Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail: The Incline Awakens

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
So, throwing builds are really strong. This feels even easier than Psi. I was expecting the Arena fights to be a problem but Carnifex was taken out at level 18 without too much reliance on RNG. Just needed 3-4 decent prob rolls to go well. And this was without several items and feats that could have made it much easier. A lot of the fights I typically find hard (warehouse defense, shopping mall, the Beast) were really easy. Black Sea ruins have been hard but mostly because I don't want to use my MK III EMPs. Biggest problem is how often you need to run to shops. You'll never own a nice house with this build.
 

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.
So, throwing builds are really strong. This feels even easier than Psi. I was expecting the Arena fights to be a problem but Carnifex was taken out at level 18 without too much reliance on RNG. Just needed 3-4 decent prob rolls to go well. And this was without several items and feats that could have made it much easier. A lot of the fights I typically find hard (warehouse defense, shopping mall, the Beast) were really easy. Black Sea ruins have been hard but mostly because I don't want to use my MK III EMPs. Biggest problem is how often you need to run to shops. You'll never own a nice house with this build.
You serious man? I tried a throwing build and it basically devolved into a weaker version of my spear build, where I was playing almost entirely around spear throw. What difficulty are you on, care to post the build?
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
So, throwing builds are really strong. This feels even easier than Psi. I was expecting the Arena fights to be a problem but Carnifex was taken out at level 18 without too much reliance on RNG. Just needed 3-4 decent prob rolls to go well. And this was without several items and feats that could have made it much easier. A lot of the fights I typically find hard (warehouse defense, shopping mall, the Beast) were really easy. Black Sea ruins have been hard but mostly because I don't want to use my MK III EMPs. Biggest problem is how often you need to run to shops. You'll never own a nice house with this build.
You serious man? I tried a throwing build and it basically devolved into a weaker version of my spear build, where I was playing almost entirely around spear throw. What difficulty are you on, care to post the build?

Playing on Dominating. Here's the most important stuff:

- Using Temporal Manipulation to reduce grenade cooldown.
- Knowing the best merchants (coretech, pirates, constantine) and using mercantile to stockpile tons of MK III plasma grenades and MK V regular grenades. Lots of running to shops.
- Maxing dex, you pretty quicky get at least 30% crit chance on grenades. MK III plasmas do nearly 800 on a crit.
- Crawler poison throwing knives, flashbangs, caltrops, and temporal dilation keep tough enemies like Carnifex permanently rooted/stunned.
- Gas grenades for really tough fights.
- Vanishing Powder as plan b.

Usually fights works like this: throw frag grenade (usually MK III or MK IV will do), clean up with throwing knives (fatal throw + split spare), flashbang any that aren't dead, run in to cover and repeat next turn with temporal increment. Throw crawler poison caltrops if you need more control. Vanishing powder if the situation is really bad.
 
Last edited:

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
Can special encounters be triggered by just switching maps? or do I have to wait for a long time as well?

Edit:
I thought Cloaking Device would help me hide from cameras and robots but that doesn't seem to be the case, some robots can instantly see me no matter what, which kinda sucks.


Al Fabet is the best character in the game, he understands.
Edit:
I am doing Expedition and it kinda sucks. I guess I have a timer? so I am mostly doing the main quest and ignoring everything else and every place is just chuck full of combat only encounters and nothing else, really not enjoying it that much. the additions to it outside of the main quest was pretty fun, the Dude's quest was pretty funny and the reward was amazing.

I rescued the professor from the pirates with negotiations, one of them it said I can pass through their territories without restriction so I thought that was cool and didn't have to join them but apparently that's not how that works, I needed to join them in order to visit their port.

I can't find any of their leaders outside now so I am not able to join them, I can't visit their port unless I choose to massacre all of them which I really don't feel like doing on top of all the combat I have been doing in the ruins.
 
Last edited:

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Can special encounters be triggered by just switching maps? or do I have to wait for a long time as well?

Edit:
I thought Cloaking Device would help me hide from cameras and robots but that doesn't seem to be the case, some robots can instantly see me no matter what, which kinda sucks.


Al Fabet is the best character in the game, he understands.
Edit:
I am doing Expedition and it kinda sucks. I guess I have a timer? so I am mostly doing the main quest and ignoring everything else and every place is just chuck full of combat only encounters and nothing else, really not enjoying it that much. the additions to it outside of the main quest was pretty fun, the Dude's quest was pretty funny and the reward was amazing.

I rescued the professor from the pirates with negotiations, one of them it said I can pass through their territories without restriction so I thought that was cool and didn't have to join them but apparently that's not how that works, I needed to join them in order to visit their port.

I can't find any of their leaders outside now so I am not able to join them, I can't visit their port unless I choose to massacre all of them which I really don't feel like doing on top of all the combat I have been doing in the ruins.

Expedition has only one true timer, and it's after the DLC's main quest. Very vague spoiler provided, if you don't want to miss it.

There's a guy who wants to meet with you in a certain bar. He won't wait for you forever.

But you do have to respond to native raids often enough or the camp gets wiped (and they may go hostile to you for being absent). I guess that's a timer of sorts.

Yeah, it seems you can only get partial access to the pirate base through negotiations, but I don't think that is ever told to the player. I believe you can't join the pirates after having rescued the Prof and that it's a quest trigger rather than a timer.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
If any one is looking for an excuse to start another playthrough, there's a new early game quest that's pretty fun. I think it was added this week, since I've never seen it before, and it uses Expedition mechanics.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
If any one is looking for an excuse to start another playthrough, there's a new early game quest that's pretty fun. I think it was added this week, since I've never seen it before, and it uses Expedition mechanics.
Huh, might be one of the randomized quests, where did you find it? (Spoiler tag the answer I guess)
 

LJ40

Cipher
Joined
Jul 16, 2014
Messages
657
Location
Wizardry/Ultima/Goldbox
If any one is looking for an excuse to start another playthrough, there's a new early game quest that's pretty fun. I think it was added this week, since I've never seen it before, and it uses Expedition mechanics.
Huh, might be one of the randomized quests, where did you find it? (Spoiler tag the answer I guess)
Found this on Reddit:
Was watching FoxieBoxy's stream today and when she examined the woman's body in the surgeon's room at SGS it gave her a quest to find out what happened to her

Someone else said "several" low-level quests were added, but did not elaborate.

https://www.reddit.com/r/underrail/comments/ebls9h/new_quests/
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
If any one is looking for an excuse to start another playthrough, there's a new early game quest that's pretty fun. I think it was added this week, since I've never seen it before, and it uses Expedition mechanics.
Huh, might be one of the randomized quests, where did you find it? (Spoiler tag the answer I guess)

The starting dialogue event you can't miss. The area you need to go to is a little less obvious,

There's the map near the Junkyard where there's a guy who has been hurt by Burrowers in the upper-left corner. In the bottom-left corner, there's some lockers that can be looted. I noticed the wall was missing (blown up), and if you go through it, there's an entrance to a new zone.
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,320
Nenad
A lot of people say that Underrail is hard, sometimes even too hard. Did you plan to make a game like this, and do you think the games today are too easy?

Dejan
I don’t necessarily agree with the notion that Underrail is hard, and would say that it requires the player to be involved and pay attention. Once the player is familiarized with the game mechanics and weapons at hand, the game gets a lot easier.

Since the game expects the player to make the effort and pay attention, it can look too hard for new players.

When it comes to today’s games generally, I think we have a wide variety of games, thanks to digital distribution, especially when it comes to “niche” games. I think that people today have no problem, finding the games that they find hard or challenging.

You tell 'em.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
If any one is looking for an excuse to start another playthrough, there's a new early game quest that's pretty fun. I think it was added this week, since I've never seen it before, and it uses Expedition mechanics.
Huh, might be one of the randomized quests, where did you find it? (Spoiler tag the answer I guess)

The starting dialogue event you can't miss. The area you need to go to is a little less obvious,

There's the map near the Junkyard where there's a guy who has been hurt by Burrowers in the upper-left corner. In the bottom-left corner, there's some lockers that can be looted. I noticed the wall was missing (blown up), and if you go through it, there's an entrance to a new zone.

I always avoid that zone if I do not have the Doctor feat...
 

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
I hope they add an option to traverse the pirate town even if you don't join them, don't mind having to pay entry fee every time I pass thru their territory or something like they said but at least the option to do quest there will be great even if you don't join.

The old guy seems to be able to travel everywhere even to the natives with no problems so hopefully we are allowed to travel at least to the pirates places after negotiations and entry fees or something.

From what I understand there is a native that isn't hostile to me but I couldn't find him so far, is it possible to talk to the native even if I kill the native villages and stop the native attacks? or will he turn hostile if I attack his people.

I read that you can't do anything concerning the natives and that they will always stay hostile or something no matter what. That kinda sucks, since it seems they made several named native NPCs so not sure why made them just to kill them.
 
Last edited:

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe
Pirate base has awesome theme bre.

I hope that in the next expansion or sequel we will go to the land of cheeki breeki west underrail and we learn slavic alchemy. And i also hope that Styg will make it possible to make bulletproof riot shields (like WTF seriously, its a big chunk of metal that covers 2/3 of our body and it doesnt affect enemy hit chance) that can also be worn together with SMG.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,523
Finally got some time for expedition. Fucking locusts man! And that is after the hives are nerfed from what I hear.

I don't get how their damage is calculated. I've got this god-mode plate armor that protects me from most forms of mechanical damage but these guys are doing both mechanical and bio which does not make sense. The mechanical damage is absorbed but the bio applies fully.

Is this a bug? Burrower's spikes, for example, are also doing combined damage. But if you block the spike the bio damage does not apply because there was no penetration to apply the poison. From the sound and animation of locusts, it seems they too are shooting spikes but they completely bypass armor with their bio damage and basically do both damage types simultaneously. How does it work exactly?
 
Joined
Jan 1, 2011
Messages
617
Finally got some time for expedition. Fucking locusts man! And that is after the hives are nerfed from what I hear.

I don't get how their damage is calculated. I've got this god-mode plate armor that protects me from most forms of mechanical damage but these guys are doing both mechanical and bio which does not make sense. The mechanical damage is absorbed but the bio applies fully.

Is this a bug? Burrower's spikes, for example, are also doing combined damage. But if you block the spike the bio damage does not apply because there was no penetration to apply the poison. From the sound and animation of locusts, it seems they too are shooting spikes but they completely bypass armor with their bio damage and basically do both damage types simultaneously. How does it work exactly?
Burrower attack doesn't do two damage types, it does pure mechanical damage and then applies poison as a status effect. If you fully resist the mechanical damage you also ignore the poison.
Locust attack doesn't have poison, it just does a combination of mechanical and bio damage. You need to have both mechanical and bio DR/DT if you want to tank both damage types. The helmet you get from the Aegis guys has 35%/17 bio DR/DT so that's pretty decent against them (not enough to block them entirely, but it helps a lot and it's light enough that you can carry it around and only put it on when needed). If you want to go all out you could also make a new suit of armour with biohazard vest or make leather out of heartbreaker skin, but that might be too much effort.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,523
Burrower attack doesn't do two damage types, it does pure mechanical damage and then applies poison as a status effect. If you fully resist the mechanical damage you also ignore the poison.
Locust attack doesn't have poison, it just does a combination of mechanical and bio damage.
That's what I meant. The burrowers deal mechanical and after that poison, the locusts do mechanical + bio. It is the same attack from different monsters but it doesn't play by the same rules. How can a noxious spike be deflected by armor but still poison your body somehow? I am asking whether it is by design or is it a bug?
 

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.
Burrower attack doesn't do two damage types, it does pure mechanical damage and then applies poison as a status effect. If you fully resist the mechanical damage you also ignore the poison.
Locust attack doesn't have poison, it just does a combination of mechanical and bio damage.
That's what I meant. The burrowers deal mechanical and after that poison, the locusts do mechanical + bio. It is the same attack from different monsters but it doesn't play by the same rules. How can a noxious spike be deflected by armor but still poison your body somehow? I am asking whether it is by design or is it a bug?
It's by design.
 
Joined
Jan 1, 2011
Messages
617
That's what I meant. The burrowers deal mechanical and after that poison, the locusts do mechanical + bio. It is the same attack from different monsters but it doesn't play by the same rules. How can a noxious spike be deflected by armor but still poison your body somehow? I am asking whether it is by design or is it a bug?
Maybe the spike contains poison gas so if your armour blocks it it shatters and gets you anyway.
Maybe Styg didn't really care about the fluff and just wanted an enemy that did bio damage without poison, because those are incredibly rare in the base game.
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,605
Hey bros I just bought Underrail on sale and Im wondering what's the better option Classic xp system or Oddity xp?
 

Zariusz

Liturgist
Joined
Nov 13, 2019
Messages
2,051
Location
Civitas Schinesghe
I dealed with those damn hives by spamming them with sniper rifle out of combat in hiding. Actually those hives are so annoying (i had to go back to the camp many times for ammo and parts for fixing that sniper rifle, fighting tribals in meantime, and then coming back only to destroy one or two of those hives. Then cycle continues) that i left Underrail for almost a month because of them.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom