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Underrail: The Incline Awakens

jackofshadows

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Aside from my gripe with how innervation slots make psi powers "feel" to use, I've always hated them in RPGs. Tell me, how am I supposed to prepare for a scenario I haven't even encountered yet? Some psi powers are close to useless in one scenario, but near-mandatory in others. No doubt most players now either only use a few powerful, general-use powers, or else use meta knowledge, reloading, or a sneak peek to enter the scenario with exactly what's needed.
I wasn't talking about pure psi but about your potential scenario: sniper with a few psi abilities like contraction/increment/stasis/maybe a few others like imprint. Even if you dump int you don't have to bother with innervation.
I will finish this game with the RNG rifle, I swear to fucking Christ
Get NV googles asap in order to bump thc. I wouldn't hassle around with encounters much until then.
 

Major_Blackhart

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Has anyone used the Tommy Gun upgraded now with explosive ammo?

Fuck, I really wish we had an AR that could use .44 rounds. Would have a high strength requirement and would degrade fast as fuck but still be fun.

And a shotgun that could use slugs, making snipe available and burst quite nasty but hit-or-miss at anything other than close range. Fuck Train-Shot.
 

Blaine

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I wasn't talking about pure psi but about your potential scenario: sniper with a few psi abilities like contraction/increment/stasis/maybe a few others like imprint. Even if you dump int you don't have to bother with innervation.

I know. Chalk it up to the principle of the thing.

Believe me when I say that I fully and completely understand the benefits offered: more Snipe, more Aimed Shot, more AP, more MP, and Stasis as either a disable or a "wait for my cooldowns" shield. It's extremely powerful. Furthermore, you can wait to get these (and delay the health nerf) until later; and the skill point investment isn't even that high. One need not necessarily even take a feat, although the benefit of the one or two that almost everyone does take is obvious.

I hate it.

The innervation slot restriction has absolutely no effect on TM dippers provided they have at least 2 INT (they will), while being a devastating blow to pure psi.

The raft of "slightly un-nerf the psi nerf" feats that suck away pure psi's feat availability essentially don't touch TM dippers.

Psi point pool availability and "reserves" does effect TM dippers, but nowhere near as much as pure psi.

TM is a gift to everyone else, at the expense of eviscerating and emasculating pure psi. I will not unwrap the gift. Pure went from a little too powerful and versatile to a little too pitiful and restricted. Funny thing, haven't seen too many pure psi builds since the nerf, but I've seen a TM gunslinger mow down a roomful of armored Protectorate troops before they could even act. Pure psi would never have been able to do that.

Get NV googles asap in order to bump thc. I wouldn't hassle around with encounters much until then.

I stripped some nice ones off Vince's corpse. This playthrough I didn't even talk to them, just mowed them all down and took their shit.
 

Zeem

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How can I be sure my current run spawned the utility tower and the tattoo artist?
Utility tower you can check on your SGS PC. If you have mail about Ice T you've got the tower, if you've got mail about Skull Smasher you've got Arena Masters. There's no sure-fire way to know if you've got the gypsy or Booth unless you meet the former right away at SGS docks. Even if she's not present there she might still appear in one of random bars.
 

Blaine

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and the tattoo artist?

If you don't meet Coral at the docks or at the Junkyard bar, your chances are fairly good, but not guaranteed. Your only option then is to do without Booth, export/import, or start fresh.

I still can't for the life of me fathom why Styg did this. "So that people don't use the tattoos to min-max" isn't enough of a justification, because Coral has very little to offer beyond being an amusing gypsy analogue. I mean, Booth is in the game as a tribute to an actual tattoo artist, and a new player might never see him. Altering the entire game in direct response to min-maxers who've been playing it for a thousand hours over the course of eight years is the epitome of foolishness.

The good thing is that Underrail will soon be more-or-less complete and stable, so that we can fix it. I plan to personally fix the ugly new ("new" as of years ago) font, revert the psi nerf, tweak the repair kit nerf (which I fully believe I personally caused to come to pass; admittedly they were too good, basically free repairs and money from shitty daggers and hats, but as usual Styg nerfed too hard), and correct any messy writing that isn't addressed.
 

jackofshadows

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The good thing is that Underrail will soon be more-or-less complete and stable, so that we can fix it.
Not sure what are you talking about. On top of all, the code is obfuscated, as Styg said himself. I mean, it probably still somehow is possible to mode by some captain autismo but I highly doubt that unless you know something that I don't. This game is Styg's baby and he won't let others to fuck with it. Only to play with, a little.
 

roll-a-die

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The good thing is that Underrail will soon be more-or-less complete and stable, so that we can fix it.
Not sure what are you talking about. On top of all, the code is obfuscated, as Styg said himself. I mean, it probably still somehow is possible to mode by some captain autismo but I highly doubt that unless you know something that I don't. This game is Styg's baby and he won't let others to fuck with it. Only to play with, a little.
Fun fact. Minecrafts code is obfuscated.

The fans for years would go through, run code analysis, and deobfuscate the code and then run it through a tool to repack it into an obfuscated form after they made modifications too it.

This project was and still is called Minecraft Forge. When Microsoft bought out Mojang, they started to release their own unobfuscated decompiles. Forge still doesn't use those though, because the Eula on them is kinda... Trash.
 

epeli

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until the game stops receiving regular updates and it becomes feasible to mod the D&D-style Vancian spell slot system (which I've never liked) and all related gear and dialogue out of this science fiction game.

The good thing is that Underrail will soon be more-or-less complete and stable, so that we can fix it.
Not sure what are you talking about. On top of all, the code is obfuscated, as Styg said himself. I mean, it probably still somehow is possible to mode by some captain autismo but I highly doubt that unless you know something that I don't. This game is Styg's baby and he won't let others to fuck with it. Only to play with, a little.

Yeah, that's... that's not gonna be feasible without an unobfuscated build of the game. And I'm saying this as the prime Captain UnderAutismo.

But I hope to be proven wrong eventually. Underrail deserves a modding scene. The obfuscation is a huge waste of time, but modding C# games these days without stepping on the dev's legal rights is quite easy with tools like BepInEx.

Fun fact. Minecrafts code is obfuscated.

Fun fact. Minecraft's userbase is slightly bigger than Underrail's. Also, Minecraft modding grew because Notch allowed it to.
 

roll-a-die

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Fun fact. Minecrafts code is obfuscated.

Fun fact. Minecraft's userbase is slightly bigger than Underrail's. Also, Minecraft modding grew because Notch allowed it to.
This is true. I'm just saying, it's not impossible. As there's been several projects in the past that just needed someone autistic enough to handle the decompilation.

Though I will say, that modding for Minecraft is pretty rapidly swapping to fabric which uses Mixin's which AFAIK doesn't rely too heavily anymore on deobfuscated code, just knowing where the endpoints are.
 

Blaine

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I actually fully understand why Styg doesn't want modders going whole hog on his code, and in fact, I agree with that (on its own).

Further, I have no quarrel with the vast majority of his decision-making while building Underrail slowly and from scratch over many years. It's a great accomplishment, and it's one of my favorite games of all time. It stands with Alpha Centauri, Jagged Alliance/2, X-COM, Fallout/2, Ultima 7—and Factorio, more recently—as a game that I can't believe even exists, a game so good that I worry about being hit by a bus not because I might die, but because I might not get to have my full enjoyment of the game.

But for God's sake, Styg's perspective seems limited to 1.) himself, the game's creator (no creator can view his own creation objectively—parents, authors, or what-have-you), and 2.) absolute grognards who've finished the game on Dominating with a crowbar. The conclusions he draws from this combination of perspectives are often massively skewed, and he seems to have pitted himself, Styg, as God versus the marauding min-maxers who mock his creation.

I can deal with all of it except the psi nerf. I just can't exist in peace when I think of it. Pure psi was massively nerfed, but TM was added, enabling the creation of Super Saiyan versions of "normal" builds that put pre-nerf pure psi to shame. Fucking absolutely mind-boggling.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
I can deal with all of it except the psi nerf. I just can't exist in peace when I think of it. Pure psi was massively nerfed, but TM was added, enabling the creation of Super Saiyan versions of "normal" builds that put pre-nerf pure psi to shame. Fucking absolutely mind-boggling.
Pure Psi is still insanely strong though. There are tons of pure psi builds that can absolutely trivialize the game, so I don't understand the point that you're making.
 

Blaine

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Pure Psi is still insanely strong though. There are tons of pure psi builds that can absolutely trivialize the game, so I don't understand the point that you're making.

Finally, he speaks.

I can't know from experience, but I will readily allow that pure psi is still very powerful, to the extent that it can trivialize the game.

What, then, was the point of adding all those constraints, feat sinks, potion inhalers, micromanagement, and assorted fiddly bullshit, if in the end pure psi remains capable of trivializing the game? What you're essentially implying is that Styg loaded psi builds down with obnoxiousness and nerfs, yet in the end, accomplished nothing more than annoying a good chunk of his long-term player base.

Your argument is self-defeating. If psi still trivializes the game, then there was no need for the psi nerf in the first place.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
What, then, was the point of adding all those constraints, feat sinks, potion inhalers, micromanagement, and assorted fiddly bullshit, if in the end pure psi remains capable of trivializing the game? What you're essentially implying is that Styg loaded psi builds down with annoyances and nerfs, yet in the end, accomplished nothing.

Your argument is self-defeating. If psi still trivializes the game, then there was no need for the psi nerf in the first place.
It is the existence of these constraints that create new builds. Before the psi-nerf, literally every single psi build was a psychosis psi build or a tranquility psi build. By adding these constraints and introducing new feats, it promotes the use of previously niche builds while also buffing them to be stronger and more viable.

As for potion inhalers/micromanagement/fiddly bullshit, that can really all be lumped into one big category, since they all just add extra complexity to psi. One of the reason for this is to balance out the early game. If you're playing a gun user, you need to do some basic level of resource managing in the term of ammunition and repair kits. A psi build literally needed none of that, their psi bar regenerated every round after combat. This isn't a "nerf", because once a build is past Depot A, you have more than enough money for all your supply needs, even on dominating with no mercantile skill. It instead actually makes the early game much more interesting as a Psi user, as now I actually have to make meaningful choices in regards to managing my psi reserves and my psi use. That's not even mentioning the fact that it's not even tedious or difficult to deal with. It's literally braindead simple and I've never had any micromanaging/fiddly problems with it.
 

Tygrende

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What, then, was the point of adding all those constraints, feat sinks, potion inhalers, micromanagement, and assorted fiddly bullshit, if in the end pure psi remains capable of trivializing the game
  1. Psi is now only capable of trivializing the game through putting effort into making good builds and playing them to the best of their abilities, rather than being the default state.
  2. There are actual reasons to play wildly different psi builds that are supported by game mechanics rather than purposefully gimping yourself. Before slots there was no gameplay reason to not be full 4 school psi. Now everything from single school only through 2-3 school combos to full 4 school has its distinct advantages, disadvantages, feat and item support. The variety goes even deeper with things like cyclops which empowers plasma beam by an order of magnitude but limits the slots to 1 only. Or chrono-reapeter which nerfs all psi but greatly empowers distortion by giving it more jumps and TM in general, which is a great fit for TM only. None of this was a thing before slots.
  3. To make psi play by more or less the same rules as other builds do. Every other build has both long/short term resource management and opportunity cost coming from being limited in how many useful things can be used at any given time. Psi had neither before inhalers and slots. No one ever considered bumping INT beyond what was required for feats, now there's a choice to be made between more slots and more raw skill, like how SMGs have to choose between DEX for AP cost and PER for raw skill for example.
 
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Blaine

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It is the existence of these constraints that create new builds.

It's the existence of TM that creates new builds, because virtually no one is actually creating any of these vaunted builds that you're referring to.

I created this thread, and I check it regularly. I have a general idea of the sorts of builds people are making; I'd endeavor to prove it, but all available search parsing options are severely lacking. Still, there is evidence. Behold:

ss+(2022-02-27+at+09.03.30).png


Here is a hybrid psi build that doesn't include TM. First piece of advice? Add TM anyway—or better yet, add TM instead.

The number of people who add TM to their otherwise non-psi build is many times greater than the number of people making ANY kind of psi build, let alone hybrid psi builds that aren't TM.

Before the psi-nerf, literally every single psi build was a psychosis psi build or a tranquility psi build.

So what? I don't see much genuine variety in the primary damage output path of other build routes, either. SMGs and ARs are either Expertise or crit-based, sniper rifles are always crit-based, crossbows are either crit-heavy or elemental bolt wizard, etc.

The least you apologists can do is admit that TM is clearly overpowered. It creates a new vector to grant yourself 40% more AP and shave cooldowns in a game where every AP and turn of cooldown matters tremendously. That is why you use it, and you might as well be playing half a difficulty level lower when you do.

By adding these constraints and introducing new feats, it promotes the use of previously niche builds while also buffing them to be stronger and more viable.

Bullshit. It's yet more feat bloat in an attempt to compensate for the deleterious effects of the nerf. Meanwhile, how many psi powers go completely unused? Far more than before. Which psi powers are used many times more than any of the others? The 2-3 usual suspects in TM.

One of the reason for this is to balance out the early game. If you're playing a gun user, you need to do some basic level of resource managing in the term of ammunition and repair kits.

Using two or three repair kits and buying a batch or two of ammunition adds literally NOTHING to the game, other than a bit of flavor on par with an oddity description. I'm well aware that "resource consumption parity" is indeed the reason that Styg introduced brain ammo and brain magazines—I've read every word he's ever written regarding why he altered psi the way he did—but not everything needs to work similarly to a gun. It's a wrongheaded notion. There was a better way to charge psi users more gamebux for using their offensive abilities, and adding purple asthma inhalers wasn't it. To me, it adds zero interest and instead introduces the feeling of being a drug-addicted cripple who has to slurp up a pharmacy everywhere he goes.

The reason the early psi game was annoying was because most of the best psi powers are locked somewhere in the second half of the game; the number of niche (useless) psi powers exacerbated (and still exacerbates) this. You only had a couple of abilities to use for fucking hours. Meanwhile, even if a gun is just a gun, there are all different kinds in shops and that you can scavenge parts for to make your own just how you want it. THAT is why the early psi game was boring. The new restrictions make it even more onerous to use the few psi powers you do get by inflating all psi point costs for innervating more than one school! If you stick to just one school to keep your psi cost down, there's even more boredom on the way. Some feats to make the few powers you do have better mean nothing to me.

So yeah, that's why I want to use all schools, unrestricted: Not for sheer power, not even (quite) for sheer outright versatility, but simply because I had so many options available to me in a given scenario by the mid to late game. The slots and the fucking multi-school malus fuck all that shit up. Even if I were to buy your apologist horseshit about how there's so much more build variety for psi now, theorycrafting and making builds is only a part of the fun. Actually playing them is the other part, and I have no desire to play this post-nerf, restriction-fraught pretzel.
 
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Blaine

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Psi is now only capable of trivializing the game through putting effort into making good builds and playing them to the best of their abilities, rather than being the default state.

See above. There is some merit in what you say, yet I strongly question, and gravely doubt, whether there's a rich community of people actually creating all these diverse, great psi builds.

My charge is that what you describe exists mostly as theorycrafting, dreaming about what could be. What actually happens (and we all know this is a constant presence, you can't deny it) most of the time is that TM gets added to every build. Certainly there are many more TM-only hybrid builds being posted anywhere (Underrail forums, Codex, Steam forums) than all other types of psi builds combined.

To make psi play by more or less the same rules as other builds do.

Sameyness is bad, not good. Not everything needs to work like a gun. Not every playstyle need consume resources/gamebux similarly, either.

That is Styg's reasoning as well, I read it every time he posted it (including the psi nerf announcement post), and it's utter bullshit. He is wrong, and so are you.
 

GentlemanCthulhu

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Is Styg gonna be able to get paid since due yesterday's sanctions against Russia, the devs from there are no longer being paid. I don't know any thing about the man. I just assumed he lives in Russia.
 

Blaine

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Is Styg gonna be able to get paid since due yesterday's sanctions against Russia, the devs from there are no longer being paid. I don't know any thing about the man. I just assumed he lives in Russia.

He's from Serbia.

-------------------------------------------------

I have reached The Great Filter with my sniper, whom I named after Lyudmila Pavilchenko, the most successful female sniper in history. I've never played a female character before, figured I'd try some variety.

The entire zone came calling when I started shooting. Investing in both good-enough Throwing and some Traps (just bear traps for now, but they're absolutely lifesaving) will be very effective in many scenarios.

The poor bastards lying all over the floor in there were busy disarming my bear traps that they'd discovered when they ran to see what all the ruckus was about, so I threw a grenade at them, just as planned.

Shotgun with houndshot is very helpful versus dogs, because I still lack a Spearhead.

250520_20220227230552_1.png
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
It's the existence of TM that creates new builds, because virtually no one is actually creating any of these vaunted builds that you're referring to.

I created this thread, and I check it regularly. I have a general idea of the sorts of builds people are making; I'd endeavor to prove it, but all available search parsing options are severely lacking. Still, there is evidence. Behold:

Here is a hybrid psi build that doesn't include TM. First piece of advice? Add TM anyway—or better yet, add TM instead.

The number of people who add TM to their otherwise non-psi build is many times greater than the number of people making ANY kind of psi build, let alone hybrid psi builds that aren't TM.
You're making two separate arguments here. The first one being that no one is making any of these new Psi builds, and the second one being all new builds have TM. To argue against your first point, let me just cite several cool Psi builds.

https://stygiansoftware.com/forums/index.php?topic=6155.msg32341#msg32341
https://stygiansoftware.com/forums/index.php?topic=6139.msg32234#msg32234
https://stygiansoftware.com/forums/index.php?topic=6116.msg32140#msg32140
https://stygiansoftware.com/forums/index.php?topic=7881.0

That's four builds I found very quickly, and three out of the four of are single school Psi abilities. You can make the TC build without TM if you choose to go into Psychosis + SI, and as the fine people in the thread are discussing, you'll get almost as much damage. A feat added from the new psi system that lowers psi cost by 10% is really important to this TC spam build, as it lowers the psi cost increase of Psychosis by literally half. You also have a ton of skillpoints left over, so you could easily spec into a secondary weapon if you wanted to deal with Robots. With the ability to mix and match Psi builds as well as integrating them with other weapons, you can make a ton of builds, with or without Temporal Manipulation. I play a TC Sniper. There is a Spear Metathermics build I saw. Monk Psychokinesis builds.

I will agree there is a pretty aids component of the community that likes to add TM to every build, and I personally almost never use TM in the builds I make, and you don't have to either. Lots of builds that are just as good without the inclusion of TM, so I don't think you're right at all.
So what? I don't see much genuine variety in the primary damage output path of other build routes, either. SMGs and ARs are either Expertise or crit-based, sniper rifles are always crit-based, crossbows are either crit-heavy or elemental bolt wizard, etc.
SMGs, ARs, Snipers, Pistols, all have totally different playstyles from each other, and they fall under the larger category of guns. Guns had a ton of different ways to play, while all Psi builds literally played the same since there was no reason not to spec into every single Psi school.
The least you apologists can do is admit that TM is clearly overpowered. It creates a new vector to grant yourself 40% more AP and shave cooldowns in a game where every AP and turn of cooldown matters tremendously. That is why you use it, and you might as well be playing half a difficulty level lower when you do.
I mean, I never use TM in any of my builds since I don't like it very much either. But whether or not TM is overpowered or bad design or whatever has nothing to do with the psi rework introducing psi reserves and innervation. You're making two different arguments here.
Using two or three repair kits and buying a batch or two of ammunition adds literally NOTHING to the game, other than a bit of flavor on par with an oddity description. I'm well aware that "resource consumption parity" is indeed the reason that Styg introduced brain ammo and brain magazines—I've read every word he's ever written regarding why he altered psi the way he did—but not everything needs to work similarly to a gun. It's a wrongheaded notion. There was a better way to charge psi users more gamebux for using their offensive abilities, and adding purple asthma inhalers wasn't it. To me, it adds zero interest and instead introduces the feeling of being a drug-addicted cripple who has to slurp up a pharmacy everywhere he goes.
Brain ammo always existed in combat, he just added a need to replenish it when you run out. Your point against the psi inhalants is a fair one, and I do think it is a bit funny when you put it the way you do. That point has merit and I'd be willing to discuss alternatives, but you said it yourself, you're not against the implementation of extra resources/costs to psi, you just don't like the implementation. That doesn't mean the redesign was bad, moreso that it could be better. And your main point rests on preference and flavor versus actual mechanics. If the psi inhalant was instead some sort of pill, or whatever else you want to replace it, perhaps that would help with immersion and flavor (which are important) but it wouldn't fundamentally change anything about the gameplay.
The reason the early psi game was annoying was because most of the best psi powers are locked somewhere in the second half of the game; the number of niche (useless) psi powers exacerbated (and still exacerbates) this. You only had a couple of abilities to use for fucking hours. Meanwhile, even if a gun is just a gun, there are all different kinds in shops and that you can scavenge parts for to make your own just how you want it. THAT is why the early psi game was boring. The new restrictions make it even more onerous to use the few psi powers you do get by inflating all psi point costs for innervating more than one school! If you stick to just one school to keep your psi cost down, there's even more boredom on the way. Some feats to make the few powers you do have better mean nothing to me.

So yeah, that's why I want to use all schools, unrestricted: Not for sheer power, not even (quite) for sheer outright versatility, but simply because I had so many options available to me in a given scenario by the mid to late game. The slots and the fucking multi-school malus fuck all that shit up.
None of the early Psi powers you get are useless though.

Thought Control
Neural Overload - Your only direct damage ability, and a staple of the school.
Frighten - Very useful form of CC at early levels.
Mental Breakdown - Very useful from of CC that acts as a damage modifier to Neural Overload
Bilocation - Unkillable clone that deals DoT and is difficult to resist.

Psychokinesis
Telekinetic Punch - Useful form of CC that can also pack quite a punch in the right build.
Force Field - Invaluable form of CC that can also make or break a fight.
Force Emission - Critical to any fist build but useless to anyone else, so I guess you get one point.
Electrokinesis - Great CC that is effective against robots, which is something a ton of psi builds have a hard time with.

Metathermics
Cryokinesis - Damage ability with some of the longest range in the game that helps in kiting enemies.
Cryostasis - Great CC that can be combed with Cryokinesis and can be modified to instant kill targets.
Pyrokinetic Stream - The main focus point in a Pyrokinetic Stream build but kind of useless otherwise, so I guess you get two.
Pryokinesis - Great AoE that can be combed with grenades and be modified to act as CC.

I left out TM due to its obvious uses. You get a ton of useful psi powers in the early game, so I disagree with the claim that everything is locked to the second half of the game. I also think the fact that we've all played this game countless times over is what makes it seem like we're constantly using the same abilities. For a new player, many of these abilities and the various interactions that they can have would be really fresh, and they'd probably be done with Depot A and well on their way to unlocking more psi abilities before they'd completely mastered their available abilities.

It sounds like to me all you're just mad because you no longer have access to every single ability in the game in a neatly packaged build that made the game trivial. There is a reason I never played a pure-psi builds for the rework. It was fucking boring to have every single tool for the job, every time, and not have to challenge my brain to think of creative solutions against enemies or situations my build is not optimized for. Sounds like decline to want it any other way tbh.
Even if I were to buy your apologist horseshit about how there's so much more build variety for psi now, theorycrafting and making builds is only a part of the fun. Actually playing them is the other part, and I have no desire to play this post-nerf, restriction-fraught pretzel.
The only restriction is that you don't have access to every single psi ability in the game. If that's the only thing that made psi fun for you, then yeah you're fucked, but even before the rework I made builds focused around using a small core of abilities, and if anything, the rework gave me more ways to increase the power of such builds through the new feats that were added.
 

Blaine

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Grab the Codex by the pussy
SMGs, ARs, Snipers, Pistols, all have totally different playstyles from each other, and they fall under the larger category of guns.

I knew someone would try out "but they're all guns." That's fairly irrelevant. As you point out, despite sharing a skill, each of these weapons are their own distinct thing—and because feats are used to lock you into a given path (since, without them, your mode of offense becomes steadily more inadequate as the game progresses), most are used to the exclusion of the other types of firearms.

Yet despite this, the singular Guns skill allows you to use all types of guns, should you choose. Psi schools each have their own, separate skill line. That's actually one of the key issues here that I haven't yet mentioned, because there's a lot to cover. I could have Guns, Throwing, and Crossbows, if I wanted, and none of them would cause the others to consume more ammunition because I'm carrying more than one type of weapon or some such gibberish. If I invest a full raft of skill points and feats into a skill, I damned well expect to be able to use the skill to its fullest.

Not only that, but psi is now tied to Intelligence. That is not merely three (or four!) skills needed for omni-psi, but two attributes, whereas Guns relies on one attribute and one skill (though to be fair, Dexterity can also play a part).

Guns had a ton of different ways to play, while all Psi builds literally played the same since there was no reason not to spec into every single Psi school.

That is provably false. School-specific feats (such as all four Metathermics-specific feats), not unlike firearm- or melee weapon-specific feats, did actually exist before the psi nerf. I may have had access to two of the three (or all three) schools in which I chose to invest, but I still had to emphasize some over others, or choose to emphasize none and be more versatile but not super-strong.

Let's review our three dimensions of choice for pure/emphasized psi, prior to the nerf:

  • four possible school combinations (three combinations of two, or all three)
  • a dozen or so specialization feats
  • Tranquility or Psychosis

Yes, if you went absolutely full-blown psi to the exclusion of all else, you could level all three schools, choose most of the best feats, and would then be left with two notable choices—Tranquility or Psychosis. There were gradations of less psi, though, all of which were viable.

I mean, I never use TM in any of my builds since I don't like it very much either. But whether or not TM is overpowered or bad design or whatever has nothing to do with the psi rework introducing psi reserves and innervation. You're making two different arguments here.

I am arguing on two fronts, yes; and I know it's a bit obnoxious, but they're inextricably linked. I realize Styg stated in the initial announcement that he'd been planning to rework psi for a while, and perhaps that's true, but in my opinion he did it mainly to make room for TM, so that pure psi didn't become truly overpowered with no restrictions (and with TM, it would have). TM and the nerf are interrelated.

Your ability to find some psi builds that exclude TM doesn't alter the fact that TM has taken over like super-AIDS—apt term, by the way. TM has really pozzed the Underrail neghole.

There is a third front: Although I loved having all of my abilities available in any scenario, I do objectively agree that the capacity to do EVERYTHING went too far; and as you say, full-blown pure psi wasn't quite varied enough build-wise (though not "literally the same" as you've hyperbolized). As usual, though, Styg went too damn far. I won't get into specifics, but in my view he broke its (psi's) elbow, poked its eye, stomped its instep, and kicked it in the groin—a thorough torturer.

It was fucking boring to have every single tool for the job, every time, and not have to challenge my brain to think of creative solutions against enemies or situations my build is not optimized for. Sounds like decline to want it any other way tbh.

People can still do this now by either using their meta knowledge to innervate just the right 5-6 psi abilities for a given situation, or else sneak a peak and then scurry off (or reload the game) to innervate same.

And as I've said, before the nerf (and particularly before the expansion), you still had to pick and choose feats. It's just that more (mostly psi nerf-counteracting) feats have been added, forcing you to choose fewer. For example, if you want to innervate two schools without burning more psi, off goes one of your feats. There are a lot of them, as well as nerf-related psi headband parts and medicines, and they're clearly intended to sap power from pure psi.

Long story short, I can see your point; I just think you're over-exaggerating in order to make that point. There was never any "you get absolutely everything" build due to limited feat selection and at least a dual choice between Psychosis and Tranquility. Even if that had been the case, by God Almighty, I invested in three skills, a bunch of feats, and lost 20% (used to be 25%) of my health for the privilege. You can actually feat up two different firearms, such as the sniper rifle and shotgun, at the same time and use both, though not quite as well as if you exclusively selected one; but both of them do only one thing (kill), whereas psi has utility. But both of those firearms also rely on just one attribute and one skill, and don't delete 20% of your health.
 
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Before the nerf happened every pure psi build was uni psi because there was no reason not to be. If you tried to do a single school build you were handicapping yourself for no reason. Trying to pretend that wasn't the case is ridiculous. It's not like it was so long ago that we can't remember. Uni psi was the only build anyone who went pure psi played.
Also fun story related to that, I played a psi character after the nerf and was surprised when I made a metathermics headband and the mufflers and crit chance/damage upgrades were stronger than the wiki said they'd be. Turns out if you're using a single school modulator then they get buffed. But nobody had discovered that and updated the wiki with the info because there was zero fucking reason to do anything but uni psi. That's how dominant it was.
 

Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
How is robbing Ray now possible?
There's a hidden vent in the building next to Ray's that leads straight to his office. His cameras are positioned in such a way that they cannot see you while your rob half his store blind.

What about the jet ski parts though? Any chance of taking these?
 

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