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Underrail: The Incline Awakens

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
This is never going to happen, and is just a pie-in-the-sky thought that occurred to me.

Some people would prefer less RNG in the precision equation. It would be neat if the 95% precision hard cap were raised by 1% for every 100 effective skill, up to 98%.

95% translates to 1 in 20. 96% would be 1 in 25, 97% would be 1 in 33.3, and 98% would be 1 in 50.

This would, if nothing else, be highly amusing to me because of its ramifications. All enemies would be slightly deadlier, and min-maxers would from then on strive to have 300+ in the primary offensive skill (not that they already don't, usually).

Would it still be Underrail if you couldn't kill yourself with your own HEG or Pyrokinesis?
Though they are capped at 90% so you prob implicitly excluded them.

After seeing the high DEX pistoleros smoothing the RNG with a high number of shots Styg will probably introduce weapon jamming, every shot you roll the dice based on current weapon durability.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,387
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
I'm still waiting on more Oculus quests. They really need to give the level between the Mainframe and Storage a purpose, because there is no reason to ever visit there once you've seen it once.

Some more reactivity between the Rig and the Junkyard Docs would be nice too IMO. The Rig looks great but I really thought it would have more content than it does. It would be great if there was more places to explore than just the surface level bar and your room, with the rest being cordoned off for the Pirate quests.

On that note, I think that Styg really needs to find a way to make Jet Ski's more integrated into the main game. He needs to find a way for us to be Jet Sking around right after Depot A. Adding an island faction/city is something that can be easily done as their is a lot of room towards the east of the map with Camp Hathor. This would give a great introduction to Jet Ski's and perhaps allow Styg to spread out all the best parts instead of just chucking them in the Abandoned Waterways section. The main factions that are near water also need to be a bit more involved in the waterways.

Underrail is great, but I think there are definitely things that can be done to smooth the transition between the expansion and the main game, because as it is it's a bit out of the blue and jarring. Why not have it so we hear about the black sea even before the expedition arrives? It would be awesome to be able to go into the Black Sea right after Depot A but before Aegis get there, seeing the pirates roaming around freely fucking people up, the natives doing their thing, and none of the old ruins being active. You can even soft gate it by adding pirates patrolling and guarding the black sea, which will make it all the more fascinating when you're finally able to go in with the expedition.

Has Styg mentioned anything about continued content updates for Underrail? Because I certainly hope he doesn't stop now that there's Infusion to work on.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
After seeing the high DEX pistoleros smoothing the RNG with a high number of shots Styg will probably introduce weapon jamming, every shot you roll the dice based on current weapon durability.

I really can see that happening...
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
lol

>be at arena
>carnifex fight
>win the initiative roll
>use powder grenade
>hide behind pillar
>pop a jumping bean
>restealth
>move stealthed at full speed because the bonus from the pill works while stealthed
interloper is a waste of feat
>get behind carnifex and cut his throat
>shoot him with mah lazor while he's struggling with a tored larynx

U mad, Carnifaggot?

t1eAINt.png
 

Blaine

Cis-Het Oppressor
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Messages
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Location
Roanoke, VA
Grab the Codex by the pussy
I just want a shooting range in my house. Only SGS has one in the whole game!

I want to design my own house, or move into a vacant or abandoned building—this one, for example, which is cozy and has 5 (7 with high PER) containers:


But crafting benches, convenient rift travel, and ubiquitous containers fairly effectively steer one toward the designated house, unless you're doing a minimalist no-crafting playthrough.

The mod embargo not only prevents us from reverting the most absurd of Styg's nerfs—as he knows many of us want to do—it also prevents some harmless fun. On the plus side, it means that there aren't any tasteless and/or sloppy mods shitting up the game.

After seeing the high DEX pistoleros smoothing the RNG with a high number of shots Styg will probably introduce weapon jamming, every shot you roll the dice based on current weapon durability.

Balancing any game around min-maxers and superfans with 1k+ hours in the game is fucking dumb.

Granted, >99% of people who'll ever play Underrail have probably already done so, but even for the diehards this type of balancing is damn annoying.
 
Joined
Jan 1, 2011
Messages
617
Something I intend to find out on my current playthrough and post caps of once I see it. From what I've seen so far it is a definitive ending (complete with slides) removed from the non-mutie one, and is a bitch to get considering how hard it is to worm your way back into Core City after getting mutated.
The lab where the cube gets stolen has an exit into the sewers, so if you can make your way there you're clear. If you start from the Core City entrance rift you only need to pass through three areas to get to it, and only one of them is heavily populated. In the worst case scenario you can just murder the people there before mutating and you're good.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
The Ironheads don't stand the faintest chance versus the absurd power of a silenced Expertise/Commando/Spec Ops/Blindsiding SMG with a full rainbow of ammo types.

On the other hand, I got complacent and was almost killed by a single warthog nearby Ironhead territory, and I'm not even playing a CONlet.

One aspect of Opportunist that I hadn't really taken into account: All characters still in stealth count as slowed. I love the synergy of this build.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
160Q core on a power management googles is so satisfying to use

I'm rocking a low-high shield with 2000 hit points, by the way. I laugh at my enemies, at least until one of them throws a emp and deep fry my smarty pants lazor guy
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
160Q core on a power management googles is so satisfying to use

Undoubtedly because the battery life is no longer comically bad for "game balance" reasons.

I've had more time to ruminate on this. Given how long (12-15 turns) even a shoddy pair of NVGs will last during actual turn-based combat, how quickly you can hotkey-feed new batteries (you can place a battery on 8, your goggles on 9, then quickly tap 8 and 9 to recharge), and how little basic batteries weigh, I can't work out how this obnoxious design actually balances anything. All I can figure is that it taxes your carry weight and battery budget ever so slightly near the beginning of the game.

In exchange for this delicate and sophisticated balancing, we have to shove a battery in there every fifty seconds during real-time mode until the capacity is sufficiently high to economically utilize the next tier of battery—although even then, I'd generally rather top it off than wait until it's almost depleted.

I have never died nor even been inconvenienced (aside from the obvious inconvenience under discussion) due to the obnoxiously small battery life of NVGs, and I'm definitely not the most hardcore player.
 

Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
I've had more time to ruminate on this. Given how long (12-15 turns) even a shoddy pair of NVGs will last during actual turn-based combat, how quickly you can hotkey-feed new batteries (you can place a battery on 8, your goggles on 9, then quickly tap 8 and 9 to recharge), and how little basic batteries weigh, I can't work out how this obnoxious design actually balances anything. All I can figure is that it taxes your carry weight and battery budget ever so slightly near the beginning of the game.

Kill Protectorate patrols in the waterways. They respawn indefinitely. Take the expensive engine parts. Trade for the expensive batteries with 200 charge at Ray's.

Better yet, they're a different faction than the real Protectorate.

Also, I found (maybe not, it's really obvious) a way to carry a fuckton of tungsten plates at once. In case it's not intended I'm obviously not telling Styg because of his retarded nerfs.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
The Ironheads don't stand the faintest chance versus the absurd power of a silenced Expertise/Commando/Spec Ops/Blindsiding SMG with a full rainbow of ammo types.

On the other hand, I got complacent and was almost killed by a single warthog nearby Ironhead territory, and I'm not even playing a CONlet.

One aspect of Opportunist that I hadn't really taken into account: All characters still in stealth count as slowed. I love the synergy of this build.

I'm gonna do a SMG versatility version in your homage. Hope it doesn't turn out too shit.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
Kill Protectorate patrols in the waterways. They respawn indefinitely. Take the expensive engine parts. Trade for the expensive batteries with 200 charge at Ray's.

I can afford the batteries. TRUST me, this isn't about money.

Even if I had infinite jet ski-sized batteries, it's still preferable to top off your NVGs every 30 energy or so rather than waiting until they're almost drained. Otherwise, you might bump into something with the juice almost gone.

And that means recharging every fifty seconds—as well as waiting through the damned animation.

Also, I found (maybe not, it's really obvious) a way to carry a fuckton of tungsten plates at once. In case it's not intended I'm obviously not telling Styg because of his retarded nerfs.

Leaving heavy shit in the open crafting window is a pack rathound classic.

I strongly doubt he'll be able to fix that, as it's likely an engine limitation; even if not, I suspect it would be aggravating to fix. When an object is in the crafting window, it's essentially in a different container and absent from the player's inventory.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Disassemble a pair of combat gloves and extract a 25kg metal sheet from it.... Such is life in underrail
 

Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
I strongly doubt he'll be able to fix that, as it's likely an engine limitation; even if not, I suspect it would be aggravating to fix. When an object is in the crafting window, it's essentially in a different container and absent from the player's inventory.

He could sum these weights up. It's actually banal. That information is already available and used by the crafting dialog.

I'm definitely not doing it to get around encumbrance when returning from a quest by putting the heaviest item in the crafting window. No sirree! I'm only ever using it when moving the tungsten plates between Foundry's entrance and the rift at the top of the staircase. Right???

And I'm definitely not reopening the crafting window and ctrl-clicking the heavy shit after each and every area transition, absolutely not! Who would do such a thing?

I used to be able to carry 5-10 of each repair kit. I still have the same mountain of loot, just need to think about it a bit more.

Even if I had infinite jet ski-sized batteries, it's still preferable to top off your NVGs every 30 energy or so rather than waiting until they're almost drained. Otherwise, you might bump into something with the juice almost gone.

Depends, for the latter half of the game you have at least 130 energy in the goggles. Prioritize Oculus or Coretech. The former you can do right after Foundry.

Also it's generally fine not having the goggles for a split second. You just have to repair the gun a bit more, use more drugs and other consumables. Check the goggles right before attacking out of stealth.
 
Last edited:

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I never noticed how kicking other people's balls is fun in this game

My new Balzac build always opening kicking someone in the brajole, even women... even rathounds.... i have 10 agi and 11 dex, i always get the initiative and i'm always going for that kick - forget crippling strike, here's infertile strike
 

PEACH

Arbiter
Joined
Jan 22, 2017
Messages
286
Has anyone

completed the new resolution for becoming a mutant? I'm curious if it ends the game early or allows you to complete the full game in some manner. I assume Core City is still hostile to you?

I did it last night.

Core city is still hostile and the new mutant quest is a 1-2 hour long sequence that leads to a unique ending unrelated to the main plot.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
>having fun kicking the Cans in the nuts at junkyard prision
>use dirty kick on the female guard
>she gets stunned for 2 turns

S-styg?

tenor.png
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,796
>having fun kicking the Cans in the nuts at junkyard prision
>use dirty kick on the female guard
>she gets stunned for 2 turns

S-styg?

tenor.png

Did you just assume "her" gender?
 

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