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Underrail: The Incline Awakens

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
What else should i add... maybe feat upgrades? Yes, and i'll call it "specializations". However, feats are already good. fuck, what should i do? Ooh, i've got an idea, what about nerfing them first?!

inception trailer sound

Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Some of the specs are great though. You take commando spec and now you can burst three times in a round with a chimera/huszar as long as you use adrenaline and kill something. Before Expedition only marauder/hornet could do that. I'm extremely happy that all four assault rifles are usable now (I mean marauder/huszar still kinda suck but whatever). That alone is enough to make specs totally worthwhile for me.

Better yet, you can burst three times every turn without using adrenaline, if you craft a 7.6mm hornet with a rapid reloader. Well, provided the first burst kills a target. Also, with a Bullet Strap Belt, you'll still have the AP to reload at the end of your turn.

Anyways, there's a lot of really powerful specs. Concentrated Fire will more than double the damage of a 7/9 shot burst, if all rounds hit and the feat is fully specc'd. Get ready for 600 damage non-crits at the end of a burst. Flurry spec nearly doubles the number of flurries you can attempt in a turn (7 vs 4 w/ 70 AP or 5 vs 3 w/ 50 AP once you've got max stacks). Etc.
 

Candide

Educated
Joined
May 11, 2018
Messages
69
Parabalus, Candide If you need a Black Sea map for the wiki, feel free to use mine.
Here, I've made an updated version. It should include every location (visible on the map). Plus, I have marked locations with hostile natives and pirates by "N" and "P" respectively.
sA2eXac.png
And below, an empty version, without any markers, just in case:
ECsqlCV.png
I hope I did not miss anything.

BTW. I'll ask again. Is there anything left to do after ending the expedition's main questline? I got the torch, and befriended a certain guy. But the monolyths are still a mystery to me. Every hostile pirate and native still lives BTW. With the exception of some shamans.
Good job! I've added the maps to the wiki, thank you.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
After visiting Joint security headquarters and returning back to Oldfield, for some reason I have a completed "go to abyssal station" quest in my journal. Is it a bug? How can I go to Abyssal station?
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
What else should i add... maybe feat upgrades? Yes, and i'll call it "specializations". However, feats are already good. fuck, what should i do? Ooh, i've got an idea, what about nerfing them first?!

inception trailer sound

Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Some of the specs are great though. You take commando spec and now you can burst three times in a round with a chimera/huszar as long as you use adrenaline and kill something. Before Expedition only marauder/hornet could do that. I'm extremely happy that all four assault rifles are usable now (I mean marauder/huszar still kinda suck but whatever). That alone is enough to make specs totally worthwhile for me.

Better yet, you can burst three times every turn without using adrenaline, if you craft a 7.6mm hornet with a rapid reloader. Well, provided the first burst kills a target. Also, with a Bullet Strap Belt, you'll still have the AP to reload at the end of your turn.

Anyways, there's a lot of really powerful specs. Concentrated Fire will more than double the damage of a 7/9 shot burst, if all rounds hit and the feat is fully specc'd. Get ready for 600 damage non-crits at the end of a burst. Flurry spec nearly doubles the number of flurries you can attempt in a turn (7 vs 4 w/ 70 AP or 5 vs 3 w/ 50 AP once you've got max stacks). Etc.

Spoiler alert.
AR builds are probably the most powerful builds after Psi builds.
Burst = Rapidly fires five bullets with reduced precision. Full-auto (lvl6) adds 2 more rounds to a Burst. Just think about it: 7 bullets for the cost of 3.
Chimera 9mm + Rapid Reloader = 13 AP per shot
Adrenaline + Temporal Contraction = 92 AP for first 3 rounds
Suppressive Fire (lvl1) + Full-Auto (lvl6) + Concentrated Fire(lvl10) + Commando (lvl14) = profit
The build is basically done at lvl 14. You are basically unstoppable (Tchort included). Everything else is just topping.
The only downside is that you have to carry a shit ton of ammo.

Pistol/SMG builds can be as powerful as AR builds because they profit from AP reduction at high DEX. Also pistols have their own version of Burst (3 bullets instead of 5).
Theoretically Snipers should be the superior choice and they are doing more damage per shot but that means that Snipers are basically wasting more damage with fewer shots.
Unfortunately these builds feel like shit because Underrail is throwing hordes of enemies at you and that means mobility and more attacks are more important than apex damage per shot.

The real question is: Are shotguns more efficient than ARs or not?
 
Last edited:

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
After visiting Joint security headquarters and returning back to Oldfield, for some reason I have a completed "go to abyssal station" quest in my journal. Is it a bug? How can I go to Abyssal station?

Looks like a bug. Page Dr. Styg
 
Joined
Jan 1, 2011
Messages
617
After visiting Joint security headquarters and returning back to Oldfield, for some reason I have a completed "go to abyssal station" quest in my journal. Is it a bug? How can I go to Abyssal station?
I got that too. It doesn't break the game or anything though. Just go check out the other places listed in the HQ computer like you would anyway.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,544
Location
Russia atchoum!
The real question is: Are shotguns more efficient than ARs or not?

Don't think they are, also you can easily eliminate 3 enemies in 1 burst with it.

But what I do know - Sixth Shell is second most powerful feat after Concentrated Fire, just count crazy damage increase from it.
Or maybe the first actually.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
The real question is: Are shotguns more efficient than ARs or not?

Don't think they are, also you can easily eliminate 3 enemies in 1 burst with it.

But what I do know - Sixth Shell is second most powerful feat after Concentrated Fire, just count crazy damage increase from it.
Or maybe the first actually.

The difference is that they have to be somehow aligned for AR while for shotgun they just have to be inside the damage cone.

Also shotguns should require less ammo. I'm really curious about this.
 
Last edited:

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
There's a guy on the official forums who finished UR at lvl 8 on DOMINATING with ARs.

Better nerf quick tinkering again.

lvl6.

Edit: That thread made me depressed because theoretically it means that you can finish the game at lvl4-5 where the main difference is that each fight will be a slog (use traps everywhere, use gas grenades + doors and so on).

Then it shows that there is something wrong with the skill systems because AR lvl 6 can finish the game while the rest of the builds are basically insignificant by comparison.

The AR build is done at lvl 14 with Commando which means that the next 16 levels are pretty much pointless unless you invest in crafting.

You are joking but one possible solution is to increase Traps requirements for traps.
 
Last edited:

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
The real question is: Are shotguns more efficient than ARs or not?

I also think not, but to save on ammo and repair kits, shotguns are a nice backup weapon to have for certain fights. A vindicator or vagabond (I forgot which) can kill most enemies with one shell. But you do whiff sometimes because you're accuracy is ~80% and the damage spread is rather large. I don't think shotgun burst fire is all that useful except when you have 3-4 enemies bunched up.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,387
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
BTW. I'll ask again. Is there anything left to do after ending the expedition's main questline? I got the torch, and befriended a certain guy. But the monolyths are still a mystery to me. Every hostile pirate and native still lives BTW. With the exception of some shamans.
I'm pretty sure you're done quest line wise. You can go on a rampage and kill all the Natives + their chiefs. You get oddities from all of them. Fetid Marsh + Quarry are also explorable. Other than that, I haven't found anything.
 

oneself

Arcane
Shitposter
Joined
May 14, 2010
Messages
9,507
Location
A minority-white, multicultural hellscape
What else should i add... maybe feat upgrades? Yes, and i'll call it "specializations". However, feats are already good. fuck, what should i do? Ooh, i've got an idea, what about nerfing them first?!

inception trailer sound

Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Some of the specs are great though. You take commando spec and now you can burst three times in a round with a chimera/huszar as long as you use adrenaline and kill something. Before Expedition only marauder/hornet could do that. I'm extremely happy that all four assault rifles are usable now (I mean marauder/huszar still kinda suck but whatever). That alone is enough to make specs totally worthwhile for me.

Better yet, you can burst three times every turn without using adrenaline, if you craft a 7.6mm hornet with a rapid reloader. Well, provided the first burst kills a target. Also, with a Bullet Strap Belt, you'll still have the AP to reload at the end of your turn.

Anyways, there's a lot of really powerful specs. Concentrated Fire will more than double the damage of a 7/9 shot burst, if all rounds hit and the feat is fully specc'd. Get ready for 600 damage non-crits at the end of a burst. Flurry spec nearly doubles the number of flurries you can attempt in a turn (7 vs 4 w/ 70 AP or 5 vs 3 w/ 50 AP once you've got max stacks). Etc.

Spoiler alert.
AR builds are probably the most powerful builds after Psi builds.
Burst = Rapidly fires five bullets with reduced precision. Full-auto (lvl6) adds 2 more rounds to a Burst. Just think about it: 7 bullets for the cost of 3.
Chimera 9mm + Rapid Reloader = 13 AP per shot
Adrenaline + Temporal Contraction = 92 AP for first 3 rounds
Suppressive Fire (lvl1) + Full-Auto (lvl6) + Concentrated Fire(lvl10) + Commando (lvl14) = profit
The build is basically done at lvl 14. You are basically unstoppable (Tchort included). Everything else is just topping.
The only downside is that you have to carry a shit ton of ammo.

Pistol/SMG builds can be as powerful as AR builds because they profit from AP reduction at high DEX. Also pistols have their own version of Burst (3 bullets instead of 5).
Theoretically Snipers should be the superior choice and they are doing more damage per shot but that means that Snipers are basically wasting more damage with fewer shots.
Unfortunately these builds feel like shit because Underrail is throwing hordes of enemies at you and that means mobility and more attacks are more important than apex damage per shot.

The real question is: Are shotguns more efficient than ARs or not?

Is SMG build viable nowadays? I haven't played since QT 2 -> 5 nerf and I hear that in recent patches Burst no longer get any benefit from Smart Module, which was key to SMG builds. That and Expertise nerf.

It might just be a strictly worse AR build in most cases.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Is SMG build viable nowadays? I haven't played since QT 2 -> 5 nerf and I hear that in recent patches Burst no longer get any benefit from Smart Module, which was key to SMG builds. That and Expertise nerf.

I wasn't playing an SMG char but I did find a 176Q Jackrabbit frame which I turned it into a Silenced 5mm Tactical Jackrabbit. It dealt 13-23 damage per hit. Coupled with all the relevant damage feats (suppressive fire, opportunist, expertise), plus W2C rounds, a single burst was capable of killing one of the metal armor, 400-500 health Protectrate soldiers found in Fort Apogee. That said, (1) the Protectrate soldier's metal armor was probably not great and (2) I was level 30, so I can't say if the SMG is a reliable 1-burst kill on most enemies before then, and going from 1 to 2 bursts to kill matters a lot. Late enough in the game, SMGs are probably better against enemies with less than 500 health+shield and 50% damage resistance, since you get way more burst fires, but worse otherwise. Assuming you have a large enough stockpile of W2C rounds.
 
Last edited:

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
So, I finally got my upgraded jetski, cruised around outside Core City, very cool. Decide to get beyond the intro to Expedition; show up to the Crimson Meadow whatever center, I can't find an easy way in because I'm weak and non-agile. No worries, I'll go round.

Hives and locusts everywhere.

I actually don't want to play this 'avoid the locust' garbage.
 

Damianus_NT

Novice
Joined
Apr 12, 2016
Messages
25
Location
Holy Terra
I'm pretty sure you're done quest line wise. You can go on a rampage and kill all the Natives + their chiefs. You get oddities from all of them. Fetid Marsh + Quarry are also explorable. Other than that, I haven't found anything.
The Quarry is explorable? So far, I have thought that Citadel of Life and Viridescent Quarry are two locations that cannot be accessed in any way. Gonna look around one more time.
I have been avoiding the natives because I kinda hoped I can somehow make them neutral towards me. Seeing these poor tribal women (grandmas included) run away from you screaming... its fucked up. Both, leaving them alone (so they can burry their husbands and sons) or killing them as well (to spare them any further misery) make me feel really shitty.
Also...
I was wondering if there's a way to destroy the monoliths (I recall three: Abysal Station, Black Sea entrance and Natives' "serpent room")? The Eternal Torch can kill spawning spirits, but the monoliths seem indestructable.
 
Last edited:

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,387
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
The Quarry is explorable? So far, I have thought that Citadel of Life and Viridescent Quarry are two locations that cannot be accessed in any way. Gonna look around one more time.
The outside zone that you marked as Quarry on your map is what I mean.
I have been avoiding the natives because I kinda hoped I can somehow make them neutral towards me. Seeing these poor tribal women (grandmas included) run away from you screaming... its fucked up.
I must be a Psychopath because I massacared them all and then raped their corpses. Once you read the backstory on them, I would say genociding all of them is the smart and benevolent thing to do tbh.
I'm pretty sure you're done quest line wise. You can go on a rampage and kill all the Natives + their chiefs. You get oddities from all of them. Fetid Marsh + Quarry are also explorable. Other than that, I haven't found anything.
The Quarry is explorable? So far, I have thought that Citadel of Life and Viridescent Quarry are two locations that cannot be accessed in any way. Gonna look around one more time.
I have been avoiding the natives because I kinda hoped I can somehow make them neutral towards me. Seeing these poor tribal women (grandmas included) run away from you screaming... its fucked up. Both, leaving them alone (so they can burry their husbands and sons) or killing them as well (to spare them any further misery) make me feel really shitty.
Also...
I was wondering if there's a way to destroy the monoliths (I recall three: the underwater base, Black Sea entrance and Natives' "serpent room")? The Eternal Torch can kill spawning spirits, but the monoliths seem indestructable.
The monoliths are destructible. Just keep blasting them with the torch. And you can only destroy the abysall staiton one and the serpent room one. The black sea entrance one is not a monolith.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,785
Location
Roanoke, VA
Grab the Codex by the pussy
I used a q94 plate for this, since using the q154 plate only added 1% mechanical resistance.

I'm not sure what to use the q154 plate for. The choice is pretty much between a riot gear shield and a spear, but neither of those things are made that much more fantastic by super steel, especially when one considers that one carries multiple spears to work better with different feats. The best use of super steel has always been metal armor.

f0530776c1.png
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Is there a way to Abyssal station (L2) that doesn't involve triggering the pirates?

Yes, I believe so. You can reach LemCo through the Fetid Marsh. That's how I got there the first time. By complete accident, though. The path is not obvious at all.

There's an not very obvious corner that you can click on to climb. I think it's at K4. See the map that was posted on the previous page? I'm talking about the area to the left (west) of the Quarry. The middle left of that area, near the hive, is where you click. It will drop you down into a pit with a 5-6 Leper serpents so be ready. Once you've killed the serpents you can exit into the Quarry and be sure to check the loot containers while you're there. After that you just fight through some spiders and you should be able to make your way to L2.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,785
Location
Roanoke, VA
Grab the Codex by the pussy
I've been trying to catch a phantom jelly for the past fucking week, off and on, moving from area to area. The freezer in my house is pregnant with shitloads of fish.

Almost 1,000 hours in this game, and catching a fucking fish is what I have to ask for help with. I want to know where that piece of shit is confirmed to spawn.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Is there a way to Abyssal station (L2) that doesn't involve triggering the pirates?

Yes, I believe so. You can reach LemCo through the Fetid Marsh. That's how I got there the first time. By complete accident, though. The path is not obvious at all.

There's an not very obvious corner that you can click on to climb. I think it's at K4. See the map that was posted on the previous page? I'm talking about the area to the left (west) of the Quarry. The middle left of that area, near the hive, is where you click. It will drop you down into a pit with a 5-6 Leper serpents so be ready. Be sure to check the loot containers in the Quarry. After that you just fight through some Spiders and you should be able to make your way to L2.
swamp where you "jump" with 1AGL checks?
 

Ramnozack

Cipher
Patron
Joined
Jan 29, 2017
Messages
900
I've been trying to catch a phantom jelly for the past fucking week, off and on, moving from area to area. The freezer in my house is pregnant with shitloads of fish.

Almost 1,000 hours in this game, and catching a fucking fish is what I have to ask for help with. I want to know where that piece of shit is confirmed to spawn.
Lmao I caught a phantom jelly in that river north of the rail crossing train the first time I fished there. It was in the big cave area with the metal bridge
 

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