to the second floor. You will have free rain on the first floor if you have some presuasion and the uniform. On the second floor you will be kicked out. Once you go to the second floor there is a ventilation shaft to the left of you,you take it and go to the upper right part of the level,it end on the end of a corridor,after you get out there is a door on the left,in the office there is a card on the desk and officer uniform in the wardrobe.After that you go get the oil from the box in the upper right corner of the warehouse. Have in mind that the warehouse is another screen/level/grid and not just a room.
 

Jezal_k23

Guest
I might join the Dodge/Evasion regret club. I've been running Dodge but not Evasion, and I too am starting to think those points should've gone toward mercantile or crafting.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
So, after killing out-of-the-way patrolling guard with traps in the Junkyard while completely cloaked during the entire time, all Black Eel Thugs have inexplicably gone hostile for seemingly no reason whatsoever. This time I didn't even use silenced weapons. Since there was no indication of this and the others in the area didn't react at all (being commoners or scrappers, who also didn't see or hear the killing anyway), I've lost over ~4 hours of playtime.

Game confirmed genuine shit. 3/10 do not buy.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
So, after killing out-of-the-way patrolling guard with traps in the Junkyard while completely cloaked during the entire time, all Black Eel Thugs have inexplicably gone hostile for seemingly no reason whatsoever. This time I didn't even use silenced weapons. Since there was no indication of this and the others in the area didn't react at all (being commoners or scrappers, who also didn't see or hear the killing anyway), I've lost over ~4 hours of playtime.

Game confirmed genuine shit. 3/10 do not buy.

Junkyard is a controlled zone. The game explicitly tells you that any trap that damages or kills opponents WILL be tracked back to you. There is a symbol on the right side of the screen under the options symbol telling you whether you are in a controlled zone or not.
You can kill people quietly without traps though. For example to skip paying that dipshit when I do not yet have sufficient intimidate or persuasion skill on the map where Kathrine the electronics merchant is I go into the adjacent hut and muderize the gangbanger in there quietly with TC, then leave through the northern door. Why? Because I for sure won't pay a single charon to that dipshit.
Seems to me that the game is not shit, just you were either too lazy or too stupid to read.
 
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