Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail: The Incline Awakens

Zeem

Learned
Joined
Sep 25, 2019
Messages
152
Location
Evil Empire
https://stygiansoftware.com/forums/index.php?topic=7831.0

A post I made in the Underrail forums under suggestions. If you guys agree with my points I think it'd be nice if y'all posted in the thread to show Styg that it's not just some random guy spouting nonsense, and if you disagree with something specific I said feel free to call me a retard in the thread.
here is a unique Lemurian Spear there that is absolute dog. Other then that it's just a bunch of components and random loot that is of no use to any late game character.

Not impressed by the Lemurian Treasure Room, I see.
Sell all the stuff and make a lot of money. It was a very lucrative location, I recall (although part of it was the loot from the Nagas itself, probably). Regardless, I thought the awesome location was a kind of strange payoff on its own.
I thought it was an awesome location too, don't get me wrong. I just wish there was a unique oddity to incentivize doing the Naga fight even after you've already been inside the treasure room once.
The quad Naga fight is its own reward.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Not sure it qualifies: I always walk around in stealth (except in cities). But I think it makes sense, given the random encounters.

The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
 

Zariusz

Arbiter
Joined
Nov 13, 2019
Messages
1,836
Location
Civitas Schinesghe
The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh
 

Mauman

Learned
Joined
Jun 30, 2021
Messages
905
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh

I really wish the women and elders wouldn't start combat. I end up having to kill them just to make walking through the village to collect stuff not a chore.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,488
The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh
Uhh, stop fucking LARPing, man.
 

Zariusz

Arbiter
Joined
Nov 13, 2019
Messages
1,836
Location
Civitas Schinesghe
The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh
Uhh, stop fucking LARPing, man.
Why tho?
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,488
The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh
Uhh, stop fucking LARPing, man.
Why tho?
Because I'm drunk. It's my perspective, that's all. Play as you fucking want. But I think LARPing is what push sandboxish games/RPGs like Morrowind and lack of respect to character's agenda is what cause discouragement for RPGs like Disco where options are rather tight.
 

Zariusz

Arbiter
Joined
Nov 13, 2019
Messages
1,836
Location
Civitas Schinesghe
The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh
Uhh, stop fucking LARPing, man.
Why tho?
Because I'm drunk. It's my perspective, that's all. Play as you fucking want. But I think LARPing is what push sandboxish games/RPGs like Morrowind and lack of respect to character's agenda is what cause discouragement for RPGs like Disco where options are rather tight.
For Disco like options your protagonist needs some basic personality, not a blank slate like our South Gater. Though if we are talking about respecting character's agenda then protags with set personality like for example Geralt would be best. I think that Henry in Disco was a cool example of compromise between blank and full char, he was still himself but you could develop him in many directions.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,488
he was still himself but you could develop him in many directions.
Yes, exactly where sudden things like "I'll spare slavs no matter what" wouldn not have occured. Not to mention more smooth character development according to STATS and/or BACKGROUND opposed to urges in general.
 

Zariusz

Arbiter
Joined
Nov 13, 2019
Messages
1,836
Location
Civitas Schinesghe
he was still himself but you could develop him in many directions.
Yes, exactly where sudden things like "I'll spare slavs no matter what" wouldn not have occured. Not to mention more smooth character development according to STATS and/or BACKGROUND opposed to urges in general.
So in your opinion by default Underrail char is a murderhobo?
I mean he can be, but at the end all his decisions depend on what character we planned for him to be, what we think such character would do so we still are somewhat LARPing. And to be honest its not like its only "i spare slavs no matter what", my character actually tried to choose to spare somewhat normal npcs (though he failed in it sometimes, like for example in mutie island). He is not in some camp of cannibal lurkers but in a local military base, tresspasing and not by his choice. Besides for me surviving incognito in a place where you don't know shit about anything and you don't even understand language seemed like a cool story that my char could brag about (but that is something what i would want my char to do, not what he can do). Not to mention that the only background we have is that protag was accepted in SGS, a somewhat civilised place so that means that our char wasnt a typical zoner scum. But even that can be tossed out of the window if we wanted our char to be a savage scum, South Gater without player doesn't have personality so we can't act out of character.
 

Zeem

Learned
Joined
Sep 25, 2019
Messages
152
Location
Evil Empire
The Oddity system actually cured me of my need-to-kill-all-hostiles issue.
Hah, i still have that
The only place where i didnt purge map from enemies was gray army base.
Because i dont want to kill fellow slavs (though spec ops armor was tempting since i always collect every unique item in every rpg that i play).
I also didnt want to kill women and elders in barbarian villages but it wasnt my fault that they engaged me in combat ehh
Uhh, stop fucking LARPing, man.
Are you telling him to stop roleplaying in a roleplaying game?
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,488
Are you telling him to stop roleplaying in a roleplaying game?
We're clearly have different views on what roleplaying is. To me it's playing according to character's nature/stats/supposed agenda. Not player's (case with not killing slavs above). When it comes to subj and combat it's easy: who will try to mash people with a hammer when you've been developing a xbox specialist the whole time, for instance? When it comes to choosing factions and such it becomes tricky since we don't choose any background at the start, all we can do is to at least somewhat match them if we like: protectorate/aegis would be major example although beyond that it's all debatable.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Self-imposed limitations for role-playing reasons (or for challenge reasons, as well) is an honored tradition in RPG circles, and you are not winning this, jackofshadows.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,488
So in your opinion by default Underrail char is a murderhobo?
I mean he can be, but at the end all his decisions depend on what character we planned for him to be, what we think such character would do so we still are somewhat LARPing. And to be honest its not like its only "i spare slavs no matter what", my character actually tried to choose to spare somewhat normal npcs (though he failed in it sometimes, like for example in mutie island). He is not in some camp of cannibal lurkers but in a local military base, tresspasing and not by his choice. Besides for me surviving incognito in a place where you don't know shit about anything and you don't even understand language seemed like a cool story that my char could brag about (but that is something what i would want my char to do, not what he can do). Not to mention that the only background we have is that protag was accepted in SGS, a somewhat civilised place so that means that our char wasnt a typical zoner scum. But even that can be tossed out of the window if we wanted our char to be a savage scum, South Gater without player doesn't have personality so we can't act out of character.
Sorry, missed the actual response. I agree. Just pointed out that reasoning was weird and non-related to the actual game. Breaking LARP-oriuented borders and exploring various ways to play if a game worth it is what could make experience richer I beleive.
Self-imposed limitations for role-playing reasons (or for challenge reasons, as well) is an honored tradition in RPG circles, and you are not winning this, jackofshadows.
For challenge reasons - absolutely. For others - no. It might be honored tradition for tabletop where rules are blurry for all I care but when it comes to cRPGs rules and mechanics are what players should respect, not beyond. What makes subj such a good game is that there's plenty of mechanics and yet they are far from being easily exploited. You don't have to do anything except simply playing it by the rules to get proper role-play experience. On the other hand, LARPing is just stupid in my view. Imagine changing your armor according to what city are you enter or shit like that. There's sandbox games for that kind of stuff where half the time it's you who are making rules up.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
My build has been doing poorly in Lemurian Health Center and JSHQ. I am TC/TM, so I am generally weak against robots, and I was worried about these two places. Apparently, my worries were well-founded.

At Health Center, I did the Deathman room
by trapping all the robot entrances, and this gave me enough time to escape after talking to Deathman.
Then I got the implant and got out without ever speaking to Lifeman.

At JSHQ, I am having great problems AFTER I got all my stuff. I just spent 2 hours trying to clear the Main Hall from all the robots. Either they are fucking telepathic or Temporal Distortion is as loud as fucking TNT. Every time I tried to take on a loner or a small group, all robots from all ends of the floor joined in. Now I am taking a break before taking the elevator, because I have no idea how I am going to do the HQ floor.

Funnily enough, I had no issue at all in the storage with the 3 Nagas. I easily killed them one by one. In the Main Hall, however, even the fucking Naga comes to check when I kill something at the other end of the floor.

What a mess. Maybe there was something smarter I could have done, but I didn't come up with anything successful. I tried to use TNT to get them to gather at a corner, but then they dispersed again. Obviously, I would have done better if I had Psychokinesis, but I am still not sure it would have been reload-free.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
This is a Nimble Can Psychokinesis Unarmed build I've frankensteined together through some research I conducted. Using blueprints set out by much more Underrail savvy people than myself, I came up with this.

https://underrail.info/build/?HA4KB...BzcyhrcwDClgAAaABWKzkkMSAqBhIHSxNFPGkDwrZD378

I based my build off of the information I received from this post

http://underrail.com/forums/index.php?topic=2364.msg13523#msg13523

I wanted to test out the new Psychokinesis abilities, and I figured a Melee build would be the best way to make use of them. I've played used all the big melee weapons so I figured it would finally be a good time to use one of the lighter ones that benefit from Dex AP cost reduction. I also wanted to use Metal Armor since I really enjoyed the "Tank" playstyle in my last build. My base stats are spread super thin here, but I'm hoping that through a combination of some tankiness and high movement points I'll be able to make it work. Will let everyone know how it goes.
 
Last edited:

grumf

Novice
Joined
Dec 7, 2020
Messages
17
This is a Nimble Can Psychokinesis Unarmed build I've frankensteined together through some research I conducted. Using blueprints set out by much more Underrail savvy people than myself, I came up with this.

https://underrail.info/build/?HA0KBgUDAwYAAADCligAAFlFAABzcyhrcwDClgAAaABWKwg5JCAqBhIHS0VDaQMxwrbfvw

I wanted to test out the new Psychokinesis abilities, and I figured a Melee build would be the best way to make use of them. I've played used all the big melee weapons so I figured it would finally be a good time to use one of the lighter ones that benefit from Dex AP cost reduction. I also wanted to use Metal Armor since I really enjoyed the "Tank" playstyle in my last build. My base stats are spread super thin here, but I'm hoping that through a combination of some tankiness and high movement points I'll be able to make it work. Will let everyone know how it goes.

This is my un-armed build:
https://underrail.info/build/?HhAJB...AAAMKgAEYAAAArJjFpIMKoBhITQwPChzwHS8K2wqlO378

I'd dump dex to 9 and constitution to 3, 7 agility for fancy footwork and the rest into strength. With fancy footwork, contraction, adrenaline + jumping bean you don't really need sprint / nimble. Rathound regalia for the additional +1 strength, and power fist for robots the build is retardedly strong. You can get an additional psi slot with modulated psi-headband. Nail bombs to proc taste for blood.

9 dex with lightning punches & tabi boots gets you 5 AP unarmed attacks, you need 12 dex to get to 4 AP punches.
 

Ghulgothas

Arcane
Joined
Feb 22, 2020
Messages
1,598
Location
So Below
I've a PK Unarmed-build I've been letting sit until the purportedly final next big content patch hits [link]. Haven't yet seen the game through with a primarily melee character yet, but it should be a fun one when the time is right.

1.png
2.png
3.png

4.png

 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,381
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
This is a Nimble Can Psychokinesis Unarmed build I've frankensteined together through some research I conducted. Using blueprints set out by much more Underrail savvy people than myself, I came up with this.

https://underrail.info/build/?HA0KBgUDAwYAAADCligAAFlFAABzcyhrcwDClgAAaABWKwg5JCAqBhIHS0VDaQMxwrbfvw

I wanted to test out the new Psychokinesis abilities, and I figured a Melee build would be the best way to make use of them. I've played used all the big melee weapons so I figured it would finally be a good time to use one of the lighter ones that benefit from Dex AP cost reduction. I also wanted to use Metal Armor since I really enjoyed the "Tank" playstyle in my last build. My base stats are spread super thin here, but I'm hoping that through a combination of some tankiness and high movement points I'll be able to make it work. Will let everyone know how it goes.

This is my un-armed build:
https://underrail.info/build/?HhAJB...AAAMKgAEYAAAArJjFpIMKoBhITQwPChzwHS8K2wqlO378

I'd dump dex to 9 and constitution to 3, 7 agility for fancy footwork and the rest into strength. With fancy footwork, contraction, adrenaline + jumping bean you don't really need sprint / nimble. Rathound regalia for the additional +1 strength, and power fist for robots the build is retardedly strong. You can get an additional psi slot with modulated psi-headband. Nail bombs to proc taste for blood.

9 dex with lightning punches & tabi boots gets you 5 AP unarmed attacks, you need 12 dex to get to 4 AP punches.
Oh I know the build is far from optimal. The whole point is to get it to work while using the Super Steel Armor and so on. Thanks for letting me know about the 9 Dex though. I didn't factor in the -1 AP cost form the Tabi's when it came to calculating how much Dex I'd need for 5 AP attacks.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,205
Location
Poland
Strap Yourselves In Codex Year of the Donut
Would this work as a sword SI build? STR 10, DEX 6, AGI 6, CON 9. Having insane crit chance and bonus would make the Flurry downside less painful.

In theory you only need electronics, for the shield and plasma grenades. Parry is overrated with decent CON. Riposte I haven't tried, but it's either meh or can only be used once per turn even with multiple enemies. Still gonna need chemistry for Mk4 grenades and some 60-ish Mechanics. Tailoring is only useful for selling stuff anyway.

Also, are there ever multiple races at the hopperdrome?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,432
Would this work as a sword SI build? STR 10, DEX 6, AGI 6, CON 9. Having insane crit chance and bonus would make the Flurry downside less painful.

In theory you only need electronics, for the shield and plasma grenades. Parry is overrated with decent CON. Riposte I haven't tried, but it's either meh or can only be used once per turn even with multiple enemies. Still gonna need chemistry for Mk4 grenades and some 60-ish Mechanics. Tailoring is only useful for selling stuff anyway.

Also, are there ever multiple races at the hopperdrome?

You can equip the Captain's Cutlass at the end of your turn to get the Riposte buffs, then swap to a real weapon to dish out the 3 attacks, the buff stays.

Still trash though, avoid outside of LARPs.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom