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Underrail: The Incline Awakens

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
My general guideline regarding itemization is that crafted items will be more powerful in raw stats, but unique stuff has unique advantages/disadvantages.

But this also applies to many 'special stat' items, e.g. the Pacifier headband is flat out worse than a crafted one, even for its intended purpose. Phantom Dancer is a bit more nuanced, after the CP nerf the katana is hard to justify etc.

Generally the newer the better, the Hypno Googles and the faction uniques in general are a huge win.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
My other complaint is -since everyone and their dog, takes crafting skills, and basically since past half of the game, your crafted items will be vastly superior to most unique items, i would like if Styg rebalance the unique weapons. If its unique it should be strong, and at least comparable to things crafted with high quality materials[Q130-140]. Your endgame stuff of Q160 will still be better. Or add more unique mechanics to uniques, like he did with the NF R90 SMG having additional bullets in burst and high cap magazine, though its complete crap when you compare it to your Q160 crafted SMGs.
Getting those sweet sweet 150-160q components is a pain in the ass, though. Rush to unlock certain merchants, farm them throughout the whole game, still need to get lucky. imo the guaranteed uniques have their pros.
I'd like to see more unique armors that could compete with crafted ones. Especially something that could replace infused rathound leather armor. Sick of looking at it. The JKK armor was very nice.
 
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Stavrophore

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My other complaint is -since everyone and their dog, takes crafting skills, and basically since past half of the game, your crafted items will be vastly superior to most unique items, i would like if Styg rebalance the unique weapons. If its unique it should be strong, and at least comparable to things crafted with high quality materials[Q130-140]. Your endgame stuff of Q160 will still be better. Or add more unique mechanics to uniques, like he did with the NF R90 SMG having additional bullets in burst and high cap magazine, though its complete crap when you compare it to your Q160 crafted SMGs.
Getting those sweet sweet 150-160q components is a pain in the ass, though. Rush to unlock certain merchants, farm them throughout the whole game, still need to get lucky. imo the guaranteed uniques have their pros.
I'd like to see more unique armors that could compete with crafted ones. Especially something that could replace infused rathound leather armor. Sick of looking at it. The JKK armor was very nice.

Just get brew from dude and teleport for merchant runs. Always take mercantile on dominating up to 105. Only thing that Styg should add is instead of the rift in the passages near university, add rift INSIDE the university preferably near the east wing for merchant run.
You can max speed the game and just wait, or do other quests. Constantine, Praetorian guard, coretech, protectorate, and efreitor hanna[?] has the best quality items with unlocked mercantile.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
The rift could "disable" itself in such case.
Technically, but lore-wise you would have a hard time justifying why an ordinary attack somehow disabled a tear in reality. Contrary to what some people may think, Undderail does put effort into avoiding ludonarrative dissonances.
 

Stavrophore

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The rift could "disable" itself in such case.
Technically, but lore-wise you would have a hard time justifying why an ordinary attack somehow disabled a tear in reality. Contrary to what some people may think, Undderail does put effort into avoiding ludonarrative dissonances.

Well faceless posses at least a part of godmen technologies, they could embelish institute in some psycho-electric field preventing rifting[just like Six do] since they are looking for the cube and they might suspect that adversary godmen[such as tanner] might also want to snatch it. Also you must remember that time travel is completely possible in this universe[hence the game called timelapse vertigo] and someone from other dimension can just teleport there and snatch the cube when found out about the faceless causing such a big ruckus.
 

Stavrophore

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Ol' Willy

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Kek, before rescuing Newton I went down to farm some lurkers in undertunnels and one of them had awesome anti-rifle overcoat, which now is mine. This thing turns GMS compound into a complete joke - robots or raiders had a very hard time trying to even scratch me. Except for oneshotting sniper in raiders' camp, but this cost me just one reload.
 

Stavrophore

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Kek, before rescuing Newton I went down to farm some lurkers in undertunnels and one of them had awesome anti-rifle overcoat, which now is mine. This thing turns GMS compound into a complete joke - robots or raiders had a very hard time trying to even scratch me. Except for oneshotting sniper in raiders' camp, but this cost me just one reload.

There's always a guy in eastern part that wears antithermic overcoat. Its not randomized ;)
 

Tygrende

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The sniper nerf was compensated for with a huge shooting spree buff that came right after in the next patch. Snipers are still much less consistent, but potentially able to kill a lot more enemies in a very short amount of time. It's actually hard to say whether they are overall weaker or stronger than before.
 

Ialda

Learned
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Oct 13, 2019
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Quick question : currently playing my first ever Psi build run, what are Psi slots ? Am I in trouble if I learn too many psi abilities ?
 

Blaine

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Grab the Codex by the pussy
Quick question : currently playing my first ever Psi build run, what are Psi slots ? Am I in trouble if I learn too many psi abilities ?

They're the unfortunate result of Styg nerfing Psi rather than un-nerfing other things that needed some love. The Psi slots you refer to are governed by INT, act as "spell slots" to limit the number of Psi abilities you can use (as well as to punish you for "innervating" more than one school at a time), and have essentially been shoehorned in to force Psi users to spend points on a second base attribute.

Beyond that, I can't tell you, because I've only read the changelog. I'm just glad I'd already finished several (non-minmaxed) Psi playthroughs before this nonsense came down the pipe.

Meanwhile, a Robocop build with grenades is still more powerful than pretty much anything else, which makes the sniper nerf that accompanied the Psi nerf even more of a mystery.
 
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Ialda

Learned
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Oct 13, 2019
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I'm playing on GoG so I'm still on the 1.1.1.6 build, I should avoid the worst of that nerf hopefully. I disabled the auto-update thanks to your message, thanks !

Back to psi slots : how do they work ? ^^
 
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jackofshadows

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Oct 21, 2019
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God damn, DOMINATING is a proper hardcore, indeed. The bugs... are too strong. I can throw net on a single one and shot him but there're simply too many of'em around. Guess my only option is to sneak to Newton and fuck him over.
 

ciox

Liturgist
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Feb 9, 2016
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God damn, DOMINATING is a proper hardcore, indeed. The bugs... are too strong. I can throw net on a single one and shot him but there're simply too many of'em around. Guess my only option is to sneak to Newton and fuck him over.

Dominating? You need to be ready in body, mind and spirit.

By which I mean, play an OP build like Classic XP SMG.
 

jackofshadows

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Nah, I wanna push this hybrid sniper as much as I can. I mean, early game was expected to be rough but amount of bugs really suprized me. I've managed to find a shield though! 80hp and 300 shield, lul. Gonna try to take out bugs with it and some molotovs tomorrow.
 

Alexios

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Especially something that could replace infused rathound leather armor. Sick of looking at it.
Yeah, or even better, unique sprites for different types of armor, i.e. infused rathound armor having a different sprite than regular rathound armor. I mean if we put in all the work to get the infused leather, it shouldn't look identical to the ugly armor you get in the first level.
 

Stavrophore

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Nah, I wanna push this hybrid sniper as much as I can. I mean, early game was expected to be rough but amount of bugs really suprized me. I've managed to find a shield though! 80hp and 300 shield, lul. Gonna try to take out bugs with it and some molotovs tomorrow.

On dominating bugs in the depot have to be cheesed. Get bear traps from old jonas, molotovs from quinton and you should have no problems. Its great to get sniper early too.
 

Sykar

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Dec 2, 2014
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Quick question : currently playing my first ever Psi build run, what are Psi slots ? Am I in trouble if I learn too many psi abilities ?

They're the unfortunate result of Styg nerfing Psi rather than un-nerfing other things that needed some love. The Psi slots you refer to are governed by INT, act as "spell slots" to limit the number of Psi abilities you can use (as well as to punish you for "innervating" more than one school at a time), and have essentially been shoehorned in to force Psi users to spend points on a second base attribute.

Beyond that, I can't tell you, because I've only read the changelog. I'm just glad I'd already finished several (non-minmaxed) Psi playthroughs before this nonsense came down the pipe.

Meanwhile, a Robocop build with grenades is still more powerful than pretty much anything else, which makes the sniper nerf that accompanied the Psi nerf even more of a mystery.

Problem is that you just do not have the points for it really. You will want bare minimum 10 will and 6 int for PSI, probably even 8 or 10 int for those extra slots. PSI has 25% less health so melee is riskier than non-PSI in general. Ranged welll SMG/Pistols is a crap shoot since that requires a little PER and good dex. That leaves Per only but you will be hard pressed to get decent agi, strength and per if you want to go sniper/crossbow unless you want to forgoe Snipe completely but then you are a sniper who cannot snipe.
I guess going dex route and become a grenadier is about the only option but that is almost OP on its own anyway.
 

Ol' Willy

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So I started a proper build. A no-brainer one, assault rifle goes brrr one, with heavy armour and crafting. Dumped DEX, AG and WILL, average INT, high STR and PER.

Beginning was tough. Almost died to rats, that is, with 0 dodge. As I already said, before rescuing Newton I went to farm Lurkers and got myself nice anti-rifle overcoat and Marauder rifle. Thus, psi-bugs ceased to be a problem. GMS compound was piss easy - killed all robots, raiders and more raiders in adjacent caves. Before Depot A I farmed Syphoners, but leather armour made from Syphoner skin is still not enough, so I got myself a set of Tungsten Armour and some custom Assault rifles, and it still was pain. Central area is just too much bullshit - a dozen of acid dogs and six or more muties, including two-headed one. No stealth, so all combat took place in a bottlenecked area near the entrance grid, and I was forced to leave area thrice - to heal and remove cooldowns.

After Depot A I still went East from GMS compound (life doesn't teach me anything, kek), but this time lurkers took significantly less reloads to kill - and this without any traps. Went further, killed more lunatics and burrowers in caves, then - Camp Hathor. This time burrowers were not a problem at all, with almost no reloads, and all of this because assault rifle does go brrr. Rathound king, though - nope, too early I guess.

But damn, I don't have OCD in a real life, but in games like this - and Underrail with it's crafting and trading systems especially - I spent like 50% of the time crafting, bartering and sorting my inventory. Somehow reminds me of Hideous Destructor; there, you can spend a shitload of time sorting, reloading and looting stuff too.
 

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