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Underrail: The Incline Awakens

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,624
Location
Fall
I got an email saying something about people escaping being released? Is this the blaster event?

edit: Guess it's time for a restart. Was only at the mushroom cave. Shotgun Paco VI here we go.

edit2: Ice T. Clever.
 
Last edited:
Joined
Jan 1, 2011
Messages
618
You can get three different belts of +15 biology/chemistry/electronics for joining Investigation in the Institute now. But you can only get one, and they require 50 base skill in whichever skill they boost, not effective. Biology and chemistry ones maybe won't be so good on a high int character since you might not even meet the requirements. They also all give +2 utility slots, -1 agility, and 5% to 15% resistance reduction, not resistance, I am stupid, to the element/elements you'd associate with them (bio/heat/acid/energy). Also the chemistry and electric belts give 2% extra crit chance to chem pistols/energy pistols, and the bio belt means any health hypos you craft have 5% chance of double healing.
So yeah, not that great, but at least the electronics one will always be useful for saving skill points.

Update: I lied because I can't read. It's not damage resistance, it's damage reduction, like from conditioning or mushroom brew or whatever.
 
Last edited:
Joined
Jan 1, 2011
Messages
618
+2% crit chance to *crafted* pistols, meaning guns built while wearing the appropriate belt get the benefit of the crit chance, I suppose
Oh shit, good point. That's way better. I mean, it's not a huge boost, but it's basically free. I'll happily take free +2 crit chance.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
the bio belt means any health hypos you craft have 5% chance of double healing.
Have you tested how that works? Do I need to wear the belt while using the hypo for a chance of double healing? Or do I just wear the belt when crafting and it's a chance I will make a better hypo that is distinct from the rest and has the double heal in the description?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,525
Meaningful content being gated behind random dice rolls is pure cancer.

Only reason it's tolerated in UR is because the game is great despite it.
 
Joined
Jan 1, 2011
Messages
618
Have you tested how that works? Do I need to wear the belt while using the hypo for a chance of double healing? Or do I just wear the belt when crafting and it's a chance I will make a better hypo that is distinct from the rest and has the double heal in the description?
You need to wear the belt while you're crafting but after they're made you can take it off. If you're wearing it you craft enriched health hypos (or enriched advanced/super health hypos) instead of normal ones. Just like normal, except they have a 5% chance to critically heal and a slightly higher price. And a different icon.
Doesn't really seem too useful since 5% isn't anywhere near reliable and there's no way to increase the chance. Feels fancy though.
 
Joined
Jan 1, 2011
Messages
618
Oh yeah, turns out I lied earlier because I can't read. The belts don't give you damage resistance, they give you damage reduction, like conditioning or food or other things like that. So that's not as good because you can't stack them with other armour to hit 100% resistance. I apologise for being stupid if I got anyone's hopes up.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Doesn't really seem too useful since 5% isn't anywhere near reliable and there's no way to increase the chance.
Yeah 5% isn't too much, but on the other hand even occasional super health hypo healing for 300 (or 600 on normal and below) further boosted by metabolism/doctor/fried siphoner tongue/etc. is every tin can's dream.

So that's not as good because you can't stack them with other armour to hit 100% resistance.
It's not necessarily worse, reduction can also be stacked to 100%. It's particularly great for bio because canned mushrooms + irongut is already 90% bio reduction, so if the belt is at least 10% that's total immunity.
 
Joined
Jan 1, 2011
Messages
618
It's not necessarily worse, reduction can also be stacked to 100%. It's particularly great for bio because canned mushrooms + irongut is already 90% bio reduction, so if the belt is at least 10% that's total immunity.
Oh, that is cool. And yeah, it is 10%. Chemistry belt is 5% heat and 10% acid, electronics belt is 15% energy. I probably should have just said that in the first place.
Funny how I seem to be the first person here to find the belts but I still need everyone else to point out how they're good. I discover things but I don't actually think about them. Well, least I'm learning something.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,118
Location
Reichskommissariat Russland ᛋᛋ
I see in which direction Styg and co are moving and I don't think it's bad, but it could be better as well. Going roguelike is a good idea since Underrail is already replayable as fuck and randomized content can make new playthroughs even more enjoyable. But when randomized content is so few it becomes annoying that a bad roll deprived you of it. The simple solution is this: make two modes. One is regular, where you will have all content regardless - everything will spawn. The second mode would be a roguelike one where as much shit as possible (even the location of the oddities, lol) is randomized. Playing this on DOM would be super fun, I reckon.

Shouldn't be too hard to implement - quest items would be marked as "non-randomizable" and the rest shuffled around inside spawn zones at random according to the script
 

Knifegaf

Novice
Joined
Jun 17, 2021
Messages
37
I see in which direction Styg and co are moving and I don't think it's bad, but it could be better as well. Going roguelike is a good idea since Underrail is already replayable as fuck and randomized content can make new playthroughs even more enjoyable. But when randomized content is so few it becomes annoying that a bad roll deprived you of it. The simple solution is this: make two modes. One is regular, where you will have all content regardless - everything will spawn. The second mode would be a roguelike one where as much shit as possible (even the location of the oddities, lol) is randomized. Playing this on DOM would be super fun, I reckon.

Shouldn't be too hard to implement - quest items would be marked as "non-randomizable" and the rest shuffled around inside spawn zones at random according to the script
His opinions on the experience systems leads me to believe he won’t separate the game the way you are proposing.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,118
Location
Reichskommissariat Russland ᛋᛋ
His opinions on the experience systems leads me to believe he won’t separate the game the way you are proposing.
Maybe we can convince him? :lol:

I mean, it is obvious. Styg wanted to go full in with oddities but some people prefer Classic and he was forced to go on compromise.

Same with roguelike aspect: I guess Styg wants more of it, but a lot of people will complain and disagree. He still can go all in but a fallback mode is needed for conservative public
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Cold wind theorycrafting commencing.

The origin of the cold seems to be that you get blasted with cold wind, not from above but from the side, originating from the black void at the sides of the top of the tower. This is where the cold is most intense.
Thematically it seems to be inspired by the spider lair in Expedition, where you also hear a howling wind coming from somewhere, but the source of this cold wind could pretty much be anything, including some underground artifact or industrial implement.

If it really is coming from above ground, then it looks like you're basically already exposed to the surface at that point. You're blasted with cold wind from the side, and you take cover from it by getting behind the tower. It's not coming from above you.

Anyway, I wouldn't write off the idea that it's just an industrial thing, there are mysterious pipes everywhere, including pipes that lead into the black void where the wind comes from. And the weird consoles.

dpTiMZc.jpg
You don't necessarily have to be very close or even already at the frozen surface for extremaly cold winds to be a thing way below. If the sun went out, the temperature at Earth's surface could get as low as -270 Celsius eventually, maybe even closer to absolute zero. So even considerably higher temperatures at considerable depth would still be extremaly cold for humans. -60 is a lot warmer than -270, but that's still anything but "warm" for us, for example. As for the wind, it's bound to be a thing in large open spaces. Probably just a huge cavern.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,624
Location
Fall
Do you guys play dominating on oddity or just use classic XP to lvl as fast as possible to deal with the bullshit?

edir: Also what got patched today?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Do you guys play dominating on oddity or just use classic XP to lvl as fast as possible to deal with the bullshit?

I like classic better for dominating. It's an unfair difficulty already, you might need those extra levels.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Biological organisms are heavily dependent on water, and therefore they develop between roughly 0 degrees Celsius (freezing point of water) and 100 degrees Celsius (boiling point of water). Naturally, you can expand those limits a little bit with clothing, fur, heating systems, air conditioning etc.

Bonus trivia of the day: Mars has ice that used to be water, which is why a lot of people expect that we may find fossils of living organisms somewhere in the ice.
What are we talking about again?!...
 

Knifegaf

Novice
Joined
Jun 17, 2021
Messages
37
Do you guys play dominating on oddity or just use classic XP to lvl as fast as possible to deal with the bullshit?

edir: Also what got patched today?
Oddity everytime. Classic’s pacing on dominating is pretty bad in my eyes. Can hit the veteran level feats early while side stepping a lot of the content. Plus classic pushes the player to kill everyone and everything. That gets tedious to me which is funny since a common criticism of oddity is how tedious dumpster diving is and it’s really not bad once you memorize the oddities. I also made oddity maps that have made it pretty easy to grab what I need. I will say drop rates for some of the animal oddities can be atrocious. I’ve cleared burrower, pig, and frog sections and walked away with zero oddities and that’s far from rare.
 
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ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,408
Cold wind theorycrafting commencing.

The origin of the cold seems to be that you get blasted with cold wind, not from above but from the side, originating from the black void at the sides of the top of the tower. This is where the cold is most intense.
Thematically it seems to be inspired by the spider lair in Expedition, where you also hear a howling wind coming from somewhere, but the source of this cold wind could pretty much be anything, including some underground artifact or industrial implement.

If it really is coming from above ground, then it looks like you're basically already exposed to the surface at that point. You're blasted with cold wind from the side, and you take cover from it by getting behind the tower. It's not coming from above you.

Anyway, I wouldn't write off the idea that it's just an industrial thing, there are mysterious pipes everywhere, including pipes that lead into the black void where the wind comes from. And the weird consoles.

dpTiMZc.jpg
You don't necessarily have to be very close or even already at the frozen surface for extremaly cold winds to be a thing way below. If the sun went out, the temperature at Earth's surface could get as low as -270 Celsius eventually, maybe even closer to absolute zero. So even considerably higher temperatures at considerable depth would still be extremaly cold for humans. -60 is a lot warmer than -270, but that's still anything but "warm" for us, for example. As for the wind, it's bound to be a thing in large open spaces. Probably just a huge cavern.

Well that's true, once you're at less than a kilometer away from the surface the heating effect of the Earth's core is pretty weak.
But to me it felt like you were already very close to the surface, since the wind is so deadly compared to the ambient cold, there's a pretty stark contrast between feeling dandy at a small campfire and suddenly dropping dead when you go through a doorway.
It feels like you're opening the door to an arctic base and trying to weather the cold.
Ah well, hopefully someone sees the Dominating fragment soon, I'm sure that will shed some light.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,174
Do you guys play dominating on oddity or just use classic XP to lvl as fast as possible to deal with the bullshit?
Oddity most of the times. Classic doesn't provide much faster leveling by the way now, aside from dom-only enemies like industrial robots, early plasma turrets, burrower warriors etc. It just allows to skip some areas and still hit the cap. The only real annoyance with oddity on the other hand is mob drops as was pointed out many times but otherwise it's a great system.
Also what got patched today?
Fixes.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,408
I see in which direction Styg and co are moving and I don't think it's bad, but it could be better as well. Going roguelike is a good idea since Underrail is already replayable as fuck and randomized content can make new playthroughs even more enjoyable. But when randomized content is so few it becomes annoying that a bad roll deprived you of it. The simple solution is this: make two modes. One is regular, where you will have all content regardless - everything will spawn. The second mode would be a roguelike one where as much shit as possible (even the location of the oddities, lol) is randomized. Playing this on DOM would be super fun, I reckon.

Shouldn't be too hard to implement - quest items would be marked as "non-randomizable" and the rest shuffled around inside spawn zones at random according to the script

I think they could find quite a few arguments against this one, like there being too many fragments for the available doorways they can be connected to, or that all the fragments being available gives you too much in the way of XP and items.
If those aren't an issue then this mode could be nice, plenty of people complain that the game is too large to be replayed often, that would help them.

Another nice idea is if selecting these "big" fragments was part of the custom difficulty tab that people have been asking for a while now, where you'd select stuff like the difficulty of encounters, merchant price modifiers, etc, literally just one or two more fields.
Well, good luck with shilling either of these.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
I'll shill the custom difficulty till the end. Styg better put it in the game in the last update, since he won't give us mod support.
 

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