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Underrail: The Incline Awakens

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
My thoughts on the Shock Shurikens: it was a good idea, but implemented poorly. Just to begin with, the damage does NOT scale with your throwing skill and they won't crit at all. They still give you action points with fatal throw, but no crit. With the low chance of stun and no crits, it's essentially a shitty version of the shock bolt. I hope Styg fixes this.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Stats on those are a bit Fun Police, but 30-45 electrical is not too terrible. They seem explicitly balanced around high DEX and Split Spare, since you can theoretically throw 8 of them per turn without adrenaline, possibly more with muh gloves.
 

CHEMS

Scholar
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Just came back to Core City and there was a small earthquake! Kinda strange since i killed the terrorists already. Here's their belt i took as a trophy. When you activate the bombs, your character goes "BOOOOOOM!" or "AAAAAAAAAAAAAAAAA", really funny

IGnEqHW.jpg
 

ciox

Liturgist
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Feb 9, 2016
Messages
1,413
Holy crap, it's finally possible to use the vaunted 6th utility slot?
 

CHEMS

Scholar
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Nov 17, 2020
Messages
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Yeah, i have three with quick pockets, if i equip this i get all six. And yes, you can detonate six grenades at ONCE using this. Only doable using the Blast Suit and having high CON.
 

CHEMS

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Nov 17, 2020
Messages
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All i know is that Carnifex is gonna have an explosive surprise in this run... When i get the iniciative roll after 40 tries, that is
 

CHEMS

Scholar
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Nov 17, 2020
Messages
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Update on the Shit Shurikens: i landed a crit now. The shock damage also benefits from crit, but seems like the shurikens have their own crit chance, seemingly random. Will test some more.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
Update on the Shit Shurikens: i landed a crit now. The shock damage also benefits from crit, but seems like the shurikens have their own crit chance, seemingly random. Will test some more.

Sounds like good old "locked to 5% crit chance and 100% crit damage bonus".
 

lukaszek

the determinator
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Jan 15, 2015
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Yeah, i have three with quick pockets, if i equip this i get all six. And yes, you can detonate six grenades at ONCE using this. Only doable using the Blast Suit and having high CON.
i assume high evasion build with blast cloth should be fine no?


EDIT: is boom thing free action with no cd?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Update on the Shit Shurikens: i landed a crit now. The shock damage also benefits from crit, but seems like the shurikens have their own crit chance, seemingly random. Will test some more.

Sounds like good old "locked to 5% crit chance and 100% crit damage bonus".

Now they're critting with Fatal Throw just the same way my knives crit. Funny, it begun critting as soon as i took Remote Surgeon, which by the way is a nice perk.

Yeah, i have three with quick pockets, if i equip this i get all six. And yes, you can detonate six grenades at ONCE using this. Only doable using the Blast Suit and having high CON.
i assume high evasion build with blast cloth should be fine no?


EDIT: is boom thing free action with no cd?

I don't think so, since they're not being thrown... kinda wacky you evade a explosion from your suicide bombing, lol. It costs you 10AP to blow yourself for Allah, but you'll get on ramadan afterwards during a six turn cooldown if you survive.
 

lukaszek

the determinator
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I don't think so, since they're not being thrown... kinda wacky you evade a explosion from your suicide bombing, lol. It costs you 10AP to blow yourself for Allah, but you'll get on ramadan afterwards during a six turn cooldown if you survive.
its not just for thrown, its for any explosions. Traps too
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
In exchange, Mechanics, Electronics, and Tailoring are all boosted from 130 → 160 (which is buffed to 184 in player housing, a crafting sweet spot IMO; compared to 149 boosted if their base effectives were 130).

Game has https://stygiansoftware.com/wiki/index.php?title=All-in and https://www.stygiansoftware.com/wiki/index.php?title=Hypercerebrix now, that's why Black Angel had them lower.

Oh yeah, I forgot about Hypercerebrix. The Drag and Drop is a new addition since my Expedition playthrough.

Interloper is an absolute waste.

It's not totally vital, but it's nice QoL outside of TB mode—and, strictly speaking, has some practical use as well, as it can mean the difference between (for example) ducking around a corner in time, or not.

I can already tell you're a Dominating player.

Also get Stasis and EK imprint, they will be your main defensive tools. You Stasis yourself while everybody wastes shit including their Adrenaline turns on you and then you wake up from stasis and act immediately. It's absurdly strong.

Oh, I know what they're for. Stasis is self-explanatory, though I've yet to touch Temporal Manipulation; my one Expedition playthrough was as Spear/Riot Shield/Riot Armor Guy. I did use EK Imprint with my Ambush Wizard ages ago.

It's funny to me that every possible psi build, including hybrids, has been heavily nerfed, whereas dipping very slightly into one or two schools for one or two largely skill level-agnostic psi abilities is more effective than ever, thanks to Temporal Manipulation.

I am close to wrapping up my Dom Sniper with this variation of jackofshadows build and it feels perfect. Early game is rough but go get the AR from Passages and use Rathound barbecue to weild it properly.

Yeah, I don't play on Dominating, ever, and "WAIT YOU CAN'T TAKE INTERLOPER! YOU HAVE TO ABUSE PSI JUST ENOUGH!" and "Go meta-game your way to this and this" is why I don't play on Dominating. Not that I have an issue with people who do, mind you.

Actually, the #1 thing that makes me avoid Dominating is the massively reduced sell prices. I do love my shekels.:lol:
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,178
Yeah, I don't play on Dominating, ever, and "WAIT YOU CAN'T TAKE INTERLOPER! YOU HAVE TO ABUSE PSI JUST ENOUGH!" and "Go meta-game your way to this and this" is why I don't play on Dominating. Not that I have an issue with people who do, mind you.
Early game is really rough yes but ~mid-game break-point when you're starting to own everything becomes much more satisfying. To each their own I guess. You can replace several other damage perks like blindsiding then because the build is very strong and after a certain point there're overkills left and right even with spearhead (and I was playing with it after the critical power nerf).
Actually, the #1 thing that makes me avoid Dominating is the massively reduced sell prices. I do love my shekels.:lol:
Yeah it could be tedious if one let his OCD to take charge but really, aside from early game the only stuff you need to buy is: craft materials, ammo and a bit of grenades/drugs. I did manage to buy desirable jetski and could've buy furniture for the house if I'd wanted to. Not the most 'expensive' build I beleive.
 

lukaszek

the determinator
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what are you guyz smoking. Take interloper and avoid as many fights as possible

Shuriken seems amazing.

What about javelin throwing?
javelins require some str investment. In general not that many synergies since they are not light weapons(like throwing knives are).
EDIT: if you find dominating spear builds you might be shocked to find they got no fatal throw even

in other news build tool seem to be updated. Now it shows under feats... tatoos? I assume you get them from native in a cave. 1 or more?
Also... yell got some upgrade. Now im torn between throwing knives vs brutalize meme spear build...
 
Last edited:

Ghulgothas

Arcane
Joined
Feb 22, 2020
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1,610
Location
So Below
I assume you get them from native in a cave. 1 or more?
There's a new hidden Mutie Tattoo artist in the sewers who'll ink you up. I think the trapdoor leading to his studio is randomized per-playthrough. Only get one of 'em I believe, can't split your true allegiance on your skin like you can in quests.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,413
So what are the basics on throwing knives anyway? DEX and throwing is obvious enough, but I'm more curious about feats and crafting, it doesn't seem that stuff like Expertise will help, or any of the crafting feats. I guess you'll be wanting Hypertoxicity.
 

Blaine

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Grab the Codex by the pussy
I took jackofshadows build and massaged it until it resembled something else entirely. :lol:

Essentially, with the large quantity of points I was saving anyway from lowered crafting skills (which can be buffed back to appropriate levels [including min-maxed Chemistry and Biology] with just Hypercerebrix), I decided to drop Psi entirely, drop 1 CON, drop 1 INT, then raise DEX from 4-6 and go all-in on Traps skill with 145 effective and Trap Expert. I then improved Throwing a bit for better long-throw precision, and added Grenadier. Aforementioned two feats replaced the feats gained from dumping Psi.

https://underrail.info/build/?HgUGB...dMTUCfjNLwoUpFihTwqTCtUDCreKnvgrir7wE4q-9Ad-_

I mean, since I'm not playing on Dominating, this will be fine, probably. It's been a long time since I've played a no-armor, no-evasion, no-dodge guy, so it may actually not be fine—but then again, energy shields are strong as fuck.

So what are the basics on throwing knives anyway?

They're a meme/toys for showoffs who could beat Dominating with nothing but a box of toothpicks and a pack of chewing gum.
 

Blaine

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Grab the Codex by the pussy
Here's how I would fix the Psi nerf so that it's less obnoxious.

First of all, Psycho-neural Optimization would be removed. Instead of having to waste a feat in order to gain a -10% psi cost bonus, the bonus would be granted AUTOMATICALLY if a player innervates only one school.

That bonus goes away if the player innervates two schools. Innervating three schools incurs a 10% psi cost increase, while innervating all four incurs a 20% or perhaps 25% psi cost increase. Psycho-neural Flexibility can remain, but will be optional rather than being a near-mandatory feat suck as Styg quite obviously and obnoxiously intended it to be.

Available slots are 3 + (INT/2). That way, a character with 6-7 INT (say, someone with 7 INT for the crafting feats) will have six slots—absurdly restrictive, but not as restrictive as 5. The slot gained by the Psi Circuit Extension component would be totally separate from the "brain diagram" and occupy a slot in the UI off to one side of the brain diagram. This allows for a total of 8 slots with 10 INT (absurdly high for a secondary pump base attribute), 9 with Psi Circuit Extension.

The main thing that Styg ignored when arguing that other builds generally require pumping two base attributes (which isn't even true) is that being a do-it-all Psi wizard requires a massive, absolutely titantic skill points investment. Probably he had in mind builds that include Dodge and Evasion, which are terrible skills that should never be used by anyone for any reason, except perhaps for access to Uncanny Dodge.

I still honor and revere Styg for creating Underrail, don't get me wrong. But his "balancing" and turbo-nerfs do get on my nerves. Wizards are supposed to become absurdly powerful past midgame, dude. Trying to Fun Police it because it's too stronk is just annoying.
 

Cryomancer

Arcane
Glory to Ukraine
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Jul 11, 2019
Messages
17,267
Location
Frostfell
Shuriken seems amazing.

What about javelin throwing? And hydrokinesis?
You can already throw spears. Let go of being a water mage, man. There's no Adanos in Underrail.

If I can be a cryomancer/pyromancer, why not a hydromancer?

Is hard to mod UR? If is not, I will put hydromancy into the game. Some skill ideas >
  • Water jet -> Deals piercing damage and knocks the target that fails a check prone.
  • Water wall -> Similar to the force field but as a wall.
  • Water tentacle field -> Creates an field that deals bludgeoning damage and grapple the enemies
  • Geyser -> Similar to the GURPS spell
  • Acid mist -> creates a fog that deals acid and corrosive damage.
  • Whirlpool -> Only works for naval combat. Sucks nearby jet-sky/boats and deals colossal do then.
 

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