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Underrail: The Incline Awakens

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,610
Location
So Below
We added an interesting adventure and resolution to players who get... genetically compromised during their time in Underrail. Where and how is for you guys to find out (it does require the Expedition DLC though).
Hmmm, a way to de-mutiefy yourself perhaps? Or become a high-functioning mutant? Also:
You can now throw acid vials
Mad Chemist builds gettin' better every update.

And the new cheevos look very... implicative.
Illustration.png
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
I quite like it overall, especially the super steel buffs, that was an old complaint right there. Firearm pistol buffs also sound good, maybe a little too good, but we shall see.

But lemme guess... all these new areas and we still can't access that forever-sealed Omega station?
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Maybe you become a mutant.......
In the omega station!
Ehhhhhhh I'm pretty sure there's still only the one place where you can get mutated, and the content update combined with Expedition adds a place for you to go and cope with your mutation or something. There's a few spots I can think of in the Expedition zone but I don't really want to try and spoil the surprise.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,136
Location
Reichskommissariat Russland ᛋᛋ
Firearm pistol buffs also sound good, maybe a little too good, but we shall see.
Man, 25% increase in damage, no requirements? That's crazy. Sharpshooter that ignores focus for a highly mobile build? That's must have! 10% base crit chance? That's 47% crit chance from the start. And this melee changes, man, how useful they would be with Versatility knives+pistols max DEX char?

Shame that my HDD died and took with it all my saves, I would have checked new changes with my old versatility char. I rolled through the game smoothly enough, with these changes? Carnage.
 

Ent

Savant
Joined
Nov 20, 2015
Messages
541
A new playstyle for pistols has probably been created with the gun-fu feat alone. You can probably lower your perception investment a tad and pump your dex sky high now that your melee feeds into your gun skill at close range with pistols. Dirty kick is probably a great investment for pistoleers now.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,136
Location
Reichskommissariat Russland ᛋᛋ

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,237
throwing knives feel... worse? overcoming armor was like their main issue
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Firearm pistol buffs also sound good, maybe a little too good, but we shall see.
Man, 25% increase in damage, no requirements? That's crazy. Sharpshooter that ignores focus for a highly mobile build? That's must have! 10% base crit chance? That's 47% crit chance from the start. And this melee changes, man, how useful they would be with Versatility knives+pistols max DEX char?

Shame that my HDD died and took with it all my saves, I would have checked new changes with my old versatility char. I rolled through the game smoothly enough, with these changes? Carnage.

Sure enough, but let's not forget firearm pistols were the closest thing to Nightmare difficulty besides throwing knives. There were also previous nerfs to things useful for firearm pistols, like Critical Power, further limiting their potential. So this could work to bring them in line with the other offensive options.
The buffs also have decent flavor, pistols have always had weak active/triggered abilities (looking at you Execute) because they always had a natural affinity for crits, the buffs strengthen that identity rather than changing it completely.
 

Stavrophore

Most trustworthy slavic man
Patron
Vatnik
Joined
Aug 17, 2016
Messages
14,972
Location
don't identify with EU-NPC land
Strap Yourselves In
Meh, instead of buffing firearm pistols[which needed some tweak sure] i would rather see some love for cryo, incendiary and acid pistols. Especially cryo and incendiary.Spear is kinda railroded to play with shield. Throwing knives will be good against soft targets. I feel that sledgehammer builds could get some utility perk.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
pistols have always had weak active/triggered abilities (looking at you Execute) because they always had a natural affinity for crits
But Execute does crit. I remember crits with Execute reaching some ridiculous points of damage


Yeah, too bad you basically never need that meme damage against some squishy stunnable target, what you need is decent damage that isn't tied to a big cooldown.

Doesn't really matter, firearm pistols are headed towards being quite good when just clicked at a target, so long as you have the right kit, and that's probably for the better. It's kinda like Unarmed.

Hell, wait til Sheepherder hears about this.

 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,237
throwing knives feel... worse?

Why? They now deal more damage, and they couldn't do anything to armor anyway.

  • Reduced the base damage by about 20%, they now incur 130% of mech resistance and threshold (up from 125%), but the damage that passes the armor is increased by 75%
  • Added Remote Surgeon feat - Increases the unresisted damage modifier of throwing knives by additional 50% (up to 100% through specialization)

base dmg 20% lower means overall dmg lower right? On top of that effective DT got small boost. Sure once you get dmg through you get nice boosts, but again issue will be dealing any dmg at all(against armored targets). Even more so. Unless those shock shuriken end up being amazing
 

Supermedo

Augur
Joined
Apr 12, 2013
Messages
342
I took the Acron and got attacked by shadows when I realized I'm not doing any damage I ran away but I figure there must be a way so I googled and found out I need Ethereal Torch, I did explore the whole north but because I didn't trigger Ferryman talk on how he got friendly with the natives so I missed the item.

My question is I have a save before taking the Acron and save where I took it and still didn't report to Oldfield yet did I miss my chance to kill the shadowlith or I can keep todd in the submarine and do the Ferryman quest.
 
Last edited:

Sweeper

Arcane
Joined
Jul 28, 2018
Messages
3,998
>Increased critical hit chance of all firearm pistols by 3% (new base is 10% now)
>Firearm pistols damage increased by about 25%
>Firearm pistols now ignore up to 40% of target's evasion at close range
>Sharpshooter now grants the critical damage bonus to firearm pistols at all times regardless of focus
>Added Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage done
>Added Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.



Why the fuck was I not informed of this? /vrpg/ > Codex, yet again.
I need to finish my fucking Kingmaker playthrough Goddamn it...I'm only in Varnhold.
 

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