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Underrail: The Incline Awakens

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Oh and just to let people know, Styg posted on the Underrail forums that the entire office will be on vacation till January 17th, so I would say it'll be a while before we get any update or dev log.

A well deserved vacation even though something tells me they're discussing over beer how they're gonna nerf my builds!
 

Basshead

Scholar
Joined
Jul 25, 2019
Messages
124
Location
Coal Region, PA
I have finally got around to installing this. As someone that tends to not have a second playthrough, how good/worth is the DLC?

Now, I’m a latecomer to the game having started my first play through this past April and just having finished it up around Christmas time. As you probably know, Underrail is a very long game: even without the substantial expansion it took me easily over a hundred hours start to finish. Factoring in the expansion, and dependent upon your available time to game, you could be looking at near an entire to fully complete it. No small commitment. A game of this size is bound the have some slog, particularly deep caverns or the water locusts in the Expedition. In spite of structural changes I would make to some of these areas, they do a fine job of making the revelations and secrets hidden within their depths feel earned and worth it at the end. My attention was firmly held throughout by the intriguing mystery of what happened to this world and it’s inhabitants? The mechanical depth to the combat is even deeper with the expansion and I enjoyed playing a stealth, spec ops smg build with lots of grenades. If I hadn’t had to move and had a new daughter mid play through I’m sure I would have finished much sooner. As varied and cool as many of the builds are, the extreme length does put off the start of new play-throughs for me personally. In spite of this, I found the game to be of high enough quality that it will hold my attention for another playthrough, even if it’s not something I do right away.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
I have finally got around to installing this. As someone that tends to not have a second playthrough, how good/worth is the DLC?
DLC is worth it for the new character-building additions (such as Temporal manipulation psi school, as well as two new melee weapon types). The actual new content - Expedition into the Black Sea - isn't all that good imo.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
As long as you brought armor piercing ammo, you'll do fine.

And grenades for these god-damn locusts... :negative:

Not enough. There is only one valid option for those miserable locusts:
iu
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
Freeze and shoot to pieces? Obliterate with beams later. Is that it? I'd squeeze TM anyway :M

It's a crit build that uses freeze as support in the early-mid game. Your main psi hability will be thermodynamic destabilization to transform beefy enemies in powerful live grenades. You'll be doing A LOT of damage from the bolts alone with specced critical power + elemental bolts + sharpshooter. Late game you'll be sitting in almost 100% crit chance (not counting ambush) and being able to shoot a plasma beam for free action points with crit on demand using mania

SHOOP DA WHOOP
 

NerevarineKing

Learned
Joined
Jan 6, 2021
Messages
315
I finally beat this game and it was a great experience overall. I had some issues with the final area and my build shredded the final boss, but this is still probably the best CRPG I've played in a long time. It kept up a good amount of challenge, the quests were great, and the combat was a lot of fun.
 

Basshead

Scholar
Joined
Jul 25, 2019
Messages
124
Location
Coal Region, PA
With some free time to game on this frigid Sunday in the mountains, I am currently trying to squeeze the last drops of content out of Underrail before making a new character or starting War Mongrels. I just yesterday finally updated Underrail to 1.1.4.5. I understand Mr. Styg has patched in some cool dungeons and easter eggs to find scattered throughout the game.

Now, I've done the expansion and deep caverns, so I can end the game at any time. I was just wondering if there was anywhere of note to check out or explore before hitting the ending slides. I checked out the group of Lunatics headed up by Synesthete and enjoyed that interaction. It was a nice touch because Twitch up at the top of Occulus had been complaining about a group of Lunatics trying to reach the mainframe through the caves underneath.

Anywhere or anything else of note for me to check out before making the last choice? Thank you! May you get high, get laid, have fun, and stay warm! all that good shit.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,166
Basshead got to try it myself, heard this is cool if you are playing on dominating https://www.stygiansoftware.com/wiki/index.php?title=Utility_Tower

probably my favorite place would be https://www.stygiansoftware.com/wiki/index.php?title=Abandoned_Waterway_Facility

also its always fun to go berzerk in fort apogee https://www.stygiansoftware.com/wiki/index.php?title=Fort_Apogee
I assume you did resolve free drones/protectorate

One extra thing you might not be aware is dude quest https://www.stygiansoftware.com/wiki/index.php?title=Dude's_other_quest
 

Basshead

Scholar
Joined
Jul 25, 2019
Messages
124
Location
Coal Region, PA
Basshead got to try it myself, heard this is cool if you are playing on dominating https://www.stygiansoftware.com/wiki/index.php?title=Utility_Tower
(Sic)

Well, I think this settles the fact that my next play through will be on dominating. Those bosses and the utility tower, plus that suicide vest grenade belt sound sick.

The question remains though, what build to choose? I’ve never played dominating before and this game is pretty unforgiving as it is.

My current and first character is
an smg wielding spec ops type that relies heavily on bursting from near-melee range and throwing grenades for groups or anything tough. Molotovs and copious use of bear traps for area denial and opportunist attacks.

I’ve got my crafting, subterfuge, mercantile, persuasion etc. high enough to do whatever I want basically. If I get really lucky with some component maybe I’ll have to use a workbench or pop a hypercerebrix.

I’ve heard a similar build with an assault rifle would be even more effective but maybe not play much different? More strength would enable heavier armor and greater threat range at the sacrifice of mobility I assume.

One regret I have is that although my intelligence was high enough to get a good amount of lore, my will was so pitiful I missed out on basically all the monolith visions. Through terminals and shopping the acorn to various buyers I was able to get the gist of everything. Maybe a high will psionic will provide even more insight into the game’s mysteries.

What type of build would y’all recommend for my first dominating run? Sorry for rambling on….
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,509
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Poland
Strap Yourselves In Codex Year of the Donut
I’ve heard a similar build with an assault rifle would be even more effective but maybe not play much different? More strength would enable heavier armor and greater threat range at the sacrifice of mobility I assume.

Try a SI (Survival Instincts) AR build. Add TM into the mix and just kill it all to death through 100% crit chance. Crit bonus damage is then the most important stat.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,096
Yeah, try SI AR or SI pistol build (or SI SMG even) coupled with TM. Feel the powa meaning don't worry about playing yourself in the corner when your game's time is rather limited judging by your previous posts. And there will be quite a lot of satisfaction anyway since you still have to learn to play more efficiently than you have been playing the first time. Alternatively, take sniper w/o SI, with the ambush/TM, also quite powerful if more rng depended. Wouldn't recommend melee tbh for now.
 

Twiglard

Poland Stronk
Patron
Staff Member
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Messages
7,509
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Poland
Strap Yourselves In Codex Year of the Donut
Alternatively, take sniper w/o SI, with the ambush/TM, also quite powerful if more rng depended.

AR has such a great synergy with sniper rifles that there's little point in not doing a hybrid build. Except for intentionally gimping your character.

Stealth, approach, Shooting Spree, Snipe, Aimed Shot. If any of the two shots fail, take Adrenaline/TM and start bursting.

You don't even need to actually be invisible from the target.

With Versatility SMGs, you can't do all of: Full-Auto (+ Muzzle Brake + Rapid Reloader), decent AGI, INT, SI. Having to take Jumping Bean + TM haste is too painful (I've tried it for machetes). At least it's very light on feat points.
 
Last edited:

Zeem

Scholar
Joined
Sep 25, 2019
Messages
155
Location
Evil Empire
Alternatively, take sniper w/o SI, with the ambush/TM, also quite powerful if more rng depended.

AR has such a great synergy with sniper rifles that there's little point in not doing a hybrid build. Except for intentionally gimping your character.

Stealth, approach, Shooting Spree, Snipe, Aimed Shot. If any of the two shots fail, take Adrenaline/TM and start bursting.

You don't even need to actually be invisible from the target.

With Versatility SMGs, you can't do all of: Full-Auto (+ Muzzle Brake + Rapid Reloader), decent AGI, INT, SI. Having to take Jumping Bean + TM haste is too painful (I've tried it for machetes). At least it's very light on feat points.
ARs don't need snipers, though, they're excellent on their own. Plus the usual meta strat is to have two ARs - a low AP one as your primary and a 9mm one with muzzle brake to make the most out of the free Commando burst.
 

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,413
Location
Jersey for now
God now I want to play a Tin Can Burst AR again. Fuck.

Which is the best Hornet with RR? I was thinking 762, but maybe 8.6mm might be good too.
 

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