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Underrail: The Incline Awakens

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
Sheepherder
I think it should be possible to set up ambushes with telekinetic proxy, since it gives light (same as force field). But in general I'd say if you add psi to your build, that lowers the difficulty of the game noticeably, due to how overpowered it is.
Adding psi to builds is a slippery slope too. At first I was only getting TM for contraction and increment, then psychokinesis for the force field, now I'm also getting metathermics for cryostasis. Before you know it, I'll be playing pure psi again.

I think Ambush is great but maybe it's less useful with shorter range weapons (compared to, say, a crossbow). Here's some notable fights where you can activate Ambush.

Tchort. Many tiles are considered dark, so just throw a flare at Tchort, and enjoy 100% crit chance.

The Faceless Commander. There's a few tiles near where you begin the fight that are considered dark.

Fort Apogee. Even thought it seems fully illuminated, there's dark tiles to ambush the two courtyard Dreadnoughts.

Nearly all of the Black Sea ruins, including all the areas where you fight Nagas.
Arena too, if you go into either of the corners behind pillars.

Why snooping? There's only a few oddities behind perception that early in the game. There's also the hidden door in Junkyard, but it's, I think, 10 PER.
Kneecap is good throughout the game.
I don't use Grenadier as I see damage dealing grenades as a crutch to help builds going in the early game. It's useful, but not necessary later on.
Never liked Quick Tinkering, traps aren't my thing.

I did not take Snooping - it's just mouse over effect. The only feats I have are Gunslinger, Opportunist and Recklessness.

I will take Aimed Shot because I want Sharpshooter at lvl 10.

This is the partial build until lvl 10: http://underrail.info.tm/build/?CgMKBAMMAwc8HgAAAAA8AAAAAAAAAAAAAAAANwAAABcmMQECK8KHM9-_

Here's my build, maybe that'll help. http://underrail.info.tm/build/?HgU...QEXHlvChyZLEVnCiAI6wrXCpFDinrsC4qC9BOKnvgnfvw
If you make it to Core City, join JKK, their armor is very good for pistols, excellent stopgap measure until infused rat.

Thanks. I have to look over it.

Edit:
One thing I can tell you is that 5 STR for Steadfast Aim was wasted.
In fact your build is overkill for critical chance bonuses: Recklessness + Steadfast Aim + Survival Instincts + Ambush. It's simply too much.
Sharpshooter isn't very good with pistols imo. I find myself moving too much to make use of its +crit dmg bonus. Nice alpha strike feat tho.

I forgot to mention, but I use smart goggles instead of +crit% goggles. So for consistent damage output I needed my crit chance to be as high as possible. It was either get steadfast aim bringing endgame crit% to 89%, or put those two points into PER and instead specialize into recklessness for the same effect. At lvl30, 2 points of PER is around +<5% total damage and +1-3% thc on most enemies. Meh. Especially when Juice stacks with food and lasts 15 min.
And yeah, ambush is a waste. I took it because I wanted to top off my crit chance. But it's too much effort to make it work when I can instead shoot or cc. Metabolism would have been better for QoLl. Doesn't really matter at that point.

Edit: Steadfast aim works off base AP (rapid reloader changes base AP), not modified. It's +8% crit chance.
You getting Execute? It's p. good in arena. Cryostasis helps with that. What Dex are you aiming for and why 4 agility?
If you plant to use hammerer, don't get Gun Nut, it's not worth it. Max damage is good enough as it is, it's min damage rolls you need to worry about and build around.

Well, we agree to disagree :)

1) I will go the Ambush route because I know Opportunist + Ambush + Molotov is a great combination.

At 100 Stealth -> Ambush will give you exactly 50% critical chance. Much more than any other feat. It's easy to reach 100 Stealth.

There are many other sources for critical chance: googles, armor, chips, etc.

2) I think at some point I will take Execute but I'm not looking forward to it.

On the other hand I will take Gun Nut because of INT 7.

3) Agility is 4 because I wanted to have 10Dex/10Per/7Int. I don't plan to increase Dex over 10 because it's enough.

50AP + Adrenaline + Max TContraction = 92 AP for 3 rounds

16AP -> 13 AP Rapid Rel -> 11 Dex bonus -> 8AP Gunslinger -> max 11 attacks per turn
20AP -> 16 AP Rapid Rel -> 13 Dex bonus -> 10AP Gunslinger -> max 9 attacks per turn
25AP -> 20 AP Rapid Rel -> 17 Dex bonus -> 14AP Gunslinger -> max 6 attacks per turn
32AP -> 26 AP Rapid Rel -> 22 Dex bonus -> 19AP Gunslinger -> max 4 attacks per turn
40AP -> 32 AP Rapid Rel -> 27 Dex bonus -> 24AP Gunslinger -> max 3 attacks per turn
I intend to go for Falchion 20AP and max critical damage. I just want to see if it's possible to get 9 criticals in one round.

4) Your build is going for max special attack damage while my plan is going for simple overall max damage (with criticals).

Honestly I want to challenge myself and that's why I will not abuse PSI (except for AP bonus) or use weapons above pistols.

On the other hand, I really don't know if a almost pure pistols firearms build can reach Tchort.
What do you mean by Opportunist + Ambush + Molotov? Opportunist does no get enabled by either ambush or molotovs.
You plan on using a 7.62mm falcion for 10 AP attacks? I did some testing with a crafting save and CE by using pistol frames other than .44 hammerer and their damage was too low for my liking. You might run into trouble past Dep A. Gun Nut might help with that a little bit, but it's only an extra 5-10% total damage.
Unlike most other weapon types, firearm pistols don't have any exclusive +damage feats which could carry them. The easiest sources of additional damage to get are opportunist, crit damage and special attack damage. Opportunist alone will not be enough. Pistol low base damage and poor synergy with Critical Power (frames other than hammerer don't have crit damage over 100%) means their crits are meh. So to get good damage you'll want special attack damage bonus too.

If you insist on using firearm pistol for the early game, then prepare to suffer :lol:. It's not going to be a challenge but a chore.
As for racial build purity, metathermics is not necessary if you don't intend to use Execute much. Psychokinesis is also not mandatory, but force field is just soooo convenient. And it's not going to be a very Übermensch build if you exchange the taint of psi for the crutch of quick tinkering/grenadier.

For early money, there's an unlocked footlocker in Junkyard casino surveillance room with +200 charons. Lure away the guard with a noisy grenade and grab that $$$, buy molotovs, frags, bear traps and caltrops. Kill Vilmer, get another +200. There, money problem on Dominating solved as early as lvl 3. gg ezpz

Edit: This got me to thinking. Any idea how a 5AP pistol build with a 5mm frame would turn out? 18 attacks per round. Might be okay.
 
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Joined
Jan 24, 2020
Messages
16
I'd not say the expansion is that balanced, on classic you level way too fast due to enemy numbers. On oddity it's fine. Also, it's definitely biased towards full psi, so just use that build Goromorg posted and you'll have an easy time.

that sounds like it might be my solution. I played on oddity when I got stuck, and I also didn't go anything psi at all as far as I can remember. mainly went melee stealthy type character. cheers!
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
What do you mean by Opportunist + Ambush + Molotov? Opportunist does no get enabled by either ambush or molotovs.

I mean Bear Trap + Molotov + Opportunist + Ambush :) Nothing survives this combination.

You plan on using a 7.62mm falcion for 10 AP attacks? I did some testing with a crafting save and CE by using pistol frames other than .44 hammerer and their damage was too low for my liking. You might run into trouble past Dep A. Gun Nut might help with that a little bit, but it's only an extra 5-10% total damage.

I already had 5 criticals in a row and I'm pretty sure that the overall damage/ammo ratio is better than both AR and Sniper. (brainfart)

If you insist on using firearm pistol for the early game, then prepare to suffer :lol:. It's not going to be a challenge but a chore.

Surprisingly, the chore is over after GMS compound and I killed those bandits also.

Found Hammerer .44
23AE76BA1B52761BB765C4A10F2A21D0491D5CD4


Crafted Hammerer .44
B533D2F11C136888F8E2AA3C9560181DF180D5DE


218 critical with the new Hammerer .44
17C7C3D89BA7FDD92DBAC987E0FC0D338C8E4D24


Basically the crafting has started to kick in at lvl6. I love this game
love.png
 
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hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
The annoying thing is that from what I remeber the additional damage from special bullets (like the exploding .44) doesn't get multiplied by criticals. Even though pistols could really use such a damage boost.

Meanwhile my current cave wizard has reached the 1k mark now with neural overload crits. :roll:
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
The economy was nerfed on Dominating or I'm losing my mind?
That's really old news. You sell for 1/4th of the normal price.

Works as intended :)

lvl6
3F23574CFDBF226AD195D2831A93953354ED5463

The annoying thing is that from what I remeber the additional damage from special bullets (like the exploding .44) doesn't get multiplied by criticals. Even though pistols could really use such a damage boost.

Meanwhile my current cave wizard has reached the 1k mark now with neural overload crits. :roll:

Please post build.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Please post build.
Lol, there is no build. It's just maxed thought control plus a crafted headband plus a sormirbaeren staff (not even the unique one, just one of the common drops) plus trance. If you mental breakdown the target first, it will go over 1k, but even without it, it's enough to one shot enemies on dominating. Funny thing is you can stack it even higher with empowered thought control & specializing in neural overclocking or cerebral trauma. And LoC turns this into an aoe.

edit: I just had a look at my wizard - level 23, 15 will, effective tc 266, neural overload is 125-200ish, with trance critical bonus is 330%. You can go higher, because I screwed up his specialization points and invested into critical chance from psychosis. Which is not worth it, because with psionic mania specialization and limited temporal increment (which should be renamed to cooldown mozarella) and future orientation you can just spam mania.

Oh, and with high enough mercantlie the pirate herbalist lady sells all the ingredients for trance. So much for the 'rarity of its ingredients' part.
 
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hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Does anyone know if there are any requirements for leaving Todd with the pirates? I got him to the surface, but there was no new dialogue to talk about him with the captain.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Please post build.
Lol, there is no build. It's just maxed thought control plus a crafted headband plus a sormirbaeren staff (not even the unique one, just one of the common drops) plus trance. If you mental breakdown the target first, it will go over 1k, but even without it, it's enough to one shot enemies on dominating. Funny thing is you can stack it even higher with empowered thought control & specializing in neural overclocking or cerebral trauma. And LoC turns this into an aoe.

edit: I just had a look at my wizard - level 23, 15 will, effective tc 266, neural overload is 125-200ish, with trance critical bonus is 330%. You can go higher, because I screwed up his specialization points and invested into critical chance from psychosis. Which is not worth it, because with psionic mania specialization and limited temporal increment (which should be renamed to cooldown mozarella) and future orientation you can just spam mania.

Oh, and with high enough mercantlie the pirate herbalist lady sells all the ingredients for trance. So much for the 'rarity of its ingredients' part.

Never liked psychosis builds. They really suffer against stealthy enemies especially random ones you do not expect. Even with 9 con you can get downed in one round. Stealth Snipers are especially bad news. Even leaving on your shield 24/7 wont really save you. Tranquil Stealth can opt to get really high stealth and enough detection with paranoia and 100%+ googles that the chances of you getting discovered before the enemy are close to 0. Also has much higher initiative thanks to 7 agi.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Never liked psychosis builds. They really suffer against stealthy enemies especially random ones you do not expect. Even with 9 con you can get downed in one round. Stealth Snipers are especially bad news. Even leaving on your shield 24/7 wont really save you. Tranquil Stealth can opt to get really high stealth and enough detection with paranoia and 100%+ googles that the chances of you getting discovered before the enemy are close to 0. Also has much higher initiative thanks to 7 agi.
No, they don't, because you can go with low intelligence on psychosis. Since all you need the aoe alpha strike, there is no point to worrying about mana regeneration. My current toon is max will, 9 con, 6 agi, 6 int, but I agree with Goromorg that survival instincts isn't worth it anymore, so you could as well go 7 agi & take paranoia. The reverse is also true, imo, you can go with high con on tranquility builds, because it's easy to lower the psi cost to rock bottom and therefore 6 int is enough.

Also, don't undestimate 9 con with conditioning and stoicism. My toon actually survived Carnifex winning the initiative. And one round is all it takes for a psi to turn the tide of battle. :D
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Never liked psychosis builds. They really suffer against stealthy enemies especially random ones you do not expect. Even with 9 con you can get downed in one round. Stealth Snipers are especially bad news. Even leaving on your shield 24/7 wont really save you. Tranquil Stealth can opt to get really high stealth and enough detection with paranoia and 100%+ googles that the chances of you getting discovered before the enemy are close to 0. Also has much higher initiative thanks to 7 agi.
No, they don't, because you can go with low intelligence on psychosis. Since all you need the aoe alpha strike, there is no point to worrying about mana regeneration. My current toon is max will, 9 con, 6 agi, 6 int, but I agree with Goromorg that survival instincts isn't worth it anymore, so you could as well go 7 agi & take paranoia. The reverse is also true, imo, you can go with high con on tranquility builds, because it's easy to lower the psi cost to rock bottom and therefore 6 int is enough.

Also, don't undestimate 9 con with conditioning and stoicism. My toon actually survived Carnifex winning the initiative. And one round is all it takes for a psi to turn the tide of battle. :D

I have tried psychosis 3 times so I really do not need a lecture about it. Worst area for all of them was Lurker base and got also killed by a random mugger with electro knife in one round despite level 18 and 9 con. If you go cheese and memorized where all the stealthers are, especially snipers, it is probably not that big of a deal but I do not do that. If a build gets consistently fucked by a not so rare enemy type it sucks.
You can in general go lower intelligence but you will need a couple levels more for either crafting, stealth or have to leave PK, TM and/or Neuro at a low level none of which is really nice. Or leave out hacking/lockpicking but that means a lot less chances for good loot and less access easy access to areas/rooms. Or drop Mercantile/Persuasion but that sucks too. Also a lot of spells which cannot crit become a lot less useful, whereas Tranquil can make good use of any ability. Pyrokinetic Stream sucks hard for psychosis but is golden with Tranquil.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I have tried psychosis 3 times so I really do not need a lecture about it. Worst area for all of them was Lurker base and got also killed by a random mugger with electro knife in one round despite level 18 and 9 con. If you go cheese and memorized where all the stealthers are, especially snipers, it is probably not that big of a deal but I do not do that. If a build gets consistently fucked by a not so rare enemy type it sucks.
You can in general go lower intelligence but you will need a couple levels more for either crafting, stealth or have to leave PK, TM and/or Neuro at a low level none of which is really nice. Or leave out hacking/lockpicking but that means a lot less chances for good loot and less access easy access to areas/rooms. Or drop Mercantile/Persuasion but that sucks too. Also a lot of spells which cannot crit become a lot less useful, whereas Tranquil can make good use of any ability. Pyrokinetic Stream sucks hard for psychosis but is golden with Tranquil.
Lol, my current psi doesn't even have metathermics, because I wanted a challenge. If a build doesn't work for you, this doesn't mean it sucks. E.g. you don't need to 'memorize' where the stealthers are. Most of the enemies (and this includes the entire lurker base) have a very simplistic ai: "I hear noise, I go investigate". Drop a tnt and they will all come over, making for a convient alpha strike.

edit: Though you don't even need tnt with =force user, but this depends on the map layout. Atm my toon is clearing the natives map by dropping a force field, then waiting untill all arrive (which they usually manage in the four turns it takes for the field to come down), then finishing them off with loc psionic mania neural overload.
 
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Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
Please post build.
Lol, there is no build. It's just maxed thought control plus a crafted headband plus a sormirbaeren staff (not even the unique one, just one of the common drops) plus trance. If you mental breakdown the target first, it will go over 1k, but even without it, it's enough to one shot enemies on dominating. Funny thing is you can stack it even higher with empowered thought control & specializing in neural overclocking or cerebral trauma. And LoC turns this into an aoe.

edit: I just had a look at my wizard - level 23, 15 will, effective tc 266, neural overload is 125-200ish, with trance critical bonus is 330%. You can go higher, because I screwed up his specialization points and invested into critical chance from psychosis. Which is not worth it, because with psionic mania specialization and limited temporal increment (which should be renamed to cooldown mozarella) and future orientation you can just spam mania.

Oh, and with high enough mercantlie the pirate herbalist lady sells all the ingredients for trance. So much for the 'rarity of its ingredients' part.

I did 2k on release against the big bad with Neural Overload, now you can probably do >5k.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I did 2k on release against the big bad with Neural Overload, now you can probably do >5k.
I think I've seen that on a yt vid once? But yeah, one reason I cancelled metathermics on this run was that I wanted to focus more on the other psi, otherwise it's just too easy to get lazy with thermodestabilization.
Though admittedly I've only half-managed, I am underutilizing psychokinesis now by getting lazy with overload. Laziness is a terrible habit to have. :(

I do wonder, however, what the minimal skills & stats are that you could get away with and still be a successful psi.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
1) The economy nerf on Dominating looks like a knee jerk reaction from Styg.

When you find a 15k sniper rifle and you sell it for 3k with max Mercantile ... it feels like shit and it takes away any interest in the loot. Good job.

2) Ambush doesn't work with mobs on fire because I guess they are not "an illuminated target".

3) Luminosity from fire flickers too fast.

Example: If you click at max luminosity chance to hit is 73%, if you click at min luminosity chance to hit is 43%.

It's almost impossible to synchronize your shoots with luminosity because the illumination flickering doesn't stop during the combat turn.

4) Death Stalkers need an HP boost because every other mob had one.

It takes a fucking eternity to kill a Burrower Warrior with a pistol. So exciting. You even have time to contemplate suicide by depression.
 
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Alexios

Augur
Patron
Joined
Feb 18, 2014
Messages
444
1) The economy nerf on Dominating looks like a knee jerk reaction from Styg.

When you find a 15k sniper rifle and you sell it for 3k with max Mercantile ... it feels like shit and it takes away any interest in the loot. Good job.

2) Ambush doesn't work with mobs on fire because I guess they are not "an illuminated target".

3) Luminosity from fire flickers too fast.

Example: If you click at max luminosity chance to hit is 73%, if you click at min luminosity chance to hit is 43%.

It's almost impossible to synchronize your shoots with luminosity because the illumination flickering doesn't stop during the combat turn.

4) Death Stalkers need an HP boost because every other mob had one.

It takes a fucking eternity to kill a Burrower Warrior with a pistol. So exciting. You even have time to contemplate suicide by depression.
As was said earlier in the thread the economy really levels out around lvl 12 or so.

From what I remember burrower warriors give a pathetically small amount of XP, so it makes no sense to even target them.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
I have tried psychosis 3 times so I really do not need a lecture about it. Worst area for all of them was Lurker base and got also killed by a random mugger with electro knife in one round despite level 18 and 9 con. If you go cheese and memorized where all the stealthers are, especially snipers, it is probably not that big of a deal but I do not do that. If a build gets consistently fucked by a not so rare enemy type it sucks.
You can in general go lower intelligence but you will need a couple levels more for either crafting, stealth or have to leave PK, TM and/or Neuro at a low level none of which is really nice. Or leave out hacking/lockpicking but that means a lot less chances for good loot and less access easy access to areas/rooms. Or drop Mercantile/Persuasion but that sucks too. Also a lot of spells which cannot crit become a lot less useful, whereas Tranquil can make good use of any ability. Pyrokinetic Stream sucks hard for psychosis but is golden with Tranquil.
Lol, my current psi doesn't even have metathermics, because I wanted a challenge. If a build doesn't work for you, this doesn't mean it sucks. E.g. you don't need to 'memorize' where the stealthers are. Most of the enemies (and this includes the entire lurker base) have a very simplistic ai: "I hear noise, I go investigate". Drop a tnt and they will all come over, making for a convient alpha strike.

edit: Though you don't even need tnt with =force user, but this depends on the map layout. Atm my toon is clearing the natives map by dropping a force field, then waiting untill all arrive (which they usually manage in the four turns it takes for the field to come down), then finishing them off with loc psionic mania neural overload.

I did say I never liked psychosis so. Well never liked is not quite right. I do enjoy juggling your HP especially at 16 with Hema but I do feel that how SI is handled was not Styg's original intent that people run around low HP 24/7. Imho he should change it that it activates for x amount of rounds when you fall below with a short CD after it is done. Specialization can make it so that with careful HP juggling you can keep it up with combinations of regenerative vest, hypos and proper use of hema. Would have to rebalance CDs around with specialization points properly though.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
So I finally finished Underrail + Expedition in its entirety.

Overall great game but not without major flaws.

1. The game does not respect your time. Too many things in expedition and deep caverns that are easy to miss or finish without googling. Too much backtracking and just in general complete disregard for players annoyance. E,g the elevator when you finish the game did not have to be 5 tiles away - fucking WHY. Nor did the dev have to make you manually walk all the way back to SGS, speak with council, rest, and then go back yet again.
2. The mechanics of expedition are not explained well enough to justify a time limit.
3. As psi build the items are really boring and the only thing worth crafting seems to be a universal crit helmet and a med freq shield. Armor seems to be kind of pointless since most areas have damage of particular type for which unique armors you get through the game are more than sufficient.
4. Inventory management is aids and I ended up playing with infinite inventory to retain my sanity.
5. Exploration reward in terms of loot is almost entirely trash. Lockpicking and hacking seem to be only useful for quests. However, the lore/quest exploration is great.

IMO just scrap mercantile skill to make most good stuff come from exploration/hunting and adjust traders to have money $$.

6. Crafting UI is poorly organized.

1.) "Respect your time" sorry but who is that "your". I feel plenty respected in over 1000 hours of gametime. Easy to miss or finish? Incline. Too much backtracking? Eh sometimes but rarely a real issue.
2.) Which mechanics exactly?
3.) What? Crapton of PSI specific boosters/hypos. PSI beetle carapace armor is one of the best for PSI. Taser, Cloaking device, etc. are all great. This was complete and utter nonsense and reeks of ignorance. Having at least armor against fire and acid is good for arena for example. Scouting around in stealth also helps you to assess whether you should keep your general setup or maybe swap to something else.
4.) Only a complete and utter Al Fabet has any issue with the inventory. Stop grabbing useless junk to gratify your OCD from retarded cRPGs.
5.) Um yeah, what do you expect? Q150 items everywhere? Of course a good chunk is trash and the good stuff is not easily reachable. Lockpicking and hacking increases your chances to find great loot especially later and open up short cuts or access to areas you would be able to otherwise.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I did say I never liked psychosis so. Well never liked is not quite right. I do enjoy juggling your HP especially at 16 with Hema but I do feel that how SI is handled was not Styg's original intent that people run around low HP 24/7. Imho he should change it that it activates for x amount of rounds when you fall below with a short CD after it is done. Specialization can make it so that with careful HP juggling you can keep it up with combinations of regenerative vest, hypos and proper use of hema. Would have to rebalance CDs around with specialization points properly though.
Yep, I think that with the expansion the original idea behind psychosis got lost. With the new items, feats, specialization etc., locus neural overload becomes ridiculously powerful. The 'drawback' of higher psi cost doesn't matter anymore, because all you need is just one cast of locus. Or alternatively, a critical telekinetic punch on a destabilized target. Though I actually like both tranquility and psychosis, more variety to buils is always good. I'm considering running a temporal mage next, to see how many distortions can you stack in one turn. Just a few more years and the next expansion will be out... :D

Off topic: outer visions. The dialogue with the shadowlith is quite interesting:
"Your thoughts keep slowing down and your vision darkens until everything is completely still and dark. But somewhere deep inside there's a persistent pulse and an eye that can still see."
At first I though it was about the shadowlith, but it appears to be about the pc? Because this would agree with dude's theory, how you can get "split" when travelling in-between and then each half gets left with a (metaphorical) one eye. But who would your other half be? I thought it might be the third godman, but then tchort has quite the appetite for them and it considers you 'unappetizing'.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
At least they nerfed the natives wizard staff by removing the psi-reduction, that was insane.
 

SkiNNyBane

Liturgist
Patron
Joined
Dec 13, 2017
Messages
1,134
Location
NY
Grab the Codex by the pussy
1.) "Respect your time" sorry but who is that "your". I feel plenty respected in over 1000 hours of gametime. Easy to miss or finish? Incline. Too much backtracking? Eh sometimes but rarely a real issue.

If you played this for 1000 hours, you do not even have a concept of what a waste of time is. Asking stupid questions does not substitute actual points that would warrant having a discussion. This style of a post is just autistic screeching of a fanboy.
 

Metronome

Learned
Joined
Jan 2, 2020
Messages
277
Check this out. There is a dog standing behind the door in the encounter below. I can't target it without clicking the door.

Screenshot.png

I've already gotten past this part, but this has happened before and I never figured it out. I assume it's just an oversight.
 

Alexios

Augur
Patron
Joined
Feb 18, 2014
Messages
444
The coretech warehouse is suicide-inducing. Your "allies" are either completely useless or get in the way so that if a single shotgun pellet hits one they turn on you. Giving the mercenaries two crossbowmen is also brutal.
 

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