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Underrail: The Incline Awakens

Stavrophore

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Im baffled why burrowers have such a good eyesight for an underground dwelling creatures. You need really high stealth to sneak behind them. Maybe the sneaking mechanism is not only based on vision sense, but on all others like tremors/ultrasounds etc.
 

Stavrophore

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Im baffled why burrowers have such a good eyesight for an underground dwelling creatures. You need really high stealth to sneak behind them. Maybe the sneaking mechanism is not only based on vision sense, but on all others like tremors/ultrasounds etc.
they dont have high detection, usually issue comes from their numbers and mobility

They have higher detection than muties in depot A on dominating.
 

Parabalus

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so many basement cave wizards coming out and not downloading latest patches

Did you play the beta?
nah. I was playing knifer since release and restarting on every patch since styg always breaks knifer builds. Even with psi nerf styg sneaks in some knife related nerf :deadtroll:

I seriously wonder if knife builds can overcome heavy armor DT now. Probably only when ripper builds some power... would be funny if that doesnt happen since you cant chip enemy health.
yeah i know you are expected to use laz0r edge and expose weakness

Its yet another nerf to serrated edge(besides taste for blood). Not gonna redo calculations, I assume now you are expected to use dagger against fleshy enemies and regular knife on everything else
I wonder if anyone gave cutthroat a spin since its allowed out of stealth.

Did you ever math out knife vs light fist?

Didn't play them since the nerfs, but back then knife was garbage in comparison, basically only useful for Cutthroat.
Change the PSI slots to 1 + Int/2 and we are good.
isnt int given for cave wizards since you want to craft some tinfoil hats? Other stats would punish you more and actually force to make choices.

next update will bring failure to initiate combat with too low sneak score given encounter

At the moment you need int 15! to get all the slots. With this change you can unlock them with 10. Still a heavy investment but not ungodly much.

Which you can't really do, since starting max attribute is 10, meaning you'd have to give up WILL.
 

jackofshadows

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Oct 21, 2019
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Feats
  • Shooting Spree - Will now grant an ability that, when activated, will cause your sniper kills to refund 100% their action point cost. This can happen twice and will expire after the turn ends. All your sniper rifle kills will now also reduced the cooldown of Shooting Spree in addition to Aimed Shot. Cooldown: 8 turns.
Specializations
  • Added Shooting Spree specialization that reduces cooldown of Shooting Spree by 1 turn per point. Max 2 points.
That's so cool! I think after finishing current playthrough gonna update my game and build up some sniper.
 

Stavrophore

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Warpig can't stop himself with his hatred toward women!
AcTNg78.png

*Warpig please no hard feelings, its just for lolz
 

Ol' Willy

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Well, I reached the point where the game with my current "build" is not valid anymore. First, I spent ungodly amount of attempts killing a gang of lunatics east of GMS compound. Then it's camp Hathor. First area is doable and quite easy, caves are just constant assfuck - considering that I got myself a suit of armor with decent bio resistance.

So, as Underrail resisted my attempts to easily get on it, I guess it's time to stop fucking around and actually start researching the underlying mechanics thoroughly. Good stuff.
 

Wunderbar

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Well, I reached the point where the game with my current "build" is not valid anymore. First, I spent ungodly amount of attempts killing a gang of lunatics east of GMS compound. Then it's camp Hathor. First area is doable and quite easy, caves are just constant assfuck - considering that I got myself a suit of armor with decent bio resistance.
tbh Depot A is the hardest place in the game because you must face it on level 6-7. Other areas can be tackled in any order so you can just go somewhere else, explore, become stronger.
In all of my playthroughs I've never fought lunatics near GMS so soon after Depot A, it's always Core City since it gives you a lot of opportunities for xp gain.
 

just

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Well, I reached the point where the game with my current "build" is not valid anymore. First, I spent ungodly amount of attempts killing a gang of lunatics east of GMS compound. Then it's camp Hathor. First area is doable and quite easy, caves are just constant assfuck - considering that I got myself a suit of armor with decent bio resistance.

So, as Underrail resisted my attempts to easily get on it, I guess it's time to stop fucking around and actually start researching the underlying mechanics thoroughly. Good stuff.
if something is too hard, come back later
 

Sjukob

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Well, I reached the point where the game with my current "build" is not valid anymore. First, I spent ungodly amount of attempts killing a gang of lunatics east of GMS compound. Then it's camp Hathor. First area is doable and quite easy, caves are just constant assfuck - considering that I got myself a suit of armor with decent bio resistance.

So, as Underrail resisted my attempts to easily get on it, I guess it's time to stop fucking around and actually start researching the underlying mechanics thoroughly. Good stuff.
It's normal, I don't think there's a single person that has finished Underrail without restarting. Also lunatics (and humanoids in general) are one of the stronger enemies in the game, despite being placed in an early game location, the gang east of GMS is actually very dangerous. I say you need to be level 12+ to fight them efficiently. By the way, do ask for advice if you need help with building a character, Underrail is kind of a bitch to figure out on your own.
 
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Makes me wonder just how unplayable PSI was if it was hotfix buffed.

Relevant patch Notes:

Psi
  • Changed the psi empathy health reduction to 20% (down from 25%)
  • Changed the maximum number of psi slots to 8 (up from 6)
  • Changed the psi slot requirement to 2 int per slot (down from 3), and you get 2 slots for free (no requirements) (up from 1)
  • Changed the multischooling psi cost penalty to 10% (down from 15%)
  • [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75)
All of the changes are buffs. :lol:

Psi was been seriously sucky with the 3 int / slot and 15% penalty per extra school.
Now a Psi-grenadier going into thought-control, psychokinesis (force wall and stunners) and temporal buffs looks good. (dump metathermics in favor of throwing).
 

jackofshadows

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It's normal, I don't think there's a single person that has finished Underrail without restarting. Also lunatics (and humanoids in general) are one of the stronger enemies in the game, despite being placed in an early game location, the gang east of GMS is actually very dangerous. I say you need to be level 12+ to fight them efficiently. By the way, do ask for advice if you need help with building a character, Underrail is kind of a bitch to figure out on your own.
Well, FWIW, I did managed to finish the game blindly when it came out but basically thanks to stealth cheese. It was an average sniper/traps/grenades build and I highly doubt that I'd go trought out DC w/o stealth. So, if Ol' Willy wanna try furher - I'd say go for it. Just ignore tough enemies and develop char how you can otherwise.
 

Ol' Willy

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Well, FWIW, I did managed to finish the game blindly when it came out but basically thanks to stealth cheese. It was an average sniper/traps/grenades build and I highly doubt that I'd go trought out DC w/o stealth. So, if Ol' Willy wanna try furher - I'd say go for it. Just ignore tough enemies and develop char how you can otherwise.
Well, I guess I can progress further without much fuss with stealth and traps spamming, but what fun is that? I want to kill stuff, and Underrail is known to be especially good for that.
 
Last edited:

Sykar

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Makes me wonder just how unplayable PSI was if it was hotfix buffed.

Personally I feel a need to be able to swap on the fly during combat at least once maybe via a feat even. Just 8 powers feels overly punishing imho though better than a mere 6. I am all for reducing the power of PSI but this patch to some degree feels like a sledgehammer more so than a thoroughly fine tuned adjustment. PSI reserves should go up with levels as well imho. From 500 initially to maybe 1k at max level round about.
 

ciox

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Did you ever math out knife vs light fist?
i was never much into fisting. Also completely different feats selection and playstyle, got to include ripper into calculations somehow too. So its a combination of effort included and lack of interest in playing fists anyway. Would be nice to know though.

Also I wonder what fists versatility is without access to laz0r edge, or devastating criticals that overcome enemy DT. Cutthroat overcames DT too(only humans though, DT portion is basically useful only if you keep siding against protectorate)

Expedition has a new fist build available which is amazing provided you stick mostly to the main quest, it's unarmed + shield riot gear. You don't even need Expose Weakness if you have skill. With it you will do awesomely for sure.
Basically you can use specializations to get 4 AP punches even while holding a tungsten shield, then combine Boarding Up + Combo + Shield Bash to inflict heavy damage for 0 AP cost.

https://underrail.info/build/?HggPB...GGMKpwrN4beKhkALip4IB4qe-AeK2tQLitrYD4ra-Bt-_
 

Alexios

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Well, FWIW, I did managed to finish the game blindly when it came out but basically thanks to stealth cheese. It was an average sniper/traps/grenades build and I highly doubt that I'd go trought out DC w/o stealth. So, if Ol' Willy wanna try furher - I'd say go for it. Just ignore tough enemies and develop char how you can otherwise.
Well, I guess I can progress further without much fuss with stealth and traps spamming, but what fun is that? I want to kill stuff, and Underrail is known to be especially good for that.
The lunatics east of GMS are not for a green character. Underrail is like some other games in its placement of enemies that just should not be engaged until a later level. Camp Hathor can also be tough. If you haven't done so already I'd just head for Rail Crossing or, preferably, Core City.

And as a further point, not directed towards you necessarily, I think the idea of the centrality of the build is a bit overblown. I'm on Dominating right now with a build that could certainly use a lot of tweaking, and yet I've managed to get to Level 22 without a huge amount of headache. A couple levels ago I tried to start Expedition on this character but it was a non-starter. The savages on the beach are just too much. Other than that, though, it really isn't bad at all. If I can get by with just a halfway-decent build on the hardest difficulty (a shotgun char, btw), I think anyone else can on any difficulty.
 

Thac0

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Well, I reached the point where the game with my current "build" is not valid anymore. First, I spent ungodly amount of attempts killing a gang of lunatics east of GMS compound. Then it's camp Hathor. First area is doable and quite easy, caves are just constant assfuck - considering that I got myself a suit of armor with decent bio resistance.

So, as Underrail resisted my attempts to easily get on it, I guess it's time to stop fucking around and actually start researching the underlying mechanics thoroughly. Good stuff.
It's normal, I don't think there's a single person that has finished Underrail without restarting. Also lunatics (and humanoids in general) are one of the stronger enemies in the game, despite being placed in an early game location, the gang east of GMS is actually very dangerous. I say you need to be level 12+ to fight them efficiently. By the way, do ask for advice if you need help with building a character, Underrail is kind of a bitch to figure out on your own.

Everyone playing PSI :happytrollboy:

For real PSI was really really strong, I have no problems with some slight nerfs against it.
 

Ol' Willy

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In all of my playthroughs I've never fought lunatics near GMS so soon after Depot A, it's always Core City since it gives you a lot of opportunities for xp gain.
Lunatics are dead, though. It's burrowers. And the bitch is, I almost able to waste them. I killed two already, left the caves, healed, reentered, and now I able to kill three more and even leave the caves just to die from staked poison outside. With some tweaks, I recon, it will be much easier.
 

Parabalus

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Mar 23, 2015
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Well, FWIW, I did managed to finish the game blindly when it came out but basically thanks to stealth cheese. It was an average sniper/traps/grenades build and I highly doubt that I'd go trought out DC w/o stealth. So, if Ol' Willy wanna try furher - I'd say go for it. Just ignore tough enemies and develop char how you can otherwise.
Well, I guess I can progress further without much fuss with stealth and traps spamming, but what fun is that? I want to kill stuff, and Underrail is known to be especially good for that.
The lunatics east of GMS are not for a green character. Underrail is like some other games in its placement of enemies that just should not be engaged until a later level. Camp Hathor can also be tough. If you haven't done so already I'd just head for Rail Crossing or, preferably, Core City.

And as a further point, not directed towards you necessarily, I think the idea of the centrality of the build is a bit overblown. I'm on Dominating right now with a build that could certainly use a lot of tweaking, and yet I've managed to get to Level 22 without a huge amount of headache. A couple levels ago I tried to start Expedition on this character but it was a non-starter. The savages on the beach are just too much. Other than that, though, it really isn't bad at all. If I can get by with just a halfway-decent build on the hardest difficulty (a shotgun char, btw), I think anyone else can on any difficulty.

Issue with that is that the builds aren't balanced between one another. E.g. pre-patch you could have a monkey allocate your points as a wizard and you'd have an easier time than an optimized xbow user.

Not that UR deserves to be Sawyered, but how difficult you perceive the game to be differs widely.


Well, I reached the point where the game with my current "build" is not valid anymore. First, I spent ungodly amount of attempts killing a gang of lunatics east of GMS compound. Then it's camp Hathor. First area is doable and quite easy, caves are just constant assfuck - considering that I got myself a suit of armor with decent bio resistance.

So, as Underrail resisted my attempts to easily get on it, I guess it's time to stop fucking around and actually start researching the underlying mechanics thoroughly. Good stuff.
It's normal, I don't think there's a single person that has finished Underrail without restarting. Also lunatics (and humanoids in general) are one of the stronger enemies in the game, despite being placed in an early game location, the gang east of GMS is actually very dangerous. I say you need to be level 12+ to fight them efficiently. By the way, do ask for advice if you need help with building a character, Underrail is kind of a bitch to figure out on your own.

Everyone playing PSI :happytrollboy:

For real PSI was really really strong, I have no problems with some slight nerfs against it.

Can confirm the PSI part - my first run was Psychosis TC/Meta psi (0 Psychokinesis) on Hard - was a very smooth experience, except when dealing with robots. Arke was a bitch, had to stealth through with only black cloth gear.

Makes me wonder just how unplayable PSI was if it was hotfix buffed.

Personally I feel a need to be able to swap on the fly during combat at least once maybe via a feat even. Just 8 powers feels overly punishing imho though better than a mere 6. I am all for reducing the power of PSI but this patch to some degree feels like a sledgehammer more so than a thoroughly fine tuned adjustment. PSI reserves should go up with levels as well imho. From 500 initially to maybe 1k at max level round about.

It makes stealth even better for PSI, which is hilarious, since with it you can drop combat and seemingly recharge.

But killing e.g. Carnifex who has 3000 HP might require it.
 

Stavrophore

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I think Styg should add more W2C ammo to shops. Its fine if you play as pistolero critical build, but as SMG build you just dont have enough of these, even with crafting. There's not enough spent shells too.
 

Ol' Willy

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I think Styg should add more W2C ammo to shops. Its fine if you play as pistolero critical build, but as SMG build you just dont have enough of these, even with crafting. There's not enough spent shells too.
I can propose this thing for the next update:



Basically, a gun upgrade: during crafting, adding a bag that will collect all empty cases. I think it would fit the setting fairly well.
 

Stavrophore

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I think Styg should add more W2C ammo to shops. Its fine if you play as pistolero critical build, but as SMG build you just dont have enough of these, even with crafting. There's not enough spent shells too.
I can propose this thing for the next update:



Basically, a gun upgrade: during crafting, adding a bag that will collect all empty cases. I think it would fit the setting fairly well.


You already get 30% of spent shells.
 

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