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Underrail: The Incline Awakens

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
A winning combination against crawlers seems to be to just wait by the entrance/exit to the area, cover yourself in bear traps, throw out caltrops, and then call attention to yourself with a grenade, and then just set fire to fucking everything as soon as they get close.
 

Jezal_k23

Guest
Thoughts on latest hotfix? Changes for shotguns, looks like nothing for machetes, some spear changes.
 

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
Yeah, unlike in Fallout 1 & 2, in UR stealth is a gamechanger.
stealth in UR is lovely, but it is also a gamechanger in FO1 for sure - i should know, i have been tagging it in every play-through in the last ~10 years because it allows you to break almost any fight into a 1-on-1
 

PEACH

Arbiter
Joined
Jan 22, 2017
Messages
286
105e544da68227905662852f26ba3735.png


:dance:
 
Joined
Dec 1, 2015
Messages
246
Codex 2016 - The Age of Grimoire Bubbles In Memoria A Beautifully Desolate Campaign
I'm a bit stuck again in the flow of Expeditions quests. Please help?

I explored and completed the quest of the Lemurian Health Center. Now my only task is to explore the Joint Security Headquarters. The only problem is that its entrance is guarded by 4 plasma turrets, which I can't kill, by far. I've tried to go around the HQ to find another entrance, but to the west and east are only savages.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,390
Quick Tinkering got cucked even more. :lol:
This really needs to stop, it should just be gated behind higher stat requirements, not turned into a caricature of its former self and significantly changed many years after release while still inside of the same game.
Especially when this exists, costing less AP, with a smaller cooldown, and no actual trap item required https://www.underrail.com/wiki/index.php?title=Electrokinetic_Imprint

Train shot getting a buff is probably called for, except it's kinda nullified by the overall damage nerf? At least the shotguns are less "cartoony" now because of enhanced range, well, if you cared about that anyway.

Not sure about the spear nerfs, what is that about. You already have like 50-60% chance to hit unstunned enemies with a spear throw at maxed out throwing and light levels, unless you totally max out Per or Dex or some other annoying thing you don't particularily want to do in a heavy melee build.
 

Sundevil96

Educated
Joined
Feb 14, 2015
Messages
55
Patch Notes
https://underrail.com/forums/index.php?topic=1566.msg24306#msg24306

Version 1.1.0.12

Feats
  • Quick Tinkering - Setting traps while in combat will now cost 25 action points
  • [Expedition] Sixth Shell - will now also grant 10% (+2% per specialization) damage bonus per "shell count" buff stack; the final damage will not be changed
  • [Expedition] Spear Throw - Base damage changed to 125% (down from 150%) and damage per unit of range changed to 20% (down from 30%)
  • [Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)
Specializations
  • Added Quick Tinkering: Action Points specialization - Decreases action point cost of setting traps using quick tinkering by 5 for each specialization point. Can be taken 5 times.
  • [Expedition] Spear Throw: Action Points - Changed action point reduction to 3 per spec point (down from 5)
  • [Expedition] Spear Throw: Damage - Increased damage per range per spec point changed to 1% (down from 2%)
  • [Expedition] Continuum Ripple: Chance per spec point changed to 2% (down from 3%)
Items
  • Supersteel Sheet will now grant mechanical resistance and threshold bonus against all edge melee weapons; this will not be applied retroactively to already crafted/generated armors
  • [Expedition] Vehicle parts are now counted as "crafting" item for the purpose of inventory filtering
  • [Expedition] Shotgun damage reduced by 10% (both combat and regular)
  • [Expedition] Shotgun optimal ranged changed to 4 (up from 3) (both combat and regular)
  • [Expedition] 6p Shotgun Shell (Boarshot) - each pellet now does 15% of the nominal damage (up from 14%, even though the tooltip suggested it was 13% previously) and ignores 30% of the mechanical damage resistance (up from 25%)
  • [Expedition] 12p Shotgun Shell (Houndshot) - now ignores 55% of mechanical damage threshold (down from 65%) and no longer ignores any resistance (down from 10%)
  • [Expedition] 20p Shotgun Shell (Hoppershot) - now ignores 40% of mechanical damage threshold (down from 60%)
  • [Expedition] 3p Shotgun Shell (Trainshot) - each pellet now deal 25% of the nominal damage (up from 20%), ignores 80% of mechanical damage threshold (up from 75%) and 50% of mechanical damage resistance (up from 40%)
  • [Expedition] Shotguns are now perfectly balanced and there's no need to think about it further
Tweaks
  • [Expedition] Limited Temporal Increment no longer affects Fatal Throw and Commando "once per turn" rules
UI
  • Observable object cursor will now indicate if the observable has multiple lines to show (with three dots) so you don't miss out on it
Bugs
  • Fixed the discrepancy between stealth detection in turn-based and real-time mode; TB should now be much closer to RT one, especially when it comes to movement
  • Fixed the bug that caused NPCs to not try to escape fire while also feared
  • Fixed a bug that sometimes caused NPCs to pass their turn trying to reactive their empty energy shields
  • Splitting items will now accept input from the numpad
  • Fixed the bug that caused a lot of random loot containers to be reseeded on entering the area
  • Fixed the bug that caused a store to be mostly emptied out due to some new shipments
  • Updated some old barrels
  • Fixed Vera's infinite money glitch
  • Fixed Arda's mercantile check (it checked base value instead of modified)
  • [Expedition] Temporal Distortion will now properly break incapacitation/freeze
  • [Expedition] Fixed the bug that caused a shotgun attack to always be reported as a crit when only a single pellet hit the target
  • [Expedition] Fixed the bug that caused the combat shotgun currently being crafted to indicate it can burst as many shots as your current shotgun weapon if it's equipped
  • [Expedition] Fixed some dialogue branching issues after rescuing a certain important person and talking to them afterwards
  • [Expedition] Fixed being able to repeatedly report to Professor Oldfield about the Crimson Meadow Horticulture Center
  • [Expedition] Fixed Cruzer not appearing during the Rig mission report in a certain instance
  • [Expedition] Fixed the muties getting angry at the player too early for not delivering them the promised medications
  • [Expedition] Fixed a certain person not towing a certain vessel if told to do so over the navcom
  • [Expedition] Fixed a bug with the professor not following you in a certain instance
  • Various minor dialog and map fixes
 

Candide

Educated
Joined
May 11, 2018
Messages
69
Quick Tinkering got cucked even more. :lol:
This really needs to stop, it should just be gated behind higher stat requirements, not turned into a caricature of its former self and significantly changed many years after release while still inside of the same game.
I'm with you on this one. I'm glad I was able to experience QT in its former glory (QT and traps was one of my favorite mechanics in the game).
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Quick Tinkering got cucked even more. :lol:
This really needs to stop, it should just be gated behind higher stat requirements, not turned into a caricature of its former self and significantly changed many years after release while still inside of the same game.
Especially when this exists, costing less AP, with a smaller cooldown, and no actual trap item required https://www.underrail.com/wiki/index.php?title=Electrokinetic_Imprint

Train shot getting a buff is probably called for, except it's kinda nullified by the overall damage nerf? At least the shotguns are less "cartoony" now because of enhanced range, well, if you cared about that anyway.

Not sure about the spear nerfs, what is that about. You already have like 50-60% chance to hit unstunned enemies with a spear throw at maxed out throwing and light levels, unless you totally max out Per or Dex or some other annoying thing you don't particularily want to do in a heavy melee build.

God damnit I just rolled a dude with Quick Tinkering

That said, the changes (25AP for traps, -5 per specialisation) isn't too horrible. QT was incredibly good as a virtually AP-free way to disable / kill any single enemy in early game, and also change the flow of the fight entirely by creating chokepoints, especially for super-cheap bear traps. I think it remains a very powerful choice.
 

MediantSamuel

Arcane
Patron
Joined
Jan 14, 2016
Messages
628
Location
Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
God damnit I just rolled a dude with Quick Tinkering

That said, the changes (25AP for traps, -5 per specialisation) isn't too horrible. QT was incredibly good as a virtually AP-free way to disable / kill any single enemy in early game, and also change the flow of the fight entirely by creating chokepoints, especially for super-cheap bear traps. I think it remains a very powerful choice.

Yeah, you do have a point. I just remember the glory days of the 2 turn cooldown on it, which was way too strong, but fun.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,574
Location
Russia atchoum!
i hide in shadows well while waiting for everyone to die

is there specific steal threshold to meet?

My mistake, I thought you meant you have no stealth.

A winning combination against crawlers seems to be to just wait by the entrance/exit to the area, cover yourself in bear traps, throw out caltrops, and then call attention to yourself with a grenade, and then just set fire to fucking everything as soon as they get close.

That work too - I call it "the box". you eter in stealth area, and put trups around you. Though, it desn't really work well, if it isn't two lines of traps lol.
Good in theory, bad on practice.

Wait why is pickpocketing so important in Expeditions? I'm a thief myself but didn't find anything interesting to steal.
As I said it wa smy mistake. Also, pickpiceting much more interesting from roleplay point of view then lockpicking, and in Exp it do has some use.

Not sure about the spear nerfs, what is that about. You already have like 50-60% chance to hit unstunned enemies with a spear throw at maxed out throwing and light levels, unless you totally max out Per or Dex or some other annoying thing you don't particularily want to do in a heavy melee build.

I second all changes, except this - I sad I won't see all those sweet-sweet 4 R crits that was possible to get earlier. Or was it 6 R crits from Spear Tthrow?

As for QT - :yeah: it should be dealt liek that.
Finally, people will need to start to think, and be tacticool.
We will see more QT-less crossbowers, then just me.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
Not sure about the spear nerfs, what is that about. You already have like 50-60% chance to hit unstunned enemies with a spear throw at maxed out throwing and light levels, unless you totally max out Per or Dex or some other annoying thing you don't particularily want to do in a heavy melee build.

Honestly? You don't want to know.
That's just a knee-jerk reaction after Mindless, one of the expedition alpha testers, kept posting ~5k spear throw damage numbers.

So Styg went and nerfed everything vaguely related, even really weak specialization (fucking lol), but missed the actual cause. I thought he had grown up as a developer. Meh.

Granted, spear throwing could've used toning down, so the end result isn't too bad. But this change hurts average players with weak builds far more than Mindless-tier pros with extensive build optimization knowledge. ¯\_(ツ)_/¯

tl;dr: Nerfhammer miss.
 

Latro

Arcane
Joined
Jun 5, 2013
Messages
7,397
Location
Vita umbratilis
Anyway, game developers don't seem to know how shotguns actually work, and just copy what other game developers have been doing for several decades by theming them around stupidly short ranges, ludicrously huge cones of fire, and horrible penetration unless slugs are used, at which point they turn into shittier and more expensive high-caliber pistols.
true to real life shotgun is basically a shittier rifle.
Shotguns are great for close quarters
In ww1 the Germans got so butthurt over the Winchester Model 97 they tried to get it banned
so it's basically a rifle with shittier stats but without short range penalty.
you're meant to combo with it

just flashbang people and make sure you took opportunist/close barrel and everbody dies. if you're heavily armored enough and have a gas mask you could just gas them (and yourself) too. it feel like playing a spess mehreen, just wade in with some nade cover (both offensively and defensively) and 1 shot people.

I also got grenadier w/ temporal manip, and I can basically double flash anyone I need when I need. my only complaint is...well, I don't have any real complaints. just make sure you understand you need to be suitably tanky (juggernaut + full auto) and craft nades.
 
Last edited:

Jezal_k23

Guest
Not sure about the spear nerfs, what is that about. You already have like 50-60% chance to hit unstunned enemies with a spear throw at maxed out throwing and light levels, unless you totally max out Per or Dex or some other annoying thing you don't particularily want to do in a heavy melee build.

Honestly? You don't want to know.
That's just a knee-jerk reaction after Mindless, one of the expedition alpha testers, kept posting ~5k spear throw damage numbers.

So Styg went and nerfed everything vaguely related, even really weak specialization (fucking lol), but missed the actual cause. I thought he had grown up as a developer. Meh.

Granted, spear throwing could've used toning down, so the end result isn't too bad. But this change hurts average players with weak builds far more than Mindless-tier pros with extensive build optimization knowledge. ¯\_(ツ)_/¯

tl;dr: Nerfhammer miss.

Average, non-optimal Spear guy might be fucked. I guess if anything I'm glad machetes aren't any worse.

Also when you said he missed the cause, what do you think the solution to the problem really was?
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
jet skiis are way too expensive, im done with the dlc now, and never even experience any of the fast ones, cos they cost a fortune, basically impossible and weigh 5 tonnes.

wtf styg?

Spoiler about the ending:
Also, the dlc ends rather abruptly after completing the ACORN quest? am I missing something? pack my bags, but i cant do so. the game isnt progressing? something wrong?
I agree with you,just got the thing and the end was meh. Also the whole expansion does lack in quests,the whole expedition quest like is,just go and explore x and x dungeon. Another annoying thing i noticed is the ferryman,you spend like an hour waiting for him so you could tell him that you need him to do X. All that could have been done on the radio.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
Sure step to make acid puddles completely irrelevant, craft leather armor out of mutant dog leather to make acid stream from muties a non-issue.

No shit. This is my tenth or eleventh playthrough of Underrail. Thing is, the vendors may not have either the leather or the pre-made armor for sale, while the dogs may not drop leather for one or even two entire screens (happened to me). Furthermore, not everyone will necessarily take Tailoring.

Exploit doorways to deal with swarms. Finished junkyard at level 8 playing on Dominating, with a fair chunk of those skillpoints being spent on non-combat skills. For difficult fights, utilize molotovs and flashbangs for crowd control, and make liberal use of morphium and adrenaline. It really isn't that hard once you make all the acid a complete non-issue with the proper armor and perks - the only way they can hurt you is melee (and acid entangle, but that doesn't hurt all that much and rarely succeeds if you have high evasion), and there's a doorway to stunlock an enemy in on every map.

I have almost 900 hours in this game. There is literally nothing about the mechanics of which I'm unaware, unless it was altered or added since I last played.

Door-camping and spamming grenades is pretty much mandatory, yes (though again, not every build utilizes Throwing, meaning you'll be save-scumming more often than not without it), but you still haven't addressed the fact that low-level, low-PER builds will die in one hit from a mine in that area, even with food and goggles. Again we arrive in save-scumming territory.

I've always felt and continue to feel that Depot A requires far too much cheesing and corner-fagging for such an early area of the game.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
I'm a bit stuck again in the flow of Expeditions quests. Please help?

I explored and completed the quest of the Lemurian Health Center. Now my only task is to explore the Joint Security Headquarters. The only problem is that its entrance is guarded by 4 plasma turrets, which I can't kill, by far. I've tried to go around the HQ to find another entrance, but to the west and east are only savages.
I killed them one by one,came/landed from the east side. It hid in a place where they don't see me,then i popped in for a few shots and the get back in cover. The interior is pretty hard too,it have nagga robots and more cannons.
 

Jezal_k23

Guest
Why does all leather suck? Where do I find good leather?
 

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