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Underrail: The Incline Awakens

Blaine

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Spark Mandriller Okay, I can't even be mad about that. Surely drinks and food regenerate over time even in standard zones, since NPCs in oft-visited areas are still gulping and chomping dozens of hours into the game?


Meanwhile, ladies and gentlemen, skittles and transvestites, persons of indeterminate and ever-shifting whatever, MA'AMs and top female athletes who also happen to have penises, it's my extreme pleasure to announce that, thanks to settled SCIENCE!, we...

...still can't detect Black Crawlers before they deploy their various cheats, because they'll inevitably be jammed around a corner in a cramped room, standing behind a stalagmite, or what-have-you. But if they weren't, then by God, we'd have at least a coin-flip's chance of detecting them!

eureka_we_still_havent_done_it.png


:shredder:
 

Parabalus

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Weird on my newest maybe full maybe not playthrough I got to the Occulus and for some reason, Six is nowhere to be found. That is new. Was he moved?

Cube needs to be in Core City for him to be there, if you rush Oculus you have to wait to progress the MQ.

All-In was nerfed, as I recently discovered (though I personally never once used it for +3 INT), and I can also confirm that the once-vaunted source of All-In is no more. It has been removed from the inventory of the relevant NPC during Drag 'n' Drop's gambling tableau—and perhaps all pickpocketable drinks have been randomized, because I have a vague feeling that the special drinks contents of patron pockets aren't the same as they once were.
It's still fixed. NPCs randomly consume food now so it's possible he'll drink it before you can steal it from him though. If you really want it you can save before going downstairs and reload until he doesn't drink it so you can steal it. And if you really want the opportunity to steal it then you can save before you enter the zone with the Drag N Drop, since the game only picks which people spawn there when you enter the area. Though that is slightly exploitive.

I can confirm I pickpocketed it as usual.

Not surprised Styg did this, after the 'buff' that you can get earlier access via Camp Harthor he just has to counterbalance it.
 
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Blaine

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This problem has been around for years, and is still unaddressed. I rediscovered it because I wanted to create an anti-Serpentborn (-crossbow) emitter. All components are exactly q154, no Power Management feat.

As you can see, with the Circular Wave Amplifier slotted in, the emitter doesn't even have enough capacity to actually absorb the entire listed value of its Low-impact shielding before running out of energy, let alone higher-impact hits. The default capacity is reduced by 80% (from 625 to 125) to due to -4.0 conversion rate, and the default shielding is increased by 55% across the board.

Essentially, this combination is too bad to even contemplate using for any purpose. A Converter of similar quality would ramp the shielding capacity up to 1500, while a Capacitor of similar quality would allow you to walk around with an active shield for 3.3x longer (1.5% dissipation per turn). Both of these parts offer pure benefit with no downside.

One solution, in my view, would be to halve the increased shielding granted by Amplifiers (say to +30% shielding at max quality, rather than +60% as it is now), and remove the absurd downside entirely. Thus, you could choose between an efficient always-on shield, a high-capacity shield, or a fortified shield, rather than this current mess.

Also, quite honestly, the capacity gain from Converters should be reduced. At top quality, they increase capacity by +150%. As much as I love my 2k+ capacity shields when playing Power Management builds, that's a little insane.

250520_20220405131417_1.png
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Twiglard

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Strap Yourselves In Codex Year of the Donut
So I heard this bug was fixed, for the better or worse. Can you solve the Rig peacefully via TNT charges at least? I stealthed all the way through without any charges and had to fight them in the end.

3EB893E4B9DEEB8636F864C6DD6A3E8E9C7E235D
 

lukaszek

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Can you solve the Rig peacefully via TNT charges at least? I stealthed all the way through without any charges and had to fight them in the end.
Yes, as long as your blast doesn't hit anyone. You can do every pirate quest without turning Eels hostile.
you can also use explosives to get guard away and sabotage sonar with electronics check. Or hacking? One of those
 

Blaine

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You can sabotage the sonar with a single stick of TNT if you have very high Stealth and a cloaking device.

I don't remember if you can perform the sabotage skill check without leaving stealth.

You all better be careful talking about how you use TNT for literally everything in this game. You may regret it. HE does read this thread from time to time.
 

Zeem

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You can sabotage the sonar with a single stick of TNT if you have very high Stealth and a cloaking device.

I don't remember if you can perform the sabotage skill check without leaving stealth.

You all better be careful talking about how you use TNT for literally everything in this game. You may regret it. HE does read this thread from time to time.
You don't need that much base stealth, actually. I remember having <120 effective stealth plus some high quality stealth gear (infused hopper black overcoat, black tabis and balaclava, cloaking device) giving me ~150 on top of that when I blew up the sonar without triggering hostilities.
 

Oreshnik Missile

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Yeah I did it comfortably with 3 AGI, 112 base skill, and good gear. Just a shame that placing TNT is stealthy but using laptop is not :mad:

Now 2nd pirate mission on the other hand, easily the most reloads of any fight in the game, plus had to zone transition abuse for the first time in that run (dominating, psiless chem pistolier). Bought the Devastator just for that fight.
 

Blaine

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In all seriousness though, using TNT to make all the NPCs run into an explode-able crowd on one side of the room is pretty exploit-y if abused on the regular.

I ought to know, because I do something similar by allowing myself to be seen by cameras in Expedition—yet another of many situations wherein Trap Expert and Interloper come in very, very handy. I'm able to place three or four mines and then scoot out of the blast radius before the crowd of investigating enemies even arrives at my presumed position.

It's not quite as much fun as the Dominator's approach of carrying 30+ bear traps, 20+ magnesium grenades, three bags of Crawler caltrops, and 5-10 TNT everywhere due to his mastery of the game mechanics that allows him to develop highly nuanced and subtle tactics and strategies, but it's pretty satisfying.

(Of course, due to Expedition's HP bloat, not even a paired Plasma Mk III and HE Mk V mine exploding in tandem can completely kill Handmaidens or Strongmen on Hard. You need at least three of those fuckers piled together. Kind of annoying, but a few traps here and there are still useful enough, because the robots are numerous enough that I can't OHKO all of them with just the sniper rifle's cooldowns, Ambush, etc.; some will need to be finished off without guaranteed crits in the most crowded rooms.)

Just a shame that placing TNT is stealthy but using laptop is not :mad:

Maybe it's a laptop with mechanical key switches. :troll:

Actually, I've been thinking about this sort of thing a lot lately. I didn't used to give it much thought, but things you can do from stealth vs. things you cannot don't always make a damned bit of sense.

Take elevators, for example. If I can crack a safe without breaking stealth, there is no conceivable reason I can't touch a damn call button stealthily.
 

Parabalus

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Actually, I've been thinking about this sort of thing a lot lately. I didn't used to give it much thought, but things you can do from stealth vs. things you cannot don't always make a damned bit of sense.

Take elevators, for example. If I can crack a safe without breaking stealth, there is no conceivable reason I can't touch a damn call button stealthily.

Is there any dialogue which doesn't break stealth?

Sounds like a case of laziness.
 

lukaszek

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Actually, I've been thinking about this sort of thing a lot lately. I didn't used to give it much thought, but things you can do from stealth vs. things you cannot don't always make a damned bit of sense.

Take elevators, for example. If I can crack a safe without breaking stealth, there is no conceivable reason I can't touch a damn call button stealthily.

Is there any dialogue which doesn't break stealth?

Sounds like a case of laziness.
indeed it is the case. There are still some old school agi checks that break stealth too
 

Blaine

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Found an old screenshot of mine from 2016 showing two things that we've lost: the immersive font, and unfettered psi.

Oh yeah, and this must have been from before siphoner tabi were nerfed. :lol:

250520_2016-01-02_00002.png
 

Blaine

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Supersoldier confirmed craftable and renewable prior to DC, but the appearance rate of Prednisone Solution here is extremely low, almost certainly <10%. I've visited Vuk a couple dozen times, I'd estimate, and this is the first time I've seen it.

250520_20220407194725_1.png
 
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Supersoldier confirmed craftable and renewable prior to DC, but the appearance rate of Prednisone Solution here is extremely low, almost certainly <10%. I've visited Vuk a couple dozen times, I'd estimate, and this is the first time I've seen it.
You can't get the blueprint before DC. All you can do is stock up on the ingredients.
 

Sykar

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Supersoldier confirmed craftable and renewable prior to DC, but the appearance rate of Prednisone Solution here is extremely low, almost certainly <10%. I've visited Vuk a couple dozen times, I'd estimate, and this is the first time I've seen it.

I thought that the bp was found only in DC. Was that changed?
 

Tygrende

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Just to add to that whole SSD thing - there's one prednisone at the abyssal station. You could always have all the ingredients to craft one dose before DC. There's no blueprint so it doesn't really matter, though I guess you can now make a bunch without having to kill tchortlings.

The blueprint for the regen mixture on the other hand was DC only until it was added to the tchortist library recently. You can make it before DC now. That's bigger news.
 

Blaine

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Oh yeah, forgot that the blueprint is locked in DC. Ah, well.

Say, what is the point of refurbishing DC-exclusive unique weapons when you have to beat the game before you can even leave? At that point, shouldn't they just actually be up to snuff, and not need refurbishing in the first place?
 

Zeem

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Say, what is the point of refurbishing DC-exclusive unique weapons when you have to beat the game before you can even leave? At that point, shouldn't they just actually be up to snuff, and not need refurbishing in the first place?
Flavor and consistency, I reckon. Rancor gets a minor buff to damage along with extra burst shot - nice to have, but not that crucial. But Black Arrow gets a MASSIVE damage buff, increased strength requirement (7) and daze on user after every shot, which effectively turns it into a joke item. You won't even be able to shoot it two turns in a row with its 50 AP per shot.
 
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Black arrow isn't even that good at killing bosses since it has no smart module. I guess if you're a no crafting build you could snipe Tchort with it. At least on lower difficulties, he's too tough to do that on dominating after the buff.
The thing that I find really confusing is the way the F2000 had its strength requirement lowered to 4. Who is that for? Playing through the entire rest of the game as a 4 strength assault rifle build doesn't sound fun. You could do it by save scumming junkyard surprise until it gives you +2 strength, except doing that for the entire game is going to make you want to kill yourself. It's weird.
 

Blaine

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Seems like the Black Arrow is entirely meant to one shot boss type enemies then. Pity you get it so late then.

A crafted sniper rifle will deal more damage when using Snipe due to the Smart Module (and for 32 AP—8.6mm is sufficient), and will deal yet even more damage still when using Aimed Shot if it has also an Anatomically Aware Scope. Even without the scope, though, Aimed Shot would probably deal more damage.

A non-crafting sniper rifle primary build isn't terribly viable in this game, because the refurbished Dragunov, AFW, etc. max out at around q100 (if that) in terms of damage, and found/purchased rifles are never good enough. Being able to choose your enhancements while keeping up with the power curve is absolutely crucial—more so than for perhaps any other firearm, due to the fact that every shot counts and is crucial. I'm sure someone could make it work, but I'm heading to DC with my level 30 sniper here shortly, and I sure as fuck wouldn't want to try it.

The daze bullshit is just lulzy, and clearly implies: "Hello! I am the creator of this game. I live in Europe, and I would be vaporized if I were caught touching a firearm." Here is a .50 BMG anti-materiel rifle being rapid-fired by the legendary Jerry Miculek:



The thing that I find really confusing is the way the F2000 had its strength requirement lowered to 4. Who is that for? Playing through the entire rest of the game as a 4 strength assault rifle build doesn't sound fun.

It's a little extra insurance against Crippling Strike, the premier "This feat is complete trash for an actual player, but every random hobo with an ice pick or shiv has it, and will spam it to fuck your shit up if you depend on STR in any way."
 

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