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Underrail: The Incline Awakens

ItsChon

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Steve gets a Kidney but I don't even get a tag.
I only did the Protectorate Questline once, I prefer the Free Drones one, but holy shit that is awesome. Parking that shit in your house sounds legendary. Also, has anyone maxed out their player home on dominating? I feel like it would be impossible to get everything in without spending an exorbant amount of time trading.
 

Yaz

Learned
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Nov 10, 2020
Messages
283
Frankly, I don't understand why Styg locked it behind one quest from one faction and one location.

Because game programmers like to reuse assets for new usability. Piloting the Dreadnaught is cool and it's a welcomed change of pace. Also some build might struggle with the second part of Hephaestus research.

Outside of that the player can have harder armour, deadlier bursts and bigger AoE. That's right - you can be tankier than a Dreadnaught.

Some kind of export-import trick?

I reckon it's cheat engine coordinates displacement.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
668
Knives are fucking awesome. Throwing is fucking awesome. Throwing knives are fucking garbage.
Haha, this was like the second build I tried to make and this was before Temporal Manipulation or Specializations were added to the game, so it was basically unplayable. I'm going to try a 10 Will, max Dex, TC/TM Throwing Knife char. Perhaps the added flexibility of PSI will make the build actually viable.
T.knives have been very viable so far, just very slow at the start. I'll finish the game with them alone. Getting close to Magnar now.
 

Ol' Willy

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CHEMS

Scholar
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Time to rock 'n' roll, baby!

PbYcuC9bNL4.jpg


Half of these are from my previous run through the cave, but still - sweet satisfaction!

Ks46ikO_5vE.jpg


I've earned it!

s3C_zjrtvRQ.jpg


Although, the offense capabilities are underwhelming, to say the least. Minigun has average damage, but no feats are counted and you're stuck with 15% crit chance. Drill does some good damage, but 25 AP per attack and no MP - yeah, great fun. Rockets are nice, but I do miss half of the time with 90% THC for some reason. You can tank exorbitant amounts of damage and immune to a lot of stuff (TC? Forget about it!), but no stealth, no MP, slow movement speed and constant sound of running motor... It's not indestructible, though - creepy-crawlies from the screenshot above managed to shank more than half of the things' HP. You can't repair it through conventional means.

Frankly, I don't understand why Styg locked it behind one quest from one faction and one location. Make it running from the batteries like jets do, give it limited ammo, allow for repairing it with repair kits - Dreadnought would be a great reward for finishing Protectorate questline. What other RPG can boast mech-combat packed inside?

How did you get the mech out of the facility?
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
Crit Sword Boy made it to Expeditions at level 19, Dom/Oddity. Oh boy.

Native invasion was simple once I put out some poison caltrops, but the crabs proved to be a pain in the ass. Basically have to really play the drugged up crit junkie game, forget about flurry, and reload whenever it goes wrong. Have to rely on big crits and plasma grenades, or it's just excruciating pew-pew. Strongmen actually seem more tolerable than crabs. I suppose I need to really lean into Proxy/Implosion or, more sensibly, jack up crit chance as much as possible. Presumably a SI version could just crit nearly every time and flurry-crit to victory, but currently I'm at a modest 30% + Focus Stim and Chips => 50%, having just got infused rathound.

Long cry from my good old pistolero who could one-shot hermit crabs
 

Yaz

Learned
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Messages
283
Crit Sword Boy made it to Expeditions at level 19, Dom/Oddity. Oh boy.

Native invasion was simple once I put out some poison caltrops, but the crabs proved to be a pain in the ass. Basically have to really play the drugged up crit junkie game, forget about flurry, and reload whenever it goes wrong. Have to rely on big crits and plasma grenades, or it's just excruciating pew-pew. Strongmen actually seem more tolerable than crabs. I suppose I need to really lean into Proxy/Implosion or, more sensibly, jack up crit chance as much as possible. Presumably a SI version could just crit nearly every time and flurry-crit to victory, but currently I'm at a modest 30% + Focus Stim and Chips => 50%, having just got infused rathound.

Long cry from my good old pistolero who could one-shot hermit crabs

The reason why I respect Expose Weakness/Versatility so much. Alternatively you could just make yourself some sweet Galvanic Heavy piece or Galvanic melee immune set to deal with those. I think with the Tesla Armour and some additional Galvanic boots or helm you'd generally be very well protected against crabs.
 

Fedora Master

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So how do you have fun in this?
I tried going for a specialized build and ended up not being able to hack/craft/fight a lot of shit. So I guess specializing is the wrong way to go about this?

e: Also where the fuck can I learn to craft lockpicks and such? I never saw a recipe for essential stuff like that.
 

Yaz

Learned
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Nov 10, 2020
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283
Constantine at Oculus will always sell Lockpick BP even without opening higher tiers of merchandise.

So how do you have fun in this?

This is an incredibly subjective question. Maybe the game just isn't meant for you.
 

Fedora Master

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Constantine at Oculus will always sell Lockpick BP even without opening higher tiers of merchandise.

So how do you have fun in this?

This is an incredibly subjective question. Maybe the game just isn't meant for you.

I can totally see how this is a spiritual successor to, say, Fallout. A game I like. I just can't seem to get warm with this because of various issues, mainly how to effectively fight. You're always outnumbered, so engaging a group of humans means death unless you can shotgun or grenade the whole group.
 

Yaz

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I can totally see how this is a spiritual successor to, say, Fallout. A game I like. I just can't seem to get warm with this because of various issues, mainly how to effectively fight. You're always outnumbered, so engaging a group of humans means death unless you can shotgun or grenade the whole group.

I actually don't see the game as a successor to Fallout, and I also think that's a good thing. But let's not get into it now. Unlike Fallout you won't be able to prevail in a given encounter based only on the fact that you have a gun and points into Guns.

I am actually currently running a LP which you could have a look at if you think you can spare the time. Other than that try experimenting with a lot various ways to find solutions to quests - different throwables, consumables, armour, ect. The game can also have a lot of peaceful solutions to a lot of it's problems. One tired old example is you can just make noise in a given area and pass through unnoticed.
 

Ol' Willy

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I just can't seem to get warm with this because of various issues, mainly how to effectively fight. You're always outnumbered, so engaging a group of humans means death unless you can shotgun or grenade the whole group.
There's essentially two prevalent ways to effectively fight in Underrail.

First one is the tanky one. High CON so you will have some HPs to spare. Make yourself a good set of armor that will soak most of the damage. Tune up your offensive output to kill people faster than they kill you. On difficulties below DOM, a simple tank in metal armor with AR has no problems 95% of the game.

Second one is more engaging. The goal is simple - not to get hit. Here, pure damage output matters less as long as people can't hit you back. Underrail sports the wide selection of various means for that: simple pumping up your MPs so you can run from any danger, breaking the LoS, bear traps, wide assortment of crowd control grenades and caltrops, various PSI abilities, passive weapon bonuses and such. See sniper? Get in cover. See the guy with sledgehammer? Incap or trap him. See crossbow user? Fix him in place and finish him off. See the group of people? Trap the chokepoints, drop caltrops, start the fight with molotov to heat up the party, when they get uncomfortable close to you - flashbang. Given the choice between trading shots and retreat, always retreat, unless you are sure than you won't take much damage (or malign stat effect) and will kill the guy soon. Never stay in enemies attack range. If you are pressed up against active and dangerous enemy, you either kill him in the current turn, or disable him/run in cover.
 

Fedora Master

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Second one is more engaging. The goal is simple - not to get hit. Here, pure damage output matters less as long as people can't hit you back. Underrail sports the wide selection of various means for that: simple pumping up your MPs so you can run from any danger, breaking the LoS, bear traps, wide assortment of crowd control grenades and caltrops, various PSI abilities, passive weapon bonuses and such. See sniper? Get in cover. See the guy with sledgehammer? Incap or trap him. See crossbow user? Fix him in place and finish him off. See the group of people? Trap the chokepoints, drop caltrops, start the fight with molotov to heat up the party, when they get uncomfortable close to you - flashbang. Given the choice between trading shots and retreat, always retreat, unless you are sure than you won't take much damage (or malign stat effect) and will kill the guy soon. Never stay in enemies attack range. If you are pressed up against active and dangerous enemy, you either kill him in the current turn, or disable him/run in cover.

That's what I was attempting to do with my first character. I suspect I did a big dumb by pumping Perception above all else though and never leveled Throwing. Probably need to restart.
 

CHEMS

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Stealth + TNT Charge + LoC + Enrage + Vanishing Bomb = Fun party at the Lunatic Mall

Also, Trance + Mania + LOC + Psi-cognitive Interruption is THE best against goliathuses. They just melt, and the ones who survive get a unhealthy dose of eletricity while they pathetically try to scratch me.
 

Ghulgothas

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The early game is sadistically punishing to CONlets. No shame in abusing traps, grenades, chokepoints and savestates until you get the gear and feats to get you going.

That's what I was attempting to do with my first character. I suspect I did a big dumb by pumping Perception above all else though and never leveled Throwing. Probably need to restart.
Not necessarily, jacked-up Perception will turn you into a flawless gunman later on and even a few points in Throwing can go a long way. Though you ought to make Constitution and Strength your next-strongest attributes. Well-made metal armor will negate your initiative fails and any skill deficits from low INT can be negated with deliberate point investment.

If you aren't already dumping Will, you should.
 
Last edited:

Ol' Willy

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Mapped all of Underpassages, Lower and Upper Underrail, Lower and Upper Caves. Now, only Black Sea, Waterways and Deep Caverns left. Whatever people say about Upper Caves, it's all true. The place is absolutely barren, has little oddities, little loot and exists only to farm animal organs.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
Second one is more engaging. The goal is simple - not to get hit. Here, pure damage output matters less as long as people can't hit you back. Underrail sports the wide selection of various means for that: simple pumping up your MPs so you can run from any danger, breaking the LoS, bear traps, wide assortment of crowd control grenades and caltrops, various PSI abilities, passive weapon bonuses and such. See sniper? Get in cover. See the guy with sledgehammer? Incap or trap him. See crossbow user? Fix him in place and finish him off. See the group of people? Trap the chokepoints, drop caltrops, start the fight with molotov to heat up the party, when they get uncomfortable close to you - flashbang. Given the choice between trading shots and retreat, always retreat, unless you are sure than you won't take much damage (or malign stat effect) and will kill the guy soon. Never stay in enemies attack range. If you are pressed up against active and dangerous enemy, you either kill him in the current turn, or disable him/run in cover.

That's what I was attempting to do with my first character. I suspect I did a big dumb by pumping Perception above all else though and never leveled Throwing. Probably need to restart.

I suspect you'll be fine once you work it out - the game isn't easy by modern standards and like any complex game has its own quirks you need to get used to. Feel free to share your build or specific issues in the thread. https://underrail.info/build/

If first time, you're on what, Hard/Oddity?
 

Fedora Master

STOP POSTING
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Second one is more engaging. The goal is simple - not to get hit. Here, pure damage output matters less as long as people can't hit you back. Underrail sports the wide selection of various means for that: simple pumping up your MPs so you can run from any danger, breaking the LoS, bear traps, wide assortment of crowd control grenades and caltrops, various PSI abilities, passive weapon bonuses and such. See sniper? Get in cover. See the guy with sledgehammer? Incap or trap him. See crossbow user? Fix him in place and finish him off. See the group of people? Trap the chokepoints, drop caltrops, start the fight with molotov to heat up the party, when they get uncomfortable close to you - flashbang. Given the choice between trading shots and retreat, always retreat, unless you are sure than you won't take much damage (or malign stat effect) and will kill the guy soon. Never stay in enemies attack range. If you are pressed up against active and dangerous enemy, you either kill him in the current turn, or disable him/run in cover.

That's what I was attempting to do with my first character. I suspect I did a big dumb by pumping Perception above all else though and never leveled Throwing. Probably need to restart.

I suspect you'll be fine once you work it out - the game isn't easy by modern standards and like any complex game has its own quirks you need to get used to. Feel free to share your build or specific issues in the thread. https://underrail.info/build/

If first time, you're on what, Hard/Oddity?

Normal/Classic - I've restarted as a melee guy with more focus on crafting and the game already feels nicer to play.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Fedora Master Combat can be tough especially when you're first learning the game. I restarted like four times before I finally made a build that worked. Post your build if you have questions and we can make sure you're not completely fucking yourself.
T.knives have been very viable so far, just very slow at the start. I'll finish the game with them alone. Getting close to Magnar now.
I couldn't do enough damage to get past the Iron Heads with my throwing build, and that was with a throwing spear. Maybe I fucked something up, but how were you able to deal enough damage? I didn't use poison, so that's probably what fucked me right?
 

CHEMS

Scholar
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yahota died a horrible and painful death

what a shame

*smack lips*

c4a7697ea9cc48aeac0d0699c387006e.jpg


what a rotten way to die

lmao
 

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