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Underrail: The Incline Awakens

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,793
Had some success in deobfuscating Underrail, thought someone here might be interested.
Aw, got my hopes up for nothing. That's just decompiled, not deobfuscated.
That is deobfuscated, he's using dotfuscator.
There's no way to restore the symbol names, they're gone for good.
This is what most of the code looks like when it's obfuscated, across ~6500 files:
yj9T63T.png

this is what happens when the game designer is autistic about his choices

people will decompile, deobfuscate and rape his source code

Edit: Styg please show us on the doll where FUN touched you
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
Had some success in deobfuscating Underrail, thought someone here might be interested.
Aw, got my hopes up for nothing. That's just decompiled, not deobfuscated.
That is deobfuscated, he's using dotfuscator.
There's no way to restore the symbol names, they're gone for good.
This is what most of the code looks like when it's obfuscated, across ~6500 files:
yj9T63T.png

this is what happens when the game designer is autistic about his choices

people will decompile, deobfuscate and rape his source code

People can't mod your bad balance changes if you obfuscate enough
:fuuyeah:
 

hell bovine

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

Whoever invented those Locusts fuckers can feel proud. He is a first class sadist.

Even when I win against their hordes and manage to destroy their nests, usually parasitic infection kicks in and I die shortly after the combat.

Seriously, what the actual fuck? The game used to be difficult before, but it was never unfair. Now I feel like someone is taking a piss here.
Welcome to the club. What I don't get is how the locusts made it past beta testing. Did no one give negative feedback?!

A single encounter could be excused; one hive at the bottom of the tower would be a curiosity. But here you get multiple hives, which all spawn multiple identical enemy units, resulting in a zergling rush of epic proportions. Even if you can stealth you aren't spared unless you know how to approach the island without alerting a hive. Watch that action bar turn and turn, and turn...

People can't mod your bad balance changes if you obfuscate enough
:fuuyeah:
Styg is a Nosferatu. edit: a Malkavian. Now that would explain the design choices.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,550
Location
Russia atchoum!
And sometimes it's fun just for the challenge, which should always be the true appeal obviously.

True, it relieves you of your burden "I musht kill zhem for zheir EXSHPIRIENSHE POINTS".

But I think you’ll be caught during the hot wiring which doesn’t benefit from the Burglar feat.

Really? Try to report it, I think it will be fixed - Burglar isn't compeling feat on it's own, not telling about not affecting hotwiring jetski.

]take the parts out, buy it super cheap, then put the parts back in and sell it for more than it was worth and make bookoos of charons.

You can do that without lifting a finger - with just high enough Mercantile...

Don't click on these links if you don't want to be spoilered, it's mined data. You've been warned.
Had some success in deobfuscating Underrail, thought someone here might be interested.
Here's what I assume is all the possible endings: https://pastebin.com/kGHDKNXF
Here's what I assume is all the possible quest log updates: https://pastebin.com/xVx0R15T

Styg won't like this dude. Just as I don't like it.
THose who do this play different game than those who play actual Underrail to see that.
 
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jewboy

Arbiter
Joined
Mar 13, 2012
Messages
657
Location
Oumuamua
Personally I prefer ToEE or BG2 SCS or even Icewind Dale. Or Arx Fatalis. I once met a tranny who liked dota though. Never tried it myself.

Fucking cooldowns? Seriously? How can a game the dex likes so much be the kind with cooldowns? Is this an MMORPG or a console game? Any mods to remove the retarded cooldown mechanics?
 

Damianus_NT

Novice
Joined
Apr 12, 2016
Messages
25
Location
Holy Terra
I see that no one answered you this, and it seems you've missed some spoilers I and others put in previous pages, but here you go anyway:
If you pay attention to all the things in the Substation, especially those in the Special R&D Department, the natives are actually the descendants of the subislanders who were part of the Special R&D and killed a lot of people before storming out of the Substation, most likely under the influence and corruption of the Flottsormir, by way of the Shadowlith. I even vaguely remembered encountering a drawing of the natives rune somewhere in the Special R&D, the one you can see in Expedition wallpaper and also as oddities.
By these facts alone, the natives are an abomination and thus should be culled accordingly.

Hey, Black Angel. Actually, I did not miss the posts. When it comes to natives' origins, I pretty much assumed the same before, based on the data found in the DLC, but thought there may be some deep lore tm I was missing. Obviously, I really do appreciate all the info and input given in this thread. Without you guys, playing Underrail would not be as fun. :hug:

There's absolutely nothing wrong with purging the children of the unclean. After all, they're destined to grow up to be unclean themselves.
"Now go and smite Amalek, and utterly destroy all that they have, and spare them not; but slay both man and woman, infant and suckling, ox and sheep, camel and ass." - 1 Samuel, 15
Surely, you cannot assume the natives are irredeemable? Their ancestors were corrupted and driven by some malicious powers and the new generations are being indoctrinated and manipulated by the corrupted shaman caste. Yngwar is a great example example or a redemption path. I would like to believe that the natives can be saved! Sure, hunt down the shamans, destroy altars and monoliths... but spare the rest.
"Then Jesus said, "Father, forgive them, for they do not know what they are doing." - Luke 23:34

EDIT:
I have finished the whole game. Easily, one of the longest RPG playthroughts in my life (200 hours+), and definitely one of the better games I've recently played (Age of Decadence, also recommended by the Codex, was great too).
I am pleased with the ending slides. Everything went almost according to the plan and expectations. Gonna try another build after a longer break. Maybe on a new PC, so the location loading times won't be an issue anymore.
 
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Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Personally I prefer ToEE or BG2 SCS or even Icewind Dale. Or Arx Fatalis. I once met a tranny who liked dota though. Never tried it myself.

Fucking cooldowns? Seriously? How can a game the dex likes so much be the kind with cooldowns? Is this an MMORPG or a console game? Any mods to remove the retarded cooldown mechanics?

I have to say, that this is an interesting question. A few years ago, it was a Kodex Konsensus that cooldowns are degenerate and very rarely / never lead to good things.

It also seems clear, when you actually play it, that Underrail is an excellent game with superbly robust combat systems.

I still wouldn't recommend cooldowns to anybody, and in theory, maintain that they are not great design. But the question is what does Underrail do that makes cooldowns good, or at least makes their failings less relevant? Mechanically, nothing clever is done about them. They're your standard cooldowns. Being turn-based probably helps, since you usually can't just run around to pass the time. Perhaps the fact that most battles are decided within 5 turns helps?
 

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.
How the fuck else would you implement the combat system without cooldowns? Am I fucking missing something here?
 
Joined
Jan 1, 2011
Messages
617
I've save-scummed the goliaths already and only got around 60 quality, I was wondering if that was the ceiling or if there were higher level goliaths anywhere.
They're the same no matter where you go. Quality goes up to about 100, so you'll just have to keep trying.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,943
Location
Wandering the world randomly in search of maps
I've save-scummed the goliaths already and only got around 60 quality, I was wondering if that was the ceiling or if there were higher level goliaths anywhere.
They're the same no matter where you go. Quality goes up to about 100, so you'll just have to keep trying.

Booted up the game and the first one I kill gives me 96 quality. :kingcomrade:
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
How the fuck else would you implement the combat system without cooldowns? Am I fucking missing something here?

You may have missed out, but long has the Codex argued vociferously against cooldowns in general - arguably this happened during the long drought of real RPGs and the heyday of MMOs. Everywhere you looked it seemed like people were eschewing Vancian and other forms of cost management in favour of lazy cooldowns. The result was often a gameplay where you never need to think about whether to use or not use a given ability. Of course you'd use every ability, and you would spam the button as soon as the cooldown was over - why wouldn't you, there's no other cost. Especially in real-time games with many different abilities, you were like a monkey spamming every button the moment it became shiny again.

Underrail, obviously, avoids many of these problems; it's turn-based, it works on a relatively spartan AP/MP distribution, non-PSI characters usually have less than 10 or even less than 5 primary abilities to work with. Still, it's curious that UR has apparently made the Codex forget its loud protestations about cooldowns, without doing any major surgery on the mechanism.
 

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.
How the fuck else would you implement the combat system without cooldowns? Am I fucking missing something here?

You may have missed out, but long has the Codex argued vociferously against cooldowns in general - arguably this happened during the long drought of real RPGs and the heyday of MMOs. Everywhere you looked it seemed like people were eschewing Vancian and other forms of cost management in favour of lazy cooldowns. The result was often a gameplay where you never need to think about whether to use or not use a given ability. Of course you'd use every ability, and you would spam the button as soon as the cooldown was over - why wouldn't you, there's no other cost. Especially in real-time games with many different abilities, you were like a monkey spamming every button the moment it became shiny again.

Underrail, obviously, avoids many of these problems; it's turn-based, it works on a relatively spartan AP/MP distribution, non-PSI characters usually have less than 10 or even less than 5 primary abilities to work with. Still, it's curious that UR has apparently made the Codex forget its loud protestations about cooldowns, without doing any major surgery on the mechanism.
Probably because the issue isn't cooldowns but how they are implemented, and the Codex's autism lead to them failing to see as much.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,786
Location
Roanoke, VA
Grab the Codex by the pussy
Two days ago I discovered that the purge wasn't complete after all; one final village of savages remained, situated around the Boneyard, which I hadn't yet explored.

I can now confirm that the Sørmirbæren are completely extinct, aside from an angry ghost and one rather Codexian fellow living by himself in a cave.

Genocide is awfully hard work, but the rewards have been well worth it: My medicine stand is filled to the brim with the good stuff, my unique weapon collection has grown, and I'll never again be interrupted by a bleeping NavCom.

The Ferryman seems completely indifferent to the sudden mysterious disappearance of the natives. You might say he's philosophical about the whole thing.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
Those crabs hiding in the ground fucking startled the shit out of me. It is more of that loud sound effect that goes *BRAAAAAAK*

And the sfx setting is too loud.
The unburrowing sound gets played once for each crab, because all 5-6 crabs emerge simultaneously, the sound volume will be increased on most sound hardware.
It startles me too sometimes. The solution to this is to set the sound's max concurrent play count to 1 or 2.

How the fuck else would you implement the combat system without cooldowns? Am I fucking missing something here?

It's not that hard, just make it more resource-based.
I wouldn't try to redesign Underrail but if I was making such a game from scratch:
- combat consumables would be quite limited instead of having cooldowns, restoratives, grenades, etc (non-combat healing is still easy enough to acquire in emergencies)
- there would be a single resource that all the special abilities of all kinds feed from, with an associated stat
- equipment focused abilities could also drain item durability or even break them
- the "uber" abilities with 10 turn cooldowns would just exhaust or debuff the character in some way (they experimented with this in Underrail itself with Empowered Invocation, but unfortunately couldn't resist slapping a 10 turn cooldown on the ability as well)
- abilities with 1 turn cooldowns that are balanced around being used only once per turn because otherwise they'd be very strong (Point Shot!) would be marked as "turn ender" actions to avoid the cooldown, meaning they can only be used as the final action that ends a turn

Yes, you got me, I have actually been thinking about this stuff for a while.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
How the fuck else would you implement the combat system without cooldowns? Am I fucking missing something here?
The problem is that the current implemention of cooldowns is wonky, as shown by the two most overpowered builds: tin can with assault rifles and cave wizard. Burst is an unconditional attack with no cd in a setting where other builds have to work around cds on their abilities (cough, quick tinkering, cough). Except if they are cave wizards, who can just locus of control > mass enrage > go hide in a corner while the enemies all kill each other. What do cds matter if you don't need more than one loc to disable an entire enemy group, or can burst like there is no tomorrow?

Imo limiting the number of actions a user can perform in a turn not only by the action points, but also by action types would be better than cooldowns.
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
11,030
Location
Nottingham
Can we please change the title of the thread to something else?

"The Incline Awakens" just reminds me of the fuck-awful Force Awakens, and Underrail is WAY to good to be associated with any such dross, even in a thread title link.
 

Goromorg

Savant
Joined
Aug 23, 2015
Messages
278
Underrail: A Post Decline Role Playing Game
 
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