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Underrail: The Incline Awakens

Eyestabber

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What the flying fuck? [Protectorate]

Last quest of the Protectorate questline. I use the gas and go up the ladders. Only to realize I'll have to face the entire Free Drones base?! Wtf!? Aren't they supposed to become mutants or something? If I'm supposed to shoot them all in the face, then why bother with the fucking gas in the first place?!

EDIT: Oh, nevermind. Just sit tight and wait. And skip turn several times.
 

Alfons

Prophet
Joined
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Found something pretty cool.
jBfz6s7.png

Nice touch.
 

Makagulfazel

Educated
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Sep 14, 2012
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80
So... Anyone find out how to reverse Psi Empathy? I never noticed the drop in health until someone else mentioned it. I will simply take it as punishment for playing on Normal this time. At least this time I chose to throw in traps with this build, making combat against multiple targets quite a bit easier.
Wouldn't mind Persuasion being rewarded a bit better by adding more instances in which it was checked or even more simply by adding a feat that allows you to sell a greater number of items at merchants.
 

Blaine

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So... Anyone find out how to reverse Psi Empathy? I never noticed the drop in health until someone else mentioned it. I will simply take it as punishment for playing on Normal this time. At least this time I chose to throw in traps with this build, making combat against multiple targets quite a bit easier.

With a mere 25-point investment in Psychokinesis, you can get the useful Force Field psi. It's tactically handy and totally non-reliant on skill for its effect. You can grab Telekinetic Punch too, but don't expect the stun to work every often. Disruptive Field requires 40 Psychokinesis and reduces the enemy's chance to hit with ranged and thrown weapons by a fixed percentage based on skill; even if only 25-30%, still useful. Finally, Electrokinetic Imprint requires 40 Psychokinesis and I suspect its stunning component may be independent of skill (in general, more skill = less chance for enemies to resist), but I'm not sure.

Psychokinesis is the only way to dabble a bit in psi; everything else is hamstrung without high skill and good WIL.

Wouldn't mind Persuasion being rewarded a bit better by adding more instances in which it was checked or even more simply by adding a feat that allows you to sell a greater number of items at merchants.

http://www.underrail.com/wiki/index.php?title=Salesman
 

Nines

Learned
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Snooping only helps with finding concealed doors and so on, and has no effect on Detection or finding traps.
Yep, I'm interested in how much perception character will need early on to detect "special" places. I'm going to leave perception at 5, still not sure about snooping.

Also, about crafting. These 5 skills, are they equivalent in terms of usefulness? Or there are less/more useful crafting skills?
 

epeli

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Psychokinesis is the only way to dabble a bit in psi; everything else is hamstrung without high skill and good WIL.

A bit of Metathermics is also handy. Cryostasis and Cryogenic Induction feat can also be used to good effect with only their minimal skill requirements, 35 and 50.
 

Blaine

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Also, about crafting. These 5 skills, are they equivalent in terms of usefulness? Or there are less/more useful crafting skills?

Ah, crafting skills. They're great, and yet annoying at the same time because the game practically begs you to have all of them.

The most skip-able crafting skills are Biology and Chemistry (unless you use Traps or Throwing, in which case Chemistry is practically mandatory for quality of life). Biology allows you to process heavy creature organs into lightweight chemicals, which can then be turned into useful stims and drugs that are rarely (or never) found and are quite expensive at merchants (if they're sold at merchants at all).

Chemistry is also used for chemical pistols, and both Chemistry and Biology do slip into the creation of a few armor types as well, but nothing showstopping.

Tailoring, Mechanics, and Electronics are all more-or-less equally useful and you will need all three if you expect to craft a full set of gear for any type of character. If you skip one, you'll miss out on being able to craft a thing or two; for example, if you skip Electronics you won't be able to build your own shield generators, shock melee weapons, or armor with powered components. For a gun-wielding heavy armor character, Electronics is the most skip-able because guns aren't electronic (unlike melee weapons, for which you'll need electroshock generators to get the most out of them). Heavy armor requires a fabric lining, and thus Tailoring... yet most heavy armor characters also need Throwing for versatility, and so they need Chemistry.

Mechanics and Tailoring are by far the most profitable. Note however that it's entirely possible to get by with no crafting skills, but the best of every kind of item (particularly customized to your liking) are only available through crafting.

In other words, the crafting skills have their tentacles inside of each other's crevices. It's very Tchortian.
 
Last edited:

Nines

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In other words, the crafting skills have their tentacles inside of each other's crevices. It's very Tchortian.
Thanks, haven't thought about that. Now I just need to find a balance between combat, sneaking and crafting skills.
 

Blaine

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A bit of Metathermics is also handy. Cryostasis and Cryogenic Induction feat can also be used to good effect with only their minimal skill requirements, 35 and 50.

Speaking of which, Cryokinesis' movement point debuff should also be independent of skill, and Pyrokinesis can, if nothing else, be used to blow up mines at a distance.
 

Fry

Arcane
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Aug 29, 2013
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Tailoring

I've ignored this so far, and it's biting me on the ass. Hate to commit skill points at this stage, but not being able to make decent armor is becoming a problem.
 

hell bovine

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Styg can now expect angry posts about how there are more than 2 genders and how the game lacks gamepad support.

Also, there are 52 male portraits but only 24 female portraits (somewhere around there), and your character has to be white.

In fact, I've already seen complaints about this on Steam. The skin color bit may be a fair point, since I think a simple detailed palette swap should suffice given the resolution of the sprites, but then again who gives a shit?
It's a bit like the lack of female gnome avatars in Baldur's Gate. I never could bring myself to play one, because watching Jan Jansen run around on the screen was just a bit too annoying to overlook. Might not matter to others, might matter to some players. Considering that NPCs already have proper skin tones reflecting their portraits, why not make it so for player-created characters? Shouldn't be that difficult.
 

Wolfe

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Anyone played around with Recklessness? Is the trade-off worth it?
 

Blaine

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It's a bit like the lack of female gnome avatars in Baldur's Gate. I never could bring myself to play one, because watching Jan Jansen run around on the screen was just a bit too annoying to overlook. Might not matter to others, might matter to some players. Considering that NPCs already have proper skin tones reflecting their portraits, why not make it so for player-created characters? Shouldn't be that difficult.

The issue is that palette swap or no, you need a whole other player character model wearing all the armor, performing all the animations, etc., and from many different angles. You can't just "project a darker tone" onto the same model's textures, as far as I'm aware.

Why this is a significant issue isn't clear to me, but doing computer codey things sometimes isn't as straightforward as it may seem. When game developers hear "shouldn't be that difficult" etc., they probably inwardly roll their eyes.

I suspect that each individual frame of each angle of every sprite animation, with all the armor types, would need to be recolored carefully and consistently. The player character is able to use armor types and animations that NPCs with darker skin tones (or different body types/unique clothing) simply don't use. You don't notice it, but they're somewhat limited in what they wear and what they can do.
 
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Also, about crafting. These 5 skills, are they equivalent in terms of usefulness? Or there are less/more useful crafting skills?

Ah, crafting skills. They're great, and yet annoying at the same time because the game practically begs you to have all of them.

The most skip-able crafting skills are Biology and Chemistry (unless you use Traps or Throwing, in which case Chemistry is practically mandatory for quality of life). Biology allows you to process heavy creature organs into lightweight chemicals, which can then be turned into useful stims and drugs that are rarely (or never) found and are quite expensive at merchants (if they're sold at merchants at all).

Chemistry is also used for chemical pistols, and both Chemistry and Biology do slip into the creation of a few armor types as well, but nothing showstopping.

Tailoring, Mechanics, and Electronics are all more-or-less equally useful and you will need all three if you expect to craft a full set of gear for any type of character. If you skip one, you'll miss out on being able to craft a thing or two; for example, if you skip Electronics you won't be able to build your own shield generators, shock melee weapons, or armor with powered components. For a gun-wielding heavy armor character, Electronics is the most skip-able because guns aren't electronic (unlike melee weapons, for which you'll need electroshock generators to get the most out of them). Heavy armor requires a fabric lining, and thus Tailoring... yet most heavy armor characters also need Throwing for versatility, and so they need Chemistry.

Mechanics and Tailoring are by far the most profitable. Note however that it's entirely possible to get by with no crafting skills, but the best of every kind of item (particularly customized to your liking) are only available through crafting.

In other words, the crafting skills have their tentacles inside of each other's crevices. It's very Tchortian.
I do think you can skip chemistry without many problems. Plenty of grenades/nets available for sale.

That's what the trade off is, basically. If you don't invest in something, you have to rely on the stores. Since grenades don't have quality, I think they make the most sense to pass on than the armor/weapon crafting ones.

I took biology and kind of regret it. I was thinking I'd make my own hypos, but that shit is such a pain and organs/mats are really heavy, so I gave that up in favor of buying them as well.
 

Blaine

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Grenades go up to MkIV or V (I forget what the upper limit is), same as most traps. The strongest tier of grenades and traps are never sold in stores or found as loot, and even the penultimate tier(s) are fairly uncommon.
 

Zdzisiu

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Anyone played around with Recklessness? Is the trade-off worth it?
I play with it most of the times. The trade-off isnt too bad, nothing that will make you screen in impotent anger or anything. You will probably even forget that you have the increased chance to be criticially hit.
 

Eyestabber

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What are the most useful technology skills?

Mechanics and tailoring, by a large margin. Electronics becomes equally good later on, but you can skip it early on. Biology and chemistry don't need to be maxed out, IMO. Maybe with a different build they might be more useful. Producing adrenalines, for example, require p. low investment, so spending too many points is a bit of a waste.
 

Lhynn

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How high should bio go? i want to be able to use top tier psi headbands stuff, but even then it seems that more than 30 points would be overkill
 

Eyestabber

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Yeah...my opinion on bio is based on my build (traditional AR + Tactical vest commando). Maybe a psi user needs more bio.

MasterSmithFandango

Throwing is godly. If you have it already, traps is also pretty good. This is the first game I actually bothered with traps. They make those fights against several enemies much more manageable.
 
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Yeah...my opinion on bio is based on my build (traditional AR + Tactical vest commando). Maybe a psi user needs more bio.

MasterSmithFandango

Throwing is godly. If you have it already, traps is also pretty good. This is the first game I actually bothered with traps. They make those fights against several enemies much more manageable.
Yeah I already have throwing maxed. Just been doing bio out of habit.
 

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