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Underrail: The Incline Awakens

damager

Liturgist
Joined
Jan 19, 2016
Messages
1,795
After reinstalling the game on steam my savegames are lost. Aren't they saved in steam, online? I have to admit the last time I played is years ago... but still...

My build was my baby, kinda...
 

ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
Just did the three master's fight. It was very well done, a lot more fun than the Utility Tower. Unfortunately, I instantly found the way to cheese it instead of facing them head on, but it was still really cool.

I wanted to ask, has anyone compiled any lore on the encounter? I believe the email that tells you whether or not the Three Master's have spawned versus the Utility Tower has something to do with someone breaking out of prison, right? They have a group called DomiNation? One of their lines of dialogue says something about how "We've suffered more than this"? It really was a fascinating encounter, and it reminded me of how many awesome encounters can actually be created using Underrail's engine.
 

Gay-Lussac

Arcane
Joined
Nov 24, 2007
Messages
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Your mom
Man the Jet Ski's on Ray's shop are so damn expensive. I really want a big one to put all the cool parts I found in the waterway, but there's no chance in hell I'm gonna get the money for any of them. Maybe if I put some points into Mercantile, but it's so late for that. I'm just scrounging for my third set of super steel as is.
 
Joined
Jan 1, 2011
Messages
618
Just did the three master's fight. It was very well done, a lot more fun than the Utility Tower. Unfortunately, I instantly found the way to cheese it instead of facing them head on, but it was still really cool.

I wanted to ask, has anyone compiled any lore on the encounter? I believe the email that tells you whether or not the Three Master's have spawned versus the Utility Tower has something to do with someone breaking out of prison, right? They have a group called DomiNation? One of their lines of dialogue says something about how "We've suffered more than this"? It really was a fascinating encounter, and it reminded me of how many awesome encounters can actually be created using Underrail's engine.
Go ask Jon the Beautiful about them. Selling information is his entire purpose.
They don't have a complex backstory though, just that they got mad when Arena shut down the team mode they were part of.
 

Gay-Lussac

Arcane
Joined
Nov 24, 2007
Messages
7,563
Location
Your mom
By the way, there's no way to decode the lore thingies from the DLC if you're with the pirates, right? Internet says no, just wondering if something got added in one of the later updates.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
Man there's a lot of these new little areas that I haven't noticed

Have a lot of people found the Mind Cracker? I don't really think it's particularly attractive for actual use, but the area is very cool
 
Joined
Jan 1, 2011
Messages
618
Man there's a lot of these new little areas that I haven't noticed

Have a lot of people found the Mind Cracker? I don't really think it's particularly attractive for actual use, but the area is very cool
It's basically a ~120 quality tichrome hammer with anti psi effects. Even if you don't care about the psi that's still pretty useful considering how early you can get it. As long as you can deal with the beetle party to get it, at least.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Man there's a lot of these new little areas that I haven't noticed

Have a lot of people found the Mind Cracker? I don't really think it's particularly attractive for actual use, but the area is very cool
Yeah I found out. Nearly had a stroke trying to find my way back out with all the fucking beetles that were there on Dominating, and my low level character.

There are a lot of new areas like you said that are flying under the radar that are really interesting and make the game feel much more alive than I remember. I'm sure you know all about the Lost Vault, but I had a really good time going through that as well, as I had missed it in my other playthroughs recently. And Utility Station 6 was a great update as well.
 

Gay-Lussac

Arcane
Joined
Nov 24, 2007
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7,563
Location
Your mom
And yeah, I made a new character and had to restart the game 4 times now because I kept messing up my build, the random areas are really neat. The randomized loot is something I'm not usually a fan of in story based RPGs, but I think it suits this game well.
 

Gay-Lussac

Arcane
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Your mom
Do damage types factor into monster resistances in any significant way? I.e. is X monster weak to Y damage? I've never seen this kind of info displayed anywhere
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Do damage types factor into monster resistances in any significant way? I.e. is X monster weak to Y damage? I've never seen this kind of info displayed anywhere
Different enemies have different resistances, whether that's due to thick hide or armor that a human enemy put on, or any other factors. I can't remember if there are any enemies that are specifically weak to certain damage types (like a +50% damage modifier if you use fire/acid) but there are certainly enemies that are more resistant to certain types of damage versus others.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Do damage types factor into monster resistances in any significant way? I.e. is X monster weak to Y damage? I've never seen this kind of info displayed anywhere

Yes! In fact, one of the neatest things of my chem pistol playthrough was that I could always target the enemy's weakest resistance. But other builds can do it to some extend too with the right grenade, energy or electricity pistols/components on melee weapons etc.

the random areas are really neat. The randomized loot is something I'm not usually a fan of in story based RPGs, but I think it suits this game well.

I hate the random areas! :decline:
 
Last edited:

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Hmm... I am playing the latest version (1.1.4.5) and Quinton is now buying special bolts. Either I had missed this for some reason or it is new. Good news, at any rate.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Bloody disgusting random encounter:
On my way back to SGS from Newton, Steven the Horrible with his gang blocked my way one screen east of the SGS Sentry. Come on, what do you want me to do against them at this stage with my fist build?! I can barely take on single enemies rn.

So I was caught between them and the rathounds/beetles south of Junkyard. I eventually managed to stealth past the beetles and take the Junkyard boat to SGS, but this is very ironman-unfriendly.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
There seem to be major AI changes. The enemy seeking patterns after you hide and end combat seem to be more aggressive, but more on that as I continue to monitor the situation. What I really want to comment on is the bottom level of GMS with the raiders:
I use my usual tactic: I kill the raiders outside the raider room, open the door of the raider room, place traps in front of the door, turn on the turret, and shoot the raider leader from afar with a crossbow to begin combat. The raiders used to get stuck on my traps and engage with the turret, which would wipe them out.

Now the raider leader tries to come to me through the kitchen to avoid my traps. Fine, I place double the traps on that exit as well to force him to come out of the main exit and engage the turret. They get stuck on the traps, one of them engages with the turret and gets killed, the leader and the female stop pursuing and combat ends.

I re-initiate combat with the same method, sometimes the pursue me, sometimes they engage with the turret, sometimes they stop pursuing anything and combat ends again. In the meantime, when combat stopped, the friendly dwellers would stay put where they happened to be and wouldn't return to their positions. They generally looked like they didn't know where they wanted to go.

I don't know what is the tactic that the developers have in mind, but with my tactic this place is now a mess. I understand that they are trying to make it more challenging, but it was satisfying taking out the raiders with the turret and that shouldn't have changed. At any rate, at the current state the AI needs more work.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
There seem to be major AI changes. The enemy seeking patterns after you hide and end combat seem to be more aggressive, but more on that as I continue to monitor the situation. What I really want to comment on is the bottom level of GMS with the raiders:
I use my usual tactic: I kill the raiders outside the raider room, open the door of the raider room, place traps in front of the door, turn on the turret, and shoot the raider leader from afar with a crossbow to begin combat. The raiders used to get stuck on my traps and engage with the turret, which would wipe them out.

Now the raider leader tries to come to me through the kitchen to avoid my traps. Fine, I place double the traps on that exit as well to force him to come out of the main exit and engage the turret. They get stuck on the traps, one of them engages with the turret and gets killed, the leader and the female stop pursuing and combat ends.

I re-initiate combat with the same method, sometimes the pursue me, sometimes they engage with the turret, sometimes they stop pursuing anything and combat ends again. In the meantime, when combat stopped, the friendly dwellers would stay put where they happened to be and wouldn't return to their positions. They generally looked like they didn't know where they wanted to go.

I don't know what is the tactic that the developers have in mind, but with my tactic this place is now a mess. I understand that they are trying to make it more challenging, but it was satisfying taking out the raiders with the turret and that shouldn't have changed. At any rate, at the current state the AI needs more work.
It's always interesting to see how different people have different tactics for dealing with certain encounters. What I usually do is open the door and chuck a grenade first, then a flashbang at the enemies. I can then usually just run up and finish off the weakened, incapacitated characters.

As a side note, I've always wondered if anyone else has noticed that there is a bug for grenade, flashbang, and other such throwable weapons that effects THC. If you throw one of these items through a doorway, it's guaranteed to land in the correct spot, regardless of the THC. It's wonky sometimes, but it has happened so consistently in the hundreds of hours that I've been playing this game, it's for sure real. If you don't believe me, test this theory out for yourself. I think you'll find I'm quite right.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
t's always interesting to see how different people have different tactics for dealing with certain encounters. What I usually do is open the door and chuck a grenade first, then a flashbang at the enemies. I can then usually just run up and finish off the weakened, incapacitated characters.

Grenade? Hm... there are friendlies near the raiders, don't they get hit?

As a side note, I've always wondered if anyone else has noticed that there is a bug for grenade, flashbang, and other such throwable weapons that effects THC. If you throw one of these items through a doorway, it's guaranteed to land in the correct spot, regardless of the THC. It's wonky sometimes, but it has happened so consistently in the hundreds of hours that I've been playing this game, it's for sure real. If you don't believe me, test this theory out for yourself. I think you'll find I'm quite right.

Yes, this always happened. With current logic the grenade HAS TO pass through the doorway to land somewhere close to where you threw it. And since it can't turn AFTER it passes the doorway, it has to land somewhere on the straight line. I actually like this and consider it an advanced tactic, kinda like entering combat to pass in front of cameras.
 

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.
t's always interesting to see how different people have different tactics for dealing with certain encounters. What I usually do is open the door and chuck a grenade first, then a flashbang at the enemies. I can then usually just run up and finish off the weakened, incapacitated characters.

Grenade? Hm... there are friendlies near the raiders, don't they get hit?

As a side note, I've always wondered if anyone else has noticed that there is a bug for grenade, flashbang, and other such throwable weapons that effects THC. If you throw one of these items through a doorway, it's guaranteed to land in the correct spot, regardless of the THC. It's wonky sometimes, but it has happened so consistently in the hundreds of hours that I've been playing this game, it's for sure real. If you don't believe me, test this theory out for yourself. I think you'll find I'm quite right.

Yes, this always happened. With current logic the grenade HAS TO pass through the doorway to land somewhere close to where you threw it. And since it can't turn AFTER it passes the doorway, it has to land somewhere on the straight line. I actually like this and consider it an advanced tactic, kinda like entering combat to pass in front of cameras.
If you place the Grenade right on top of the middle raider, that's the closest in front of you, the cone avoids the friendlies completely while also hitting all the raiders. The three raiders on the side get hit by the very tip of the radius, so they'll be rather healthy, but with some okay RNG and a good grenade, the raider in the middle of the blast zone should die instantly. It should be rather elementary then to focus down the two 40% health raiders in the next two turns before they can hypo back up and cause you some damage. IDK how Ironman viable this is, but it usually works within 1-3 reloads if not outright the first time.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
The stalkers in the early underpassages have been beefed up. Their HP have gone up. Of course, I can't see the rest of their stats. The toxic cloud in the area south of Blaine is also much more aggressive in the damage it deals with sudden huge spikes, and I am finding it extremely hard to use it to get under 30% health for SI (totally impossible for ironman). I will use traps for SI instead (can't use caltrops, I have Sure Step).

I am not entirely sure that a change in the game's difficulty was warranted at this point, but let's see how it goes.

Back to the topic of random events, a crate popped up in that same area south of Blaine and blocked my way to the stalker in the southeast. This was only a minor annoyance as I could use a different route to him, but this is the second time already that a random event blocks my way (the first being Steven the Horrible blocking my way to SGS). Is this a new trend or sth?
 

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