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Underrail: The Incline Awakens

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
1. Are we still expecting any significant content upgrades for Underrail?
always

with high movement even 0
max
if you want to stealth everywhere, max. If just enough to initiate combat from distance... dunno

lockpick, hacking
130 I think? Can be lowered with certain items

mechanics, tailoring, chemistry
now those depends on items you intend on crafting, whether you have access to merchant special stock etc... Probably about 120 and adjust from there
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,499
Damn, the critical power nerf has really affected my character! Finding a lot of new areas in the Core City sewers, so looks like I'm getting some of the content updates.
 

Comte_II

Guest
Damn, the critical power nerf has really affected my character! Finding a lot of new areas in the Core City sewers, so looks like I'm getting some of the content updates.
I assume the game is complete since they are working on the sequel now. So maybe no more big updates?
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Alright, important questions!!!

1. Are we still expecting any significant content upgrades for Underrail?

2. I have a save game from 1.1.0.12 w/ the expansion, did much of Core City, Foundry, Rail Crossing, no expansion content started yet. Currently level 21. I am now running 1.1.5.11 - if I continue my old game, how much of the new content can I expect to find?

3. What's the highest lockpick, hacking, stealth, dodge, evasion, mechanics, tailoring, chemistry that I should aim for?
I do believe Styg said that the big psi overhaul and mutant questline patch was the last content update he was putting out for underrail before shifting his attention to the sequel entirely.

Lockpicking/hacking checks max out around 100, or just slightly above that with tool boosts. Stealth will continue to benefit you as high as you want to go, but with 240 effective stealth (only ~100 ranks in the skill itself) I had no trouble sneaking past anything I didn't want to fight, even tightly-grouped enemy patrols. To make the very best grenades you'll need 112 effective chemistry.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
The chemist chick at Institute of Tchort selling corrosive acid if you have 100 chemistry is new? I don't remember this. The only source of corrosive before DC was the pirate doctor, did they add this recently or i missed it for all this years?
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I'm really struggling to see the point of mechanics on a knife build when the dehumanizer is so good. The very best possible tichrome knife (purely theoretical as in practice you're never going to see that max quality tichrome bar) only has a couple of points of damage over it, deals weaker bleeding wounds, and the doubled Bloodthirst is such an insanely strong unique item property that I can't imagine life without it. The on-hit fear does work as well - combined with the daze chance from cheap shots and it's very easy to disable a whole group of enemies if you don't have the damage to kill them all in one turn.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
I'm really struggling to see the point of mechanics on a knife build when the dehumanizer is so good. The very best possible tichrome knife (purely theoretical as in practice you're never going to see that max quality tichrome bar) only has a couple of points of damage over it, deals weaker bleeding wounds, and the doubled Bloodthirst is such an insanely strong unique item property that I can't imagine life without it. The on-hit fear does work as well - combined with the daze chance from cheap shots and it's very easy to disable a whole group of enemies if you don't have the damage to kill them all in one turn.
Yes, I will see good tichrome bars. Its a bit more than just a few pts of damage. Crafted will have 5% crit chance more. tungsten will provide more crit multiplier. Also missing some shock.

Best knives outside of crafting can be provided in oculus with special stock
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
I'm really struggling to see the point of mechanics on a knife build when the dehumanizer is so good. The very best possible tichrome knife (purely theoretical as in practice you're never going to see that max quality tichrome bar) only has a couple of points of damage over it, deals weaker bleeding wounds, and the doubled Bloodthirst is such an insanely strong unique item property that I can't imagine life without it. The on-hit fear does work as well - combined with the daze chance from cheap shots and it's very easy to disable a whole group of enemies if you don't have the damage to kill them all in one turn.
There's no shock/energy on dehumanizer though and that's what knives need the most, effective tools for dealing with robots. They already wreck living targets anyways. That's not to say dehumanizer is bad, but if you had to choose only one, crafted all the way.
 
Last edited:

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
The double stack of TfB is awesome. The unique knifes are breddy gud now.
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,499
I'm really struggling to see the point of mechanics on a knife build when the dehumanizer is so good. The very best possible tichrome knife (purely theoretical as in practice you're never going to see that max quality tichrome bar) only has a couple of points of damage over it, deals weaker bleeding wounds, and the doubled Bloodthirst is such an insanely strong unique item property that I can't imagine life without it. The on-hit fear does work as well - combined with the daze chance from cheap shots and it's very easy to disable a whole group of enemies if you don't have the damage to kill them all in one turn.
A decent crafted serrated tungsten steel knife works wonders.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Unique found items being situationally superior to best-case crafted isn’t a flaw in Underrail’s system, but a correction from my perspective.

In this type of game, itemization is a critical lever towards character development. Requiring all characters to craft always felt like a degenerate, discordant note in UR - despite the system itself being excellent. That being said, killing the epic Waldo to get unique crafting flotsam is less than satisfying, some times there needs to be best-in-class looted gear.

Hope to see Styg continue this course correction in Infusion.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I'm really struggling to see the point of mechanics on a knife build when the dehumanizer is so good. The very best possible tichrome knife (purely theoretical as in practice you're never going to see that max quality tichrome bar) only has a couple of points of damage over it, deals weaker bleeding wounds, and the doubled Bloodthirst is such an insanely strong unique item property that I can't imagine life without it. The on-hit fear does work as well - combined with the daze chance from cheap shots and it's very easy to disable a whole group of enemies if you don't have the damage to kill them all in one turn.
Yes, I will see good tichrome bars. Its a bit more than just a few pts of damage. Crafted will have 5% crit chance more. tungsten will provide more crit multiplier. Also missing some shock.

Best knives outside of crafting can be provided in oculus with special stock
It's quite literally "just a few points of damage." Realistically with the quality you're going to see any time before finishing the game tichrome serrated blades will actually do *less* damage than the dehumanizer. I'd love to play this version of UnderRail you've got where 160 quality metals are dropping everywhere from the moment you step out of SGS. And thanks to its unique property the dehumanizer will be doing +50% damage when the tichrome is doing +25%, for vastly more damage total. And the crafted weapon (which ate a feat, mind you!) will have 3% more crit chance, not 5, since the dehumanizer's crit chance is above-average to begin with.

And sure, yes, you can slap a shock charge on it. Since this damage isn't multiplied on crits I don't think it justifies leveling an entirely new craft skill when you can just buy a top shelf shock blade from oculus and carry it around for dealing with robots. When critting an organic enemy for 300 damage the extra 35 electric (which eats batteries like a motherfucker) seems less important.

Ultimately it's a very minor quibble but that's sort of my point. Characters can invest hundreds of skillpoints and feats just to barely come out ahead of a weapon that's easily available the moment you clear depot A. It seems a tad too strong.
 
Last edited:
Joined
Jan 1, 2011
Messages
617
Dehumanizer doesn't make other knives redundant. Dehumanizer does 10-20 damage. 140 quality (easily acquired from Leonie, she sells great quality metal once the Beast is dead) serrated does 13-23, so that's 20% more damage. Dehumanizer will build taste for blood more quickly so the gap will get smaller, but it's unlikely to overtake the crafted knife unless you keep having the 30% bleed going off when the 25% wouldn't. And that's assuming a steel serrated knife, which is the type nobody uses since it's the worst. In reality you'll be using tungsten for big crits (though serrated steel already has more crit damage than dehumanizer anyway) or tichrome for less AP. Or super steel for more accuracy and potentially higher quality for even more base damage, though that's not really practical until lategame.
It doesn't really matter anyway. You have two weapon slots. Use dehumanizer to build taste for blood and then switch to a crafted knife once it's at max. Now you get the strengths of both types, done.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
I'd love to play this version of UnderRail you've got where 160 quality metals are dropping everywhere from the moment you step out of SGS
so now you change your tune. Obviously uniques are better at the moment world opens and thats the reason veterans are rushing to obtain them early. I have no trouble securing 155-160 tichrome by the time im ready to craft. Same for other parts. If you want quality materials you need mercantile, simple as that.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
There are no mercantile checks involved in Leonie's shop, which is the only place in the game to buy tichrome bars.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
also, this jetski dungeon with all the mutants and coil spiders where you can't use stealth because you constantly have to hop on jetskis to cross small bodies of water can fuck right off
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
I'm really struggling to see the point of mechanics on a knife build when the dehumanizer is so good. The very best possible tichrome knife (purely theoretical as in practice you're never going to see that max quality tichrome bar) only has a couple of points of damage over it, deals weaker bleeding wounds, and the doubled Bloodthirst is such an insanely strong unique item property that I can't imagine life without it. The on-hit fear does work as well - combined with the daze chance from cheap shots and it's very easy to disable a whole group of enemies if you don't have the damage to kill them all in one turn.
Yes, I will see good tichrome bars. Its a bit more than just a few pts of damage. Crafted will have 5% crit chance more. tungsten will provide more crit multiplier. Also missing some shock.

Best knives outside of crafting can be provided in oculus with special stock
It's quite literally "just a few points of damage." Realistically with the quality you're going to see any time before finishing the game tichrome serrated blades will actually do *less* damage than the dehumanizer. I'd love to play this version of UnderRail you've got where 160 quality metals are dropping everywhere from the moment you step out of SGS. And thanks to its unique property the dehumanizer will be doing +50% damage when the tichrome is doing +25%, for vastly more damage total. And the crafted weapon (which ate a feat, mind you!) will have 3% more crit chance, not 5, since the dehumanizer's crit chance is above-average to begin with.

And sure, yes, you can slap a shock charge on it. Since this damage isn't multiplied on crits I don't think it justifies leveling an entirely new craft skill when you can just buy a top shelf shock blade from oculus and carry it around for dealing with robots. When critting an organic enemy for 300 damage the extra 35 electric (which eats batteries like a motherfucker) seems less important.

Ultimately it's a very minor quibble but that's sort of my point. Characters can invest hundreds of skillpoints and feats just to barely come out ahead of a weapon that's easily available the moment you clear depot A. It seems a tad too strong.

From a recent run, I practice I used dehumanizer until I could craft a q160 SS one, never saw better Tichrome.

Knives vs humanoids are so good that you can mow them down even with the blue native knife, let alone Dehumanizer, don't think the former needs nerfs.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
also, this jetski dungeon with all the mutants and coil spiders where you can't use stealth because you constantly have to hop on jetskis to cross small bodies of water can fuck right off
>he doesn't know how to stealth while on a goddamn jetski

not gonna make it

wEqxWE3.png
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
also, this jetski dungeon with all the mutants and coil spiders where you can't use stealth because you constantly have to hop on jetskis to cross small bodies of water can fuck right off
>he doesn't know how to stealth while on a goddamn jetski

not gonna make it

wEqxWE3.png
I'm gonna... i'm gonna... i'm gonna STEALTH... AAAAAAAAAAAAAAAAA

Wherever i go i must also stealth

I'll stealth in games that don't even have stealth as a feature

hgiuniuyroh61.png
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Small pleasures in life :

- Immobilizing an enemy just after he uses adrenaline so when he joins back the fight he is tired,
- Luring a group into its own minefield and throwing one grenade in the middle,
- Fighting an armored melee guy that is so heavy he can barely reach me at the end of his turn
Create noise to lure Death Stalkers into fights with robots which they usually lose horribly.
 
Joined
Aug 27, 2021
Messages
698
Update on my boring normal mode run with a somewhat weirdly statted stealth ar guy:

Blew through depot a like it wasn't even there. 7 con meant even when I fucked up and got jumped by several mutant dogs in a couple turns, I had the health to survive the round and heal up. Escape artist came in very handy to get out of being acid blobbed a few times. AR with 9 shot bursts killed everything I bursted at, although goddamn I go through a lotta ammo... but then maxed mercantile and pickpocket means that doesn't matter that much, I can just buy/steal more. 6 Agi let me kite the mutants and obviously sprint is always good to have. Haven't made the switch to metal armor yet, my 7 mechanical damage DT vest was just too handy against robots/gun guys. Maxed stealth lets me pretty well dictate the terms of engagement. Crafted a decent AR at level 9, even with maxed mechanics for my level had to eat an underpie to get mechanics up enough.

I had my doubts about the seemingly non min/maxed stat spread but it's working quite well, and like I said, I'm really appreciating not having 3 con for once. Also it's nice to be able to pass all the various stat checks up to this point either naturally or with a little food/equipment swapping.

Also, had a couple of tough fights where I remembered that grenades exist and they became hilariously easy fights. I still have 0 throwing lol but I guess I've gotten fairly lucky with my throws not going too far off target.

I have essentially unlimited money, with a big pile of guns sitting in front of the junkyard gun merchant. Blaine's been a huge disappointment thus far but I haven't checked back in on him since clearing depot a.

Hit level 10 at the very end of depot a, got concentrated fire for a pretty good boost to burst damage.

I guess it's coming to the point where I should tin can up, although I might try the arena in my current loadout just to see how it does. Anything I should keep in mind to pickpocket now that the world has opened up? Also, where do I go to get the important TM abilities?
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
My new build current underway: the ELECTROCHEMS build, a crazy variant of my original one. ELECTROCHEMS build, or FUCKYOUCRAWLERBUILD is specialized in immobilizing and slowing baddies, while enjoying powerful crits from energy pistols + opportunist. Just taking the war crimes to a whole new level: will my victims be melted? Burned? Maimed? Torched? Shocked? Frozen? CAU ain't got shit on me.

7ssh6p.png
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
The wiki says that throwing knives benefit from dexterity's AP reduction, but they actually don't. Recent bug, or is the wiki just wrong?
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Anything I should keep in mind to pickpocket now that the world has opened up? Also, where do I go to get the important TM abilities?

I like to finish pickpocket at effective 55 or 60 - that allows you to grab most of the easy to reach oddities as soon as the world opens up (e.g. Core City factions), as well as a quest relevant item early in the expansion pack.

Haste is in Rail Crossing.
 

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