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

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,547
Any good way to get the leprechaun event now? Guess you can just dupe the boots, but the feat?
 
Joined
Jan 1, 2011
Messages
634
Any good way to get the leprechaun event now? Guess you can just dupe the boots, but the feat?
You can always change your system clock and get him to spawn naturally. Make a save at the Rail Crossing train station and check the three areas north of it for holes. If he hasn't spawned then load the save, walk to Rail Crossing and back a few times to change the RNG, and then check for holes again. His spawn rate is pretty good so it shouldn't take long.
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,415
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
1657078186656.png

A preview of some of the 3D models that Styg and crew have been working on. I asked to see what the new models might look like on a background so we can get a feel for them, and he said that the backgrounds need to be brought up to par first.
1657078279495.png

Some comments regarding Stygian's design philosophy and the engine upgrades planned for Infusion and Underrail 2 in the distant future.
 

Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
2,607
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Went North to the old Omega compound and found on the lower floor the bandits holding three poor guys hostage. Tried the Spetsnaz way and flashbanged everybody before picking up the bad guys, but it seems the hostages did not enjoyed the trick and were then afraid of me. And I haven't found a "Come on quit running I won't hurt you" button, so I sadly had to find a more subtle approach.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Went North to the old Omega compound and found on the lower floor the bandits holding three poor guys hostage. Tried the Spetsnaz way and flashbanged everybody before picking up the bad guys, but it seems the hostages did not enjoyed the trick and were then afraid of me. And I haven't found a "Come on quit running I won't hurt you" button, so I sadly had to find a more subtle approach.
If you're gonna Spetsnaz go Spetsnaz all the way and save the hostages from themselves too.
 

Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
2,607
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Well that would have been far easier to torch the room down indeed but that's my first playthrough and I needed the info from one guy.

Also found some burrowers under some bunker near the Junkyard.
Got epicly pwnd. I'm not going back there for a long time.
 
Joined
Jan 1, 2011
Messages
634
Any good way to get the leprechaun event now? Guess you can just dupe the boots, but the feat?
You can always change your system clock and get him to spawn naturally. Make a save at the Rail Crossing train station and check the three areas north of it for holes. If he hasn't spawned then load the save, walk to Rail Crossing and back a few times to change the RNG, and then check for holes again. His spawn rate is pretty good so it shouldn't take long.
Oh yeah, forgot to mention, you only have one chance at a hole per area, so this needs to be on a character who's never been that way before. If you've already checked all his potential spawn points and saved then you're screwed.
This method also works for trying to get the plasma or temporal beetle holes too, if you care about those. Or darkdwellers, but they don't have any special loot like the beetles do.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,547
Any good way to get the leprechaun event now? Guess you can just dupe the boots, but the feat?
You can always change your system clock and get him to spawn naturally. Make a save at the Rail Crossing train station and check the three areas north of it for holes. If he hasn't spawned then load the save, walk to Rail Crossing and back a few times to change the RNG, and then check for holes again. His spawn rate is pretty good so it shouldn't take long.
Oh yeah, forgot to mention, you only have one chance at a hole per area, so this needs to be on a character who's never been that way before. If you've already checked all his potential spawn points and saved then you're screwed.
This method also works for trying to get the plasma or temporal beetle holes too, if you care about those. Or darkdwellers, but they don't have any special loot like the beetles do.

Which areas are these exactly? Never seen a hole.
 
Joined
Jan 1, 2011
Messages
634
Which areas are these exactly? Never seen a hole.
I know at least four. The three areas north of the Rail Crossing train, and then the one west of the flooded vault. Or east of bunker. Or two areas south from Dude's cave home. That one's kinda out of the way though, so if I want to reroll for a specific one then I just check the three north of the train, since they're in a nice easily accessible line.
Someday I'll get around to making an image with the locations. Someday.
 
Joined
Jun 13, 2019
Messages
875
View attachment 25922
A preview of some of the 3D models that Styg and crew have been working on. I asked to see what the new models might look like on a background so we can get a feel for them, and he said that the backgrounds need to be brought up to par first.
View attachment 25923
Some comments regarding Stygian's design philosophy and the engine upgrades planned for Infusion and Underrail 2 in the distant future.
game isn't even out yet and already looks outdated :kfc:
 

Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
2,607
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Cleared Depot A. Well, more like completed the mission, I did not dispatch all enemies.
That was not easy. On one hand it is good to win fights against five enemies, a single one who could kill my character unprepared, on the other I wonder whether I fucked up my character leveling considering how hard it got by the end. I play mostly psionics with melee, but my strength is 5. Maybe using mostly unarmed attacks don't help, I will probably switch to blade and wait until I get more feats and strength to try back my kung-fu.
I'm yet to embark to Core city, went to clear other areas around SGS before. Couldn't kill the lunatics camping NW of the station. Disappointing. I like my character so I don't plan to restart, and maybe the battles are not supposed to be easy either.

Map design in this game is great.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,882
Location
Copenhagen
Summer holiday is here, I'm getting ready for my Final Run (tm) (actually completing the game).

Two questions:

1) Any reason not to do Dominating difficulty?

2) I'm planning to use a fairly cookie cutter (as I see it) mechanical pistols + TM build. Anything obvious I should change from my plans:

Str 3
Dex 14
Agility 7
Con 3
Perception 11
Will 3
Int 7

Skills:
Guns
Throwing
Stealth
Hacking
Lockpicking
Mechanics
Temporal Manipulation
Persuade

Later spend extra points on remaining crafting skills/Mercantile as necessary.

Feats:
Gunslinger
Aimed Shot
Point Shot
Rapid Fire
Hit and Run
Recklessness
Gun Nut
Pack Rathhound
Interloper
Premeditation
Fatal Throw
Sharpshooter
Bullet Time
Critical Power
Blindsiding
Increased Perception
Scrutinous

Specializations:
Bullet Time, Fatal Throw, Hit and Run, remaining in Recklessness
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,342
Two questions:

1) Any reason not to do Dominating difficulty?

2) I'm planning to use a fairly cookie cutter (as I see it) mechanical pistols + TM build. Anything obvious I should change from my plans:
1) Not really, especially since now certain (minor) content locked behind it.

2) Versatility would be significantly stronger so I'd suggest that with the same general plan unless you hate the idea of playing with 3 per.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,882
Location
Copenhagen
Two questions:

1) Any reason not to do Dominating difficulty?

2) I'm planning to use a fairly cookie cutter (as I see it) mechanical pistols + TM build. Anything obvious I should change from my plans:
1) Not really, especially since now certain (minor) content locked behind it.

2) Versatility would be significantly stronger so I'd suggest that with the same general plan unless you hate the idea of playing with 3 per.

Not really. Just not sure what I gain from it with this build, since it so narrow anyway? Also what to cut
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,342
Not really. Just not sure what I gain from it with this build, since it so narrow anyway? Also what to cut
You dump per, max dex and gain more spare stats and minimal ap cost for pistols. Also the ability to use melee, especially if to take a few appropriate feats. Speaking of, I'd also suggest taking ambush (in that case more per is needed obv).
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,882
Location
Copenhagen
Not really. Just not sure what I gain from it with this build, since it so narrow anyway? Also what to cut
You dump per, max dex and gain more spare stats and minimal ap cost for pistols. Also the ability to use melee, especially if to take a few appropriate feats. Speaking of, I'd also suggest taking ambush (in that case more per is needed obv).

Thanks. Brainfarted and didn't consider it would free up more stat points. I guess the primary cost is that early game will be horrible with the lacking Perception. But I guess that doesn't matter if I take Per 6 for Ambush anyway.

What would you cut for those two feats?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,547
Not really. Just not sure what I gain from it with this build, since it so narrow anyway? Also what to cut
You dump per, max dex and gain more spare stats and minimal ap cost for pistols. Also the ability to use melee, especially if to take a few appropriate feats. Speaking of, I'd also suggest taking ambush (in that case more per is needed obv).

Thanks. Brainfarted and didn't consider it would free up more stat points. I guess the primary cost is that early game will be horrible with the lacking Perception. But I guess that doesn't matter if I take Per 6 for Ambush anyway.

What would you cut for those two feats?

You'll lose Scrutinous, that's one. From the rest prob Gun Nut is a weak link.

Early game is easier since with Versatility you can melee in the first few levels, saves money.

Apart from that later in the game don't forget you can use chemical pistols with very little drawbacks against foes with high mech DR/DT.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,882
Location
Copenhagen
Not really. Just not sure what I gain from it with this build, since it so narrow anyway? Also what to cut
You dump per, max dex and gain more spare stats and minimal ap cost for pistols. Also the ability to use melee, especially if to take a few appropriate feats. Speaking of, I'd also suggest taking ambush (in that case more per is needed obv).

Thanks. Brainfarted and didn't consider it would free up more stat points. I guess the primary cost is that early game will be horrible with the lacking Perception. But I guess that doesn't matter if I take Per 6 for Ambush anyway.

What would you cut for those two feats?

You'll lose Scrutinous, that's one. From the rest prob Gun Nut is a weak link.

Early game is easier since with Versatility you can melee in the first few levels, saves money.

Apart from that later in the game don't forget you can use chemical pistols with very little drawbacks against foes with high mech DR/DT.

Ooooof, losing Scrutinous hurts. Hadn't considered that. Then again Level 26 is basically "game's over" time
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,342
What would you cut for those two feats?
Well, for starters it's entirely possible to play w/o qol feats such as interloper and pack rathound. Rapid fire and point shot are simply too weak imo. Hit and run - not sure what's the point tbh - contraction will always provide with extra MP (+drugs if needed). Premeditation - useful but also can be easily cut.

Scrutinous is very nice but it's like a bonus for strictly per oriented builds like sniper/xbow and you really need dex.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,882
Location
Copenhagen
What would you cut for those two feats?
Well, for starters it's entirely possible to play w/o qol feats such as interloper and pack rathound. Rapid fire and point shot are simply too weak imo. Hit and run - not sure what's the point tbh - contraction will always provide with extra MP (+drugs if needed). Premeditation - useful but also can be easily cut.

Scrutinous is very nice but it's like a bonus for strictly per oriented builds like sniper/xbow and you really need dex.

If I run ambush I won't get *that* much more dex tho. 2 points.

EDIT: Nevermind. I forgot all the added points. That's a ton more.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Hit and run - not sure what's the point tbh
It's secretly a very strong feat, especially if you can afford to spec it. If you're at a point where you can easily kill a lot of things in a turn AP-wise, it will give you an order of magnitude more MP than anything else would to reach your full killing potential. If you spec it it's 40 MP per kill, so you can easily end up having anywhere from a couple hundred to even 4 digit MP in one turn.

Made a vid that showcases this recently. It uses broken laser cats so it can kill a lot more things that you normally could, but you can get somewhat close to this with firearm pistols actually. I have gained about 1000 MP and walked over 100 tiles in one turn with it.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,882
Location
Copenhagen
Not really. Just not sure what I gain from it with this build, since it so narrow anyway? Also what to cut
You dump per, max dex and gain more spare stats and minimal ap cost for pistols. Also the ability to use melee, especially if to take a few appropriate feats. Speaking of, I'd also suggest taking ambush (in that case more per is needed obv).

Thanks. Brainfarted and didn't consider it would free up more stat points. I guess the primary cost is that early game will be horrible with the lacking Perception. But I guess that doesn't matter if I take Per 6 for Ambush anyway.

What would you cut for those two feats?

Early game is easier since with Versatility

Yeah okay, my early game is currently easier on Dominating than my trial run on hard lol
 

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