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Underrail: The Incline Awakens

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
Then i don't know what i did wrong. Is Jack Quicksilver supposed to be at a specific spot to tell me to go to Azif? If so, i don't know where that place might be.

If i somehow fucked it up, i'm rather okay with it because i was going to do another playthrough after this one anyway. Still would like know where i fucked up to know how to do it correctly in the next playthrough.

Core City at the bar. He will tell you about Azif only if you finish the 3 missions from Abram which is upstairs in the same bar.
 

Metronome

Learned
Joined
Jan 2, 2020
Messages
277
I just finished the quest where you look for the murderer in SGS. I figured it out, but what a load of crap.

I figured out it was Mordre. I couldn't convince the brother though, so I decided to talk to Mordre myself. I confronted him about the murder and he denied doing it, so I smashed him with my hammer. Despite being in an uncontrolled zone(!) with no one else around, everyone in SGS found out I killed him. There were no witnesses in the area so I was untouchable by the game rules. Even if we are following dumb "I witnessed my own murder" rules, I still killed him in one shot from behind. He wouldn't even have time to pull out a walkie talkie and scream "Hey! I'm being killed over here by Metronome!" This might not be a way to solve the quest, but there is no way they would know what happened to him.

Then later I figured out the "correct" way to solve the quest, but it was even more ridiculous. What I was missing (knowing which needle was used for the murder) doesn't seem necessary to convince the guy what happened. I didn't even have the needle on my person, so I don't know what difference conveying knowledge of it would make. I mean if you know the methods of these assassins and the guy believes that, why does he need to know which exact needle was used? Needle-like objects are all over the damn place. It's not like they are some controlled substance that only doctors could possibly have. Mordre could have saved one from his glory days for all I know. Does it really matter in this case?

Then to add insult to injury Mordre just dissappears after the quest as if he found out I accused him. Tanner and friends never mention it again. Maybe Tanner got on the old walkie talkie and called Mordre ahead of time to say "Hey, we're sending some guys to arrest you." or something. But that's stupid. Nobody would do that.

There is no way of being nice about it. This quest was just bad. Writing and all.
I liked the way it started but damn.
 
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toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,783
I just finished the quest where you look for the murderer in SGS. I figured it out, but what a load of crap.

I figured out it was Mordre. I couldn't convince the brother though, so I decided to talk to Mordre myself. I confronted him about the murder and he denied doing it, so I smashed him with my hammer. Despite being in an uncontrolled zone(!) with no one else around, everyone in SGS found out I killed him. There were no witnesses in the area so I was untouchable by the game rules. Even if we are following dumb "I witnessed my own murder" rules, I still killed him in one shot from behind. He wouldn't even have time to pull out a walkie talkie and scream "Hey! I'm being killed over here by Metronome!" This might not be a way to solve the quest, but there is no way they would know what happened to him.

Then later I figured out the "correct" way to solve the quest, but it was even more ridiculous. What I was missing (knowing which needle was used for the murder) doesn't seem necessary to convince the guy what happened. I didn't even have the needle on my person, so I don't know what difference conveying knowledge of it would make. I mean if you know the methods of these assassins and the guy believes that, why does he need to know which exact needle was used? Needle-like objects are all over the damn place. It's not like they are some controlled substance that only doctors could possibly have. Mordre could have saved one from his glory days for all I know. Does it really matter in this case?

Then to add insult to injury Mordre just dissappears after the quest as if he found out I accused him. Tanner and friends never mention it again. Maybe Tanner got on the old walkie talkie and called Mordre ahead of time to say "Hey, we're sending some guys to arrest you." or something. But that's stupid. Nobody would do that.

There is no way of being nice about it. This quest was just bad. Writing and all.
I liked the way it started but damn.

1) Go to victim room -> find out that he was part of an assassination team in Core City,
2) Go talk with his brother -> find information about their past,
3) Go to the morgue -> find that a needle is missing + Mordre real name
3) Go to Core City -> give some food to Jon The Beautiful -> he tells you to find someone "hardcore"
4) With enough Persuation you convince Oskar to give you information on Specters -> you find out about the way Specters killed + Mordre was part of the Specters
5) Go back to SGS -> tell Pasquale -> confirm murder MO and murderer
6) Tell brother, Tanner or confront Mordre

Instead what you did was:
1) Read on wiki that Mordre is the murdered -> killed Mordre from behind

You are correct, killing Mordre should not alert all SGS but, at the same time, you don't get my sympathy vote.
 
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hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I just finished the quest where you look for the murderer in SGS. I figured it out, but what a load of crap.

I agree that there are a few instances in the game where the allied faction shouldn't know you've murdered their buddy. That said, regarding Tanner: he could and would warn Mordre (or dispose of him) if it benefitted him.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
I've been thinking about this for a while. Our character has a wristpad that's not listed as an actual item in the game, but has been mentioned several times like the instances where you use blueprints and download Evelyn's diary. Assuming *everyone* who's part of a faction has one, wouldn't it plausible that controlled zone works in a way that involve the wristpads? Like, a controlled and partially controlled zone indicates how close a member of the faction are to the headquarter where they tracks the whereabouts and condition of their members.

Still, the Mushroom Cove is a partially controlled zone, and assassination isn't possible against a member of the controlling faction such as Mordre.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
There's a guard standing right outside the Mushroom Cove. I'd think he'd be able to see if Mordre is getting clobbered by someone. If you want to assassinate someone without a faction getting all pissy, use fart grenades and caltrops.
 

Metronome

Learned
Joined
Jan 2, 2020
Messages
277
Instead what you did was:
1) Read on wiki that Mordre is the murdered -> killed Mordre from behind

You are correct, killing Mordre should not alert all SGS but, at the same time, you don't get my sympathy vote.
I went through the trouble to do it legitimately which is why I am upset it's illogical. I did everything but find the needle. I figured out it was him from matching his name in the morgue to the roster in Core City. It was obviously him getting revenge on Patrick for killing his friends. I then reported it to the brother in the cantina. He rejected me so I went to Mordre and said he was the murderer. He denied it so I killed him. I assumed he had something I needed to pickpocket, like the murder weapon I couldn't figure out. I didn't invest in pickpocketing so that's why I killed him. He could also get away if he suspects he is being tracked (as he does).

But all along I just didn't check the inventory on the computer, which is a dumb requisite for completing the quest. Me killing Mordre and discovering how the game handles it was a consequence of that.

Still, the Mushroom Cove is a partially controlled zone, and assassination isn't possible against a member of the controlling faction such as Mordre.
There's a guard standing right outside the Mushroom Cove. I'd think he'd be able to see if Mordre is getting clobbered by someone. If you want to assassinate someone without a faction getting all pissy, use fart grenades and caltrops.
I double checked before killing him. The zone of Mushroom Cove in question is completely uncontrolled. Also the guard has to witness the crime in the zone itself like anyone else. Even if he is not following the game rules and can see past area-breaks, he does not have a line of sight to Mordre where you kill him. If we're really LARPing, all the guard would hear is a dull thud as I killed Mordre in one hit. I could have easily passed it off as killing one of the cavehoppers running around.

For a non-essential character who is just involved in this one quest, I don't think the developers were being scummy. It seems more like an oversight than anything. Just let me kill the guy like the HUD indicates I am allowed to. Or at least set it up in such a way Mordre can brag about his diplomatic immunity and it makes sense. Don't put him in the middle of nowhere where nobody can hear you scream, and then punish me for doing what makes sense in the situation.

The game is inconsistent with when murder is/isn't allowed in general. There are supposed to be lawless areas where you can get away with anything, but sometimes it follows Oblivion-style "I witnessed myself being murdered" rules to report your actions anyway. Meanwhile some heavily guarded areas like the foundry prison or the Mansion let you get away with it if you kill all witnesses. IMO every area should follow these witness rules unless it's right in the middle of town or something.

That said, regarding Tanner: he could and would warn Mordre (or dispose of him) if it benefitted him.
That's true, though I would like to ask him about what happened.
 

Mac_Orion

Stygian Software
Developer
Joined
Jun 10, 2015
Messages
115
Location
Styg's garret
Why the rails in UnderRails feel wrong?

4Srke5k.png

EZKqKqW.png
yeahhh, really amateur work.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
Does Styg ever sees Styg doing anything else except MOAR! Underrail? That question has been puzzling me for more than a year. Iron Tower already work full steam on their sci-fi franchise, how's Styg's new franchise gonna look like? We can only fantasize...


Railways + mushroom magic = Styg's WW1 Arcanum?!
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Does Styg ever sees Styg doing anything else except MOAR! Underrail? That question has been puzzling me for more than a year. Iron Tower already work full steam on their sci-fi franchise, how's Styg's new franchise gonna look like? We can only fantasize...
Well, I wouldn't mind more "technology & magic" pirate adventures. Though they should come up with a way to make the ships mobile.
 

just

Liturgist
Joined
Feb 6, 2019
Messages
1,348
Does Styg ever sees Styg doing anything else except MOAR! Underrail? That question has been puzzling me for more than a year. Iron Tower already work full steam on their sci-fi franchise, how's Styg's new franchise gonna look like? We can only fantasize...


Railways + mushroom magic = Styg's WW1 Arcanum?!
we'll see around 2027
 

Candide

Educated
Joined
May 11, 2018
Messages
69
I've never completed a run as a cave wizard but seeing that PSI is going to get the Quick Tinkering treatment maybe I should experience it in its full glory while I can. What are some fun PSI builds I should try? Especially the OP stuff that is most likely to get nerfed?
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
What are some fun PSI builds I should try?
I once played a stealthy PSI whose main focus was Thought Control, half that investment into Psychokinesis, and zero investment into Metathermics. It was fun, turning an entire encounter upon itself with Locus of Control -> Enrage.

Now I'm playing a full-PSI-stealth, with full investment into ALL psi schools including Temporal Manipulation, and it's double the fun.

Especially the OP stuff that is most likely to get nerfed?
Locus of Control. Probably.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
What are some fun PSI builds I should try?
I once played a stealthy PSI whose main focus was Thought Control, half that investment into Psychokinesis, and zero investment into Metathermics. It was fun, turning an entire encounter upon itself with Locus of Control -> Enrage.

Now I'm playing a full-PSI-stealth, with full investment into ALL psi schools including Temporal Manipulation, and it's double the fun.

Especially the OP stuff that is most likely to get nerfed?
Locus of Control. Probably.


I do stealth tranquility full PSI though TM is a bit behind the other schools. Prefer it over Psychosis though I admit gettin 2k crit Neural Overload on LoC is fun too.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
I do stealth tranquility full PSI though TM is a bit behind the other schools. Prefer it over Psychosis though I admit gettin 2k crit Neural Overload on LoC is fun too.
Temporal Distortion is crucial when fighting against bulky enemies which also happened to be immune against Thought Control with high mechanical and elemental damage resistance such as industrial bots and those nagas in the Black Sea. Hell, it's VERY useful against turrets because you can just stack em and retreat upon exhausting AP. Though I've only use it in situations where I'm facing a 1v1 encounter, so I've never tried stacking TD while fighting against groups.
Psycho-temporal contraction is VERY useful, it's basically a free adrenaline shot without the drawback, can even be further enhanced with feats and specialization. So does Limited Temporal Increment, though it's rather situational based on what abilities/consumables you want to use immediately that also happened to have 1 turn cooldown remaining.
Stasis is also rather situational, but I find it synergize well with Temporal Distortion. Would report back what devastation I can inflict upon Tchort with it.
But yeah, other than those TM is rather situational and act more like supportive abilities. It also has literally 0 synergy with Psychosis because their only offensive ability is TD and even that can't crit. Even this feat https://www.underrail.com/wiki/index.php?title=Continuum_Ripple seemed underwhelming. Only one occurrence per status effect/stack with already nerfed chance from initial release means it's not very useful 'time bomb'.

I haven't tried Psychosis. Maybe one day when I get into playing non-stealth, heavily armored tanky battlemage.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
En-tropic Recurrence deals a lot of damage even when you are not maxed TM. It synergizes very well with Tranquility and hybrid builds. Not that great for Psychosis agreed though still worth at least 70 just for buffs and Stasis.
 
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Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
It also has literally 0 synergy with Psychosis

TM is just op, to the point of every char build being better with 70 skill than without.

Even Pyschosis, which has very negative effects on TM (but you pop the PSI pill 'for free'), is much stronger with then without TM.
 

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
En-tropic Recurrence deals a lot of damage even when you are not maxed TM. It synergizes very well with Tranquility and hybrid builds. Not that great for Psychosis agreed though still worth at least 70 just for buffs and Stasis.
Huh, at first I ignored it because I can't wrap my head around the math, due to not understanding what 'last unit' really means. The wiki worded it in such a way that it actually means 'last damage dealt prior to Entropic Recurrence being cast', and having experimented it just now the wiki is true. I guess it's basically PSI poison/DOT.

TM is just op, to the point of every char build being better with 70 skill than without.

Even Pyschosis, which has very negative effects on TM (but you pop the PSI pill 'for free'), is much stronger with then without TM.
Right. And with the feats + spec with the exception of Continuum Ripple, it can be even more crazy.

TM is the new crafting, it seems.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
En-tropic Recurrence deals a lot of damage even when you are not maxed TM. It synergizes very well with Tranquility and hybrid builds. Not that great for Psychosis agreed though still worth at least 70 just for buffs and Stasis.
Huh, at first I ignored it because I can't wrap my head around the math, due to not understanding what 'last unit' really means. The wiki worded it in such a way that it actually means 'last damage dealt prior to Entropic Recurrence being cast', and having experimented it just now the wiki is true. I guess it's basically PSI poison/DOT.

TM is just op, to the point of every char build being better with 70 skill than without.

Even Pyschosis, which has very negative effects on TM (but you pop the PSI pill 'for free'), is much stronger with then without TM.
Right. And with the feats + spec with the exception of Continuum Ripple, it can be even more crazy.

TM is the new crafting, it seems.

It works best on high HP targets with Implosion used first. The damage is quite insane. The damage does break most CC except for stuns, slows and roots. Disorient and frozen are broken though.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I do stealth tranquility full PSI though TM is a bit behind the other schools. Prefer it over Psychosis though I admit gettin 2k crit Neural Overload on LoC is fun too.
My current psi clocked a 6k+ neural overload critical on Mr. Tentacles. But that was with mental breakdown. Though it's possible to stack the numbers even higher, since this character didn't have empowered tc (didn't level up high enough) and forgot to eat the pickled mindshrooms saved for the occassion (+40% critical damage). Also, I wasted his specialization points on critical chance instead of critical damage, which in retrospect wasn't as useful.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
I do stealth tranquility full PSI though TM is a bit behind the other schools. Prefer it over Psychosis though I admit gettin 2k crit Neural Overload on LoC is fun too.
My current psi clocked a 6k+ neural overload critical on Mr. Tentacles. But that was with mental breakdown. Though it's possible to stack the numbers even higher, since this character didn't have empowered tc (didn't level up high enough) and forgot to eat the pickled mindshrooms saved for the occassion (+40% critical damage). Also, I wasted his specialization points on critical chance instead of critical damage, which in retrospect wasn't as useful.

Well yeah but that is single target. Wiping out a group of organic brains is quite a bit more satisfying imho. And it is dirt cheap.
 

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