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Underrail: The Incline Awakens

Blaine

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>99% of people who'll ever play Underrail have probably already done so
Highly doubt that.

To be fair, so did I after I posted it. After all, people will still be digging it up twenty years from now to find one of the few kernels of incline embedded in the archaeological strata of computer game history.

>90% seems like a fairer estimate.

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.

Playing Spec Ops SMG stealth, I can get away with carrying a single mechanical repair kit. I could probably skip even that one kit. Then again, I generally explore for an hour, then packrat, merchant, and craft for an hour—if you go hours between merchant visits, you could easily require multiple kits, especially as non-stealth.
 

CHEMS

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Did you just assume "her" gender?

You think i, who kicked a female guard in the vajajay before dumping a whole clip of 5mm to her face, would do that? I checked my guns after i checked my privilege, cis scum
 

jackofshadows

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Dammit again Newton is dead before I could talk to him and again I cannot tell that to Bret. I have a save before entering the warehouse but maybe I'm doing something wrong? How to prevent this from happening, does anyone knows?
 

CHEMS

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Dammit again Newton is dead before I could talk to him and again I cannot tell that to Bret. I have a save before entering the warehouse but maybe I'm doing something wrong? How to prevent this from happening, does anyone knows?

Happened to me only once, in dominating. Were you by any chances toying with grenades? He'll investigate the noise sometimes and end up killed. Though if he dies your playthrough won't be affected. Bret acted like it was no biggie.
 

Blaine

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Bret acted like it was no biggie.

Well, yeah. That guy was a pussy whom the beetles didn't even respect enough to bother nerve-stapling. They just nipped him in the shins until he ran and hid, then ignored him.
 

jackofshadows

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Were you by any chances toying with grenades?
Of course I was playing with molotovs, how am I supopose to kill thouse bugs w/o it? But like I said, Bret is still sending me to find him. Will try more I guess.

EDIT: I sneaked to him first which is no tiny task and talked to him. He died later anyway but I was able to tell Bret that this time.
 
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Fenix

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I never realized Cut Throat can crit. Amazing. I actually get to kill enemies on dominating using this meme feat.

View attachment 18597

As a stealthfag i feel personally attacked by this meme

Don't. This is just a pic from some pissed off tincan lol.

Dammit again Newton is dead before I could talk to him and again I cannot tell that to Bret. I have a save before entering the warehouse but maybe I'm doing something wrong? How to prevent this from happening, does anyone knows?

Don't make loud noise when in the room with shelfs, don't gothere when in combat with bugs.
 

CHEMS

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What do you guys think about the Waste Facility Area in Core City.

I think is shit, i think is the worst thing ever added to the game. You have to navigate fireballs that will insta-kill you, the loot is mediocre to say the least and guess what??? Death Stalkers of course.
I went to all of this and found a wonderful quality ONE plasma core.
Please Styg, remove that from the game altogether, it's an abomination
 

Blaine

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Of course I was playing with molotovs, how am I supopose to kill thouse bugs w/o it?

Dominating early game in a nutshell.

84ja8glvg1n61.png
 

Blaine

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Right, I have a decision to make.

I'm playing on Hard Classic, and I feel that PER 12 (I'd planned it to finish up at 14) is probably enough, largely because it's generally better to be at or near melee range when pumping targets full of SMG rounds. I'm thinking of taking Improved AGI instead of Improved PER, and assigning my last level-up ability point to AGI as well rather than DEX. I need DEX 9 to achieve 16 AP bursts, so that means I'll be addicted to (and largely restricted to) eel sandwiches for the rest of the game.

This would grant me most of an entire square's worth of MP, end me up with 241 effective stealth compared to 200, and allow me to purchase Blitz and either Sea Dog or Strider for my final two feats—whereas before, I only had a bunch of BS placeholders for my final two feats.

I'm leaning toward an eel sandwich addiction: More movement, more stealth, more meaningful end-of-build feats, and other than eel sandwiches the only real downside is that I'll do a bit less damage and be a bit less accurate at range.
 

CHEMS

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Right, I have a decision to make.

I'm playing on Hard Classic, and I feel that PER 12 (I'd planned it to finish up at 14) is probably enough, largely because it's generally better to be at or near melee range when pumping targets full of SMG rounds. I'm thinking of taking Improved AGI instead of Improved PER, and assigning my last level-up ability point to AGI as well rather than DEX. I need DEX 9 to achieve 16 AP bursts, so that means I'll be addicted to (and largely restricted to) eel sandwiches for the rest of the game.

This would grant me most of an entire square's worth of MP, end me up with 241 effective stealth compared to 200, and allow me to purchase Blitz and either Sea Dog or Strider for my final two feats—whereas before, I only had a bunch of BS placeholders for my final two feats.

I'm leaning toward an eel sandwich addiction: More movement, more stealth, more meaningful end-of-build feats, and other than eel sandwiches the only real downside is that I'll do a bit less damage and be a bit less accurate at range.

I'm going 3 PER and the rest dumped into DEX. 10 AGI for Blitz, and i have TM for support. With a Rapid Tactical Jaguar 7.62 and a Rapid Tactical Steel Cat 8.2, i fire so many rounds that my weapons should be on fire. Also for backup i have a Silenced Rapid Jaguar 5mm to kill shit stealthly. This run i went Praetorian for good frames, though i got mine from Fraser. Chemhaze Grenades are VERY underrated, though.

As of level 20, my stats are: 3, 15, 10, 3, 3, 8. I can burst the Jaguar 3 times without consumables or TM, or i can burst the Steel Cat 2 times and still burst Jaguar once more. With Blitz, Contraction and Adrenaline it just gets nuts.

This build ain't min maxxed though, got few feats for the lulz (Dirty Kick to kick people in the proverbial nuts and Disassemble to ease up on the repair kits i would otherwise need)

Also on the eel sandwich... have you tried All In? They're renewable if you have pickpocketing and access to Drag n Drop. 3+ stats but you will get always crit if they hit you. Since this build's objective is not getting hit anyway, should be interesting to use it.
 

Blaine

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CHEMS I prefer and enjoy relatively balanced builds, which alongside the absurd 25% sell price malus is why I never play Dominating. A balanced build is perfectly serviceable on Hard. I accepted the fact that five or perhaps six bursts per turn is about my limit—and that's all right. I also greatly prefer to be able to readily detect secrets, traps, and Death Stalkers, although that's not always feasible (at least not easily/immediately).

I am impervious to the all-DEX/TM/Versatility/Ambush meme. Those builds just don't interest me, although I do enjoy theorizing how they'd work, watching a clip of someone doing something crazy with them on Dominating, etc.

My originally planned build: https://underrail.info/build/?HgMJB...EnNxYmwoVJO0ApGcK1LyjipLYC4qeqA-KopgXisYIF378

My eel sandwich-addicted build (more or less) if I go this alternate route: https://underrail.info/build/?HgMIC...oVJGUApO8KxR8Kewp_CouKktgLip6oD4qimBeKxggXfvw

All In is neat and I'm sure I'll be using them.

(Dirty Kick to kick people in the proverbial nuts and Disassemble to ease up on the repair kits i would otherwise need)

I find it sad that people are circumventing the ill-thought-out repair kit nerf by using a feat to circumvent repairs entirely (of course, there are other benefits to Disassemble).
 
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CHEMS

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CHEMS I prefer and enjoy relatively balanced builds, which alongside the absurd 25% sell price malus is why I never play Dominating.

But this build is for Hard, not dominating. I'll link it here. The feats are not in level order, though. There's three spare perk slots for you to pick anything you want. https://underrail.info/build/?HgMQC...WKjdHwrPCncKewp_CoA0aScKjTeKnqgPiqJIF4rWuB9-_


Also i like your build but i didn't understand the traps feats you picked. They seem kinda unnecessary. Also, i'll never take interloper: jumping beans are cheap to make, take one then enter stealth. You sprint while stealthed.
 

Blaine

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Also i like your build but i didn't understand the traps feats you picked. They seem kinda unnecessary. Also, i'll never take interloper: jumping beans are cheap to make, take one then enter stealth. You sprint while stealthed.

I picked one trap feat: Trap Expert. That's literally the only one. If you're going to go Traps at all, then you might as well cut down on the time it takes to set up a small minefield by 60%; and Trap Expert can easily mean the difference between being able to set a trap before some asshole patrols back around the corner, or not. That, or you might be able to lay down double the traps while enemies' suspicion meters continue to climb. Furthermore, it makes your traps harder to spot without a maximized Traps investment.

In strictly combat-centric terms, traps are a poor man's grenades, especially since Quick Tinkering was nerfed (and justifiably so: setting a trap for 0 AP with a mere 25 skill requirement meant everyone took Quick Tinkering, one of the first build memes). However, the skill is useful not only in combat, but also for not running over them yourself, and even for the (albeit minor) monetary reward when recovering them. Mines can also augment the power of grenades when they blow up together.

The biggest drawback of traps is that they're useless in the Arena or any other "you've been forced into combat NOW" kill box. That's why Quick Tinkering exists.

I'll have to test stealth with Jumping Bean, but frankly I don't like relying on consumables just to save a feat nor to that level. The description on the Wiki states that it doesn't work in stealth—like almost all other effects that add MP—so you may be abusing a bug.
 

CHEMS

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I picked one trap feat: Trap Expert. That's literally the only one. If you're going to go Traps at all, then you might as well cut down on the time it takes to set up a small minefield by 60%; and Trap Expert can easily mean the difference between being able to set a trap before some asshole patrols back around the corner, or not. That, or you might be able to lay down double the traps while enemies' suspicion meters continue to climb. Furthermore, it makes your traps harder to spot without a maximized Traps investment.

Got it. A QOL feat.

The biggest drawback of traps is that they're useless in the Arena or any other "you've been forced into combat NOW" kill box. That's why Quick Tinkering exists.

With the nerf i don't even bother with QUIT tinkering. But about being booted to combat: use the vanishing powder grenades. I do it all the time at Arena.

I'll have to test stealth with Jumping Bean, but frankly I don't like relying on consumables just to save a feat nor to that level. The description on the Wiki states that it doesn't work in stealth—like almost all other effects that add MP—so you may be abusing a bug.

Just do it, you won't regret it. It's cheap and easy to make, just need to fish a few eels and extract their gel, combine with insectoid saliva and a capsule. These components are abundant everywhere in the game, the skillpoint investment to do it is real cheap too. You can find always buy the blueprint from Foundry's doctor. You'll be faster stealthed than fully specced interloper.
 

Blaine

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I picked one trap feat: Trap Expert. That's literally the only one. If you're going to go Traps at all, then you might as well cut down on the time it takes to set up a small minefield by 60%; and Trap Expert can easily mean the difference between being able to set a trap before some asshole patrols back around the corner, or not. That, or you might be able to lay down double the traps while enemies' suspicion meters continue to climb. Furthermore, it makes your traps harder to spot without a maximized Traps investment.

Got it. A QOL feat.

No, not really. If you can set a trap in time before being discovered (or before a Death Stalker moseys on up to you, etc.) with Trap Expert when you otherwise couldn't, that's combat utility, not mere QoL. Similarly, if you can set more traps while under suspicion, that is also combat utility. Your traps being more difficult to spot is also combat utility.

Furthermore, you can disarm traps more quickly as well, which can mean the difference between being able to de-mine a patrolled area safely or not.

I will admit that the QoL is part of why I chose the feat, but I rarely choose feats purely for QoL. Quick Tinkering could accomplish most of the above (not the disarming part), but I'd rather have something more all-encompassing, not on a cooldown, and with some QoL involved.

Anyway, none of this is helping me to decide which way I'll take my build.

Edit: Just tested Jumping Bean in stealth. It increases stealthed speed, but not to anywhere near sprint speed, so I assume you're exaggerating a bit. It seems that it combines with Interloper rather than rendering it "useless," though that's hard to test. I'll have to use a stopwatch and a couple of save files (with/without Interloper) to really find out for sure.

The bean lasts twenty seconds. You'd have to eat the shit out of that stuff. I feel absolutely no need for it whatsoever. You probably do feel the need to use it because you don't have Interloper.
 
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Lios

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So Booth, the mutant tattoo artist in the Core City Sewers, is actually based on legendary heavy metal tattoo artist Paul Booth, right? The portrait is kinda similar too.
I always knew Styg is a metalhead from that time one of Foundry's sentinels said "All fear the Sentinel". Good stuff.
 

CappenVarra

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So Booth, the mutant tattoo artist in the Core City Sewers, is actually based on legendary heavy metal tattoo artist Paul Booth, right? The portrait is kinda similar too.
I always knew Styg is a metalhead from that time one of Foundry's sentinels said "All fear the Sentinel". Good stuff.
there's more than one judas priest reference in the game, cant list them off the top of my head but i remember chuckling about it
 

jackofshadows

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Just do it, you won't regret it. It's cheap and easy to make, just need to fish a few eels and extract their gel, combine with insectoid saliva and a capsule. These components are abundant everywhere in the game, the skillpoint investment to do it is real cheap too. You can find always buy the blueprint from Foundry's doctor. You'll be faster stealthed than fully specced interloper.
That's an oversight by Styg, obviously shouldn't work in stealth. Therefore - abusing, even if it's not a big deal. Some people like me just don't like to do it in RPGs. Then again, it's nothing compare to other stuff I read here like jetski parts sell loop? Storing shit in crafting menu? :lol: Jeez, just manage your inventory or/and take Pack Rathound. Using cheat engine to restock traders? Are you really need that close to perfect gear to beat the game or it's just your inner autist explicitly told you so?

On a more serious note - everyone should play a game as he like, unless it's an online game.

Anyway, with all that in mind, what you guys think about survival instincts? What people do with it imo basically is abusing too because it's hardly working as was intended, right? Imagine if it would work only if your shield is down - it would be still worth abusing I beleive, that's how powerful the feat is.
 

Butter

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If I had been making the game, I would've implemented SI differently to make it less cheesy. For example, if you get hit for more than 70% of your max health and survive, your crit chance is increased for 2 turns.

Then again, some cheesy mechanics can be fun, and SI encourages people to stretch themselves with rather risky builds.
 

Tygrende

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Also i like your build but i didn't understand the traps feats you picked. They seem kinda unnecessary. Also, i'll never take interloper: jumping beans are cheap to make, take one then enter stealth. You sprint while stealthed.

I picked one trap feat: Trap Expert. That's literally the only one. If you're going to go Traps at all, then you might as well cut down on the time it takes to set up a small minefield by 60%; and Trap Expert can easily mean the difference between being able to set a trap before some asshole patrols back around the corner, or not. That, or you might be able to lay down double the traps while enemies' suspicion meters continue to climb. Furthermore, it makes your traps harder to spot without a maximized Traps investment.

In strictly combat-centric terms, traps are a poor man's grenades, especially since Quick Tinkering was nerfed (and justifiably so: setting a trap for 0 AP with a mere 25 skill requirement meant everyone took Quick Tinkering, one of the first build memes). However, the skill is useful not only in combat, but also for not running over them yourself, and even for the (albeit minor) monetary reward when recovering them. Mines can also augment the power of grenades when they blow up together.

The biggest drawback of traps is that they're useless in the Arena or any other "you've been forced into combat NOW" kill box. That's why Quick Tinkering exists.

I'll have to test stealth with Jumping Bean, but frankly I don't like relying on consumables just to save a feat nor to that level. The description on the Wiki states that it doesn't work in stealth—like almost all other effects that add MP—so you may be abusing a bug.
Trap Expert always seemed wasteful to me. You can speed up setting trap out of combat with QT, it can be used to arm traps instantly out of combat as well. That looks like a better feat to take for arming traps under enemy's nose and added ability to use them in combat. The increased difficulty in detecting traps by enemies is really not a big deal either.
 

CHEMS

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Anyway, with all that in mind, what you guys think about survival instincts?

30% free Critical Chance just to be bellow 30% health? Easily one of the best perks of the whole game. Except for playing tincan tanks, Underrail is fast paced combat and about not getting hit. The best damage dealing builds are the glass ones: SI critical and glass cannon conlets.
 

jackofshadows

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30% free Critical Chance just to be bellow 30% health? Easily one of the best perks of the whole game. Except for playing tincan tanks, Underrail is fast paced combat and about not getting hit. The best damage dealing builds are the glass ones: SI critical and glass cannon conlets.
That's... kinda obvious, I should've clarify more. What I ment is what do you think in terms whether it is ok or not having it in the game in the current state. Whether it should be nerfed/implemented differently in the game such as Underrail or it should be left for min-maxers to enjoy abusing and for rather casual players to be discarded as a risky one anyway.
 

ciox

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Just do it, you won't regret it. It's cheap and easy to make, just need to fish a few eels and extract their gel, combine with insectoid saliva and a capsule. These components are abundant everywhere in the game, the skillpoint investment to do it is real cheap too. You can find always buy the blueprint from Foundry's doctor. You'll be faster stealthed than fully specced interloper.
That's an oversight by Styg, obviously shouldn't work in stealth. Therefore - abusing, even if it's not a big deal. Some people like me just don't like to do it in RPGs. Then again, it's nothing compare to other stuff I read here like jetski parts sell loop? Storing shit in crafting menu? :lol: Jeez, just manage your inventory or/and take Pack Rathound. Using cheat engine to restock traders? Are you really need that close to perfect gear to beat the game or it's just your inner autist explicitly told you so?

On a more serious note - everyone should play a game as he like, unless it's an online game.

Anyway, with all that in mind, what you guys think about survival instincts? What people do with it imo basically is abusing too because it's hardly working as was intended, right? Imagine if it would work only if your shield is down - it would be still worth abusing I beleive, that's how powerful the feat is.

I don't think it's an oversight, if I'm not mistaken the only way to even do some feats of stealth, like snatching the Metal Figurine without killing anyone, is to max out movement speed in all possible ways, including Jumping Bean, and then speed in and out of the lunatic inner sanctum while stealthed.
 

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