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Underrail: The Incline Awakens

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
Speaking of the Wormhole, Find Blaine seems to have vanished from the Black Eels quest line.

I can only assume it's been decoupled from that quest line (possibly the Scrappers quest line as well) so that everyone can find and use the shop in some other way regardless of the side they choose.
Nah it's still there i done it ,recently siding with the black eels,have the electronic vendor sell his location, then they ask you to have SGS or protectorate side with them . You are still emprisonned in the game.. forever.But dont worry , each of us systematically ends you!
 

Blaine

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That might be a bug. I'm fairly sure giving Jonas the watch for free is supposed to bypass the check entirely. In any case, giving the watch to Jonas is the way to go regardless, even if only for batteries and sundry items.

I suppose I must have been mistaken about the order of the quest line. I for some reason thought that Find Blaine would come after Silent Isle but before Depot A.
 

CHEMS

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Joined
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have the electronic vendor sell his location
If you let Jonas have his lost watch for free, you'll be able to pass his persuasion check and give Blaine's location for free
Nope, not even after giving the watch for free in my case. Zero in persuasion.

Something's wrong then. I do it in every playthrough. Give his watch with "it's ok you can have it" line, then when asking for Blaine i choose the "help with old junkyard" option, then hit the persuasion check.
 

Blackmill

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Joined
Dec 25, 2014
Messages
326
When I first read the Psi overhaul change log a while back, I misread this change

  • Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn

to be that a 25% chance of restoring AP replaced the passive AP reduction. Now that I'm playing again I realized it's in addition to. So Styg really nerfed melee and xbows while buffing ARs? Wow...

SMGs and ARs were nerfed in recent memory with bursts not counting as special attacks, the new spec points could add some of the damage back but you need to spend a lot of points, that means a level 20+ character, so they are still pretty nerfed.
Only burst build that wasn't nerfed was crit AR which is still decent, and takes a little more effort to implement.

What this buff does is balance out a bit of the old burst nerf, the Spearhead/Dragunov AP nerf, and also helps all sniper rifles be a little less predictable than just "use this turn to delete enemy X".

I kinda wish it wasn't RNG though and worked more like Combo.

I think ARs are better now starting at level 18. The same patch that nerfed smart goggles made rapid reloader work with muzzle brake which did a lot to blunt the nerf. Now with specializations (specifically Commando+3), ARs go from 2 to 3 bursts per turn (plus a reload with the new bullet strap belt) without needing psi or adrenaline which I think is way better than the damage smart goggles used to give. And Concentrated Fire+5 together with the muzzle brake change adds roughly as much damage to burst fire as the best quality smart goggles did.
 
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Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
have the electronic vendor sell his location
If you let Jonas have his lost watch for free, you'll be able to pass his persuasion check and give Blaine's location for free
Nope, not even after giving the watch for free in my case. Zero in persuasion.

Something's wrong then. I do it in every playthrough. Give his watch with "it's ok you can have it" line, then when asking for Blaine i choose the "help with old junkyard" option, then hit the persuasion check.
I may remember it wrong , maybe i took one of the rewards from jonas .
 

lukaszek

the determinator
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ive dropped surprising death crawler. Bear trap + magnesium nade + acid flasks made it surprisingly quick
 

Blaine

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I believe I've had sufficient time to more-or-less fully evaluate the repair kit nerf.

The weight savings are largely unchanged. Animal organs have always been the biggest factor in crafting-related weight savings; sledgehammers, leather armor, raw leather, etc. are still far lighter when converted to scraps. Chances are you'll be able to use any repair kit you've produced in the field anyway to repair the loot you're already hauling, so the increase in repair kit weight was highly ineffective as a means of nerfing.

In addition to the doubling of repair kit crafting recipe costs, simple combat knives, balaclavas, and psi headbands (all of which I specifically mentioned in my Merry Meandering Merchant guide years ago) have received targeted nerfs so that they barely yield any scraps at all. This is the most effective part of the nerf, even though it seems to have been a stealth nerf. In many cases, especially early on, you almost might as well just buy the repair kits from vendors. In my opinion, "better off buying it from a vendor" is a damning thing to have to say about crafting recipes.

The nerf has accomplished its apparently intended purpose: The recycle/repair recipes are good for an occasional bonus repair kit from dead-weight leather items and small melee weapons. The recipes went from being too OP to the obvious victims of heavy-handed nerfing.

But here's the thing: At the end if the day, it doesn't matter anyway, since the limiting factor in earning charons isn't how much you can sell your loot for, but rather how many charons the vendors have available per merchant cycle. Repair kits as always will help each item to sell for the maximum amount of charons, which is helpful—but you're still going to be cleaning out all the vendors' charons by mid-game in most cases. The inability to get cheap repair kits from knives and balaclavas doesn't change that one bit.

The only difference will be a slightly smaller mountain of unsold loot by the time you finish the game. That is it. Plus, with jet skis' prices slashed in half, any additional charons that this dumb repair kit nerf might have kept out of the player's hands will all be returned to him by proxy anyway.
 

Blaine

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I'm going to indulge in a rare double post here:

Recycle/repair were interesting before. There were tricks and secrets to figure out (cheap items that yielded good scrap), and indeed, the very fact that near-useless stuff like low-q rathound leather and tarnished knives could be turned into something valuable meant that even cheap loot was worth a look.

Now there's nothing. It's nerfed garbage that won't affect veterans' dragon hoards in any meaningful way, whereas the huge crafting cost and targeted-nerfed cheap items will make it annoying and frustrating for new players.

Verdict: Fucking dumb. Take it back to the drawing board, Styg.
 

CHEMS

Scholar
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Forget repair kit. Just get 50 tailoring and make a fortune repairing tactical vests.
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
So I Figured i never gave a sword build a proper try and am doing one now, i am taking a build i used for unarmed and moving it to a sword build, 9 str 7 dex 3 agility 8 con 3 per 3 will 7 intel only change i made from unarmed build is i took 3 points from dex into con, also perception is never worth raising for melee builds i don't care what you say.

The 9 is so you can wear tungsten plate, then you pick up nimble armor sloping and tabi boots and you get 40 movement points by mid game and a DT of over 30, if you combine with a Tri Chrome helmet you can be immune to flash bangs and essentially have an aoe stun every fight, the reason you do all this is to level stealth which while useless early game by mid to late game the points invested pay off and there is something hilarious about using tabi boots stealth boost to stealth around and clear areas in full metal armour.

The point of all this is swords are actually better then unarmed build with flurry because you have so many stun choices from dirty kick taser and flashbangs you should be able to build up near infinite amounts of flurry and onslaught stacks and you are able to kill more people per turn then unarmed even end game with with all the 5-6 different damage boosts, combined with the fact you can ignore dex from 7 and just invest in con and its pretty stupidly tanky.

Also i have such a hatred of higher difficulties for the money issue, i can deal with the health drop that's whatever, the enemy placements and boosts is fine its the artificial selling nerf that annoys me because it just delays the game being fun for ages, but man normal is too easy and hard is too easy, if the selling nerf wasn't so harsh maybe i would play dominating but i can't bring myself to deal with it, i don't have it in me.
 

Blaine

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Forget repair kit. Just get 50 tailoring and make a fortune repairing tactical vests.

There's no need, really. You can purchase an advanced patching kit for ~1k and transform a 5k tactical vest into a 10k tactical vest. High-end gear that sells for tens of thousands can be repaired so relatively cheaply with shop-bought repair kits that the source of those kits is utterly irrelevant.

All this nerf has accomplished—other than to make recycling and repair kit construction feel unsatisfying and become nearly pointless—is to levy a slight tax on the inevitable.

Cheap gear was the only thing worth recycling to begin with. Such gear can now simply be left behind entirely, since the scrap yield has been reduced whilst the recipe cost has been doubled. It's no longer worth bothering with; might as well just barter for repair kits and forget about fiddling around with crafted ones.
 
Joined
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617
lol, sharpshooter will work on non firearm pistols now

versatility builds are getting more and more OP
Weird, I thought it always worked.
1.1.3.0 broke it so it stopped working with energy/chemical pistols. Guess it was a mistake when they changed it to not require focus for firearms. Bug's fixed so now it works for them too.
It doesn't matter to versatility builds though, since there's no way they'll meet the 10 perception requirement.
 

Blaine

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All this nerf has accomplished
Play non-crit AR tank and you will feel the real effect of this nerf

My AR tin can playthrough took place prior to both this repair kit nerf and the Smart Module → Burst nerf. As you would expect, I mowed through the murder hobos of Underrail like an eighteen-wheeler with a bunch of running chainsaws welded perpendicularly onto the trailer.

My ambush wizard playthrough took place prior to the psi nerf. As you would expect, I melted, nerve stapled, entombed, immolated, perturbed, stunned, and bedazzled all of the vibrant ethnic youths of Underrail before they could even shoot themselves up with drugs.

Ironically, even more powerful combinations of abilities exist now, as demonstrated by the video of that one player eliminating an entire armored Protectorate platoon with nothing but a pistol and a box of toothpicks.

I really want to teach myself how to mod this game, if only to revert nerfs that I don't like. I'm not sure that it's properly possible without Styg's cooperation, though, because to my knowledge only speed hacks, cheat engine (both of which work through trial-and-error manipulation of game code loaded into active memory), and custom portraits (which are officially supported) are possible.
 

Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
I really want to teach myself how to mod this game, if only to revert nerfs that I don't like. I'm not sure that it's properly possible without Styg's cooperation, though, because to my knowledge only speed hacks, cheat engine (both of which work through trial-and-error manipulation of game code loaded into active memory), and custom portraits (which are officially supported) are possible.

And a map editor. I can see the appeal of self-contained dungeons sprinkled around the waterways, much like Upper Underrail has a bandit or a station here and there.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
It depends on what type of modding you have in mind, last I checked all item properties can be changed, but the code that governs how feats and characters behave is harder, if not impossible.

Most satisfying modding you can do? Probably mess around with HumanBodyFall.xnb in the sounds folder.



 

CHEMS

Scholar
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There's no need, really. You can purchase an advanced patching kit for ~1k and transform a 5k tactical vest into a 10k tactical vest. High-end gear that sells for tens of thousands can be repaired so relatively cheaply with shop-bought repair kits that the source of those kits is utterly irrelevant.
On hard, yes. On dominating it's absolutelly necessary to craft your own.
 

CHEMS

Scholar
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It depends on what type of modding you have in mind, last I checked all item properties can be changed, but the code that governs how feats and characters behave is harder, if not impossible.

Most satisfying modding you can do? Probably mess around with HumanBodyFall.xnb in the sounds folder.





Based and DeusExpilled.
 

Blaine

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There's no need, really. You can purchase an advanced patching kit for ~1k and transform a 5k tactical vest into a 10k tactical vest. High-end gear that sells for tens of thousands can be repaired so relatively cheaply with shop-bought repair kits that the source of those kits is utterly irrelevant.
On hard, yes. On dominating it's absolutelly necessary to craft your own.

What difference does that make? The absurd scraps requirement and accompanying nerfs of cheap gear's scrap yields combine to ensure that you won't have nearly enough repair kits for all of your loot anyway, unless you buy them.

I understand what you're saying—on Dominating, you receive only 25% of the added value per repair kit compared to Normal—and if buying repair kits would lose you more than you'd gain, then you might as well just sell the loot unrepaired. It's still possible to obtain "discounted" repair kits by recycling purchased or crafted machetes, by the way. No doubt that will soon be nerfed as well.

All the more reason not to play on Dominating. The arbitrariness of nerfs like this one (halve it! double it!) combined with the arbitrariness of how Dominating is tuned (quarter it! double it! quadruple it!) strongly indicate a lack of proper, holistic thinking-through before Styg decides to slash and burn something that's too good.
 

Tigranes

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Jan 8, 2009
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There's no need, really. You can purchase an advanced patching kit for ~1k and transform a 5k tactical vest into a 10k tactical vest. High-end gear that sells for tens of thousands can be repaired so relatively cheaply with shop-bought repair kits that the source of those kits is utterly irrelevant.
On hard, yes. On dominating it's absolutelly necessary to craft your own.

I play dom/oddity and I ignore all loot that I can't carry right now, all loot that isn't very valuable, I don't make repair kits, I regularly leave repair parts loot where I found it. And turns out you can definitely do that. Just use repair kits you loot & buy some every now and then.

The only time the money becomes a problem with that approach is for lots of super-steel, high-end jetskis or player house.
 

Fenix

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Just get 50 tailoring and make a fortune repairing tactical vests.

Repairing? Crafting random one from parts. I made one - from pisspoor regen vest, nanocomposite plate, laminated plate, aluminium fabric - all poor quality ~40 except aluminium. Result worth 25 K/4.

___________

Also, playing pistol firearm build, and can't feel it. Like, when it will be fun/OP to play it?
Lvl 14 and I struggle with muggers in CC lol. When come the powah?
Using neo luger 9 mm - crits are for ~100 lol.
.44 Hammerer is a fucking trollgun, that spit for 50 crit damage for 1/3 of shots, mediocre damage fro another 1/3, and last 1/3 is the damage you looking for. :roll:
I did something wrong It seems...
 
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Blaine

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Just get 50 tailoring and make a fortune repairing tactical vests.

Repairing? Crafting random one from parts. I made one - from pisspoor regen vest, nanocomposite plate, laminated plate, aluminium fabric - all poor quality ~40 except aluminium. Result worth 25 K/4.

Yeah, you can make money hand over fist by crafting shit, although Dominating makes that a lot more difficult. On Hard it's still viable in some cases (with decent Mercantile, at any rate) to purchase parts from merchants and then sell the result for a profit.

Even if you end up taking a nominal loss, though, you can barter common loot (firearms, vests) for the parts to create uncommon loot (energy pistols, chemical pistols, shield emitters) so that you can more readily barter with merchants who only buy less common gear.

I suspect that most of what Dominating players won't end up buying are the fun things: house decorations and defenses, jet skis just to have them, etc. People who enjoy the challenge of Dominating probably won't mind skipping those things, but it seems rather pointless to have to skip them. They will still be able to buy and craft what they need, after all.

I'm in favor of custom difficulties. I'd love to fine-tune the sell prices nerf, tune the boss HP bonus so that the bullet sponge factor isn't too ridiculous, keep the hilariously buffed-up encounters like Death Stalkers in lower-level vent systems, etc. Call adjustable difficulty decline if you want—I called the automap decline, and I stand by that, but I was overruled by the majority who don't find the possibility of getting lost and navigating by dead reckoning to be enjoyable. I'm VERY glad I got to experience Underrail without a map, because I love having to mentally map a game with complex, multi-level interconnections. To be fair, use of the map is wholly optional, but if people aren't forced not to use something so convenient, most won't even try doing without it.
 

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