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

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,574
Location
Crait
Lol apparently tactics = cover system
You have guns. Without a cover system, what makes Underrail's combat system any better than KOTOR's? It's just the same dumb pew pew.
Did you just say something about using doors as choke points and walls to break LoS? Wow, what a good boy! You so smart! Here's a doggie treat.

It has a concealment system based on light. Darker areas = harder to hit. You can even interact with it by throwing flares or using nightvision and it does make a difference.

What I don't get about cover systems is how does leaning up against a wall give you more health (effectively)? That's just dumb, gameplay aside.

The interesting thing about Underrail is that without a cover system the player is encouraged to be mobile. Shadowrun mostly involves finding the most advantageous spot to camp. Trading shots behind chest high walls is not that interesting to me.

In any case, I'm not sure what kind of genius galaxy brain tactics are required to beat Dragonfall solo, buuuuuuuuuuuuuuuuuuuut I bet it involves.... hit and run, burst damage, and crowd control.
One key difference is that the AI in Dragonfall is smart enough to seek and stay in cover. Once you unnerf the AI of course. You don't see the Underrail AI ducking in and out of LOS every turn. Also your enemies in Dragonfall have roughly the same abilities as you: grenades, summons, drones, healing, even Overwatch. Now imagine if Lunatics could lay Electrokinetic Imprints.

In fact, Underrail's AI is based around giving the AI cheats - knowing your location even while stealthed, spotting you automatically even when stealthed - this happens on the 2nd floor of Lunatic Mall - etc...
 

NooneHere

Literate
Joined
Sep 8, 2022
Messages
6
Just read that the infused siphoner isn't going to help me get out of the fucking nets, thought it did...been a while since I've replayed. Well, new plan...escape artist time
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,809
Location
Roanoke, VA
Grab the Codex by the pussy
Just read that the infused siphoner isn't going to help me get out of the fucking nets, thought it did...been a while since I've replayed. Well, new plan...escape artist time

They used to, but Styg nerfed them in order to force people to take the feat, just as you're doing right now.

As with many nerfs, it never made any sense to me, because 1.) infused materials are fairly late-game, so you didn't get to enjoy your "free" Escape Artist for much of the game; and 2.) players who have taken Escape Artist are more free to choose footwear with other benefits.

It's opportunity cost 101, but Styg is very reactionary with his nerfs. If I had to bet, I'd say that a certain race of coastal net-spamming troglodytes had something to do with it, since they're generally encountered later on in the game when infused leather becomes available.
 

NooneHere

Literate
Joined
Sep 8, 2022
Messages
6
Just read that the infused siphoner isn't going to help me get out of the fucking nets, thought it did...been a while since I've replayed. Well, new plan...escape artist time

They used to, but Styg nerfed them in order to force people to take the feat, just as you're doing right now.

As with many nerfs, it never made any sense to me, because 1.) infused materials are fairly late-game, so you didn't get to enjoy your "free" Escape Artist for much of the game; and 2.) players who have taken Escape Artist are more free to choose footwear with other benefits.

It's opportunity cost 101, but Styg is very reactionary with his nerfs. If I had to bet, I'd say that a certain race of coastal net-spamming troglodytes had something to do with it, since they're generally encountered later on in the game when infused leather becomes available.
I just wanted to get my vile weaponry at 28 then bump dex by 2,but by the time I get to final boss time tho, gonna have my 30% dmg boost then. Shame about the 3k coins. Also, wanted to ask, sea wyrm scales, I assume the way they boost your melee dmg is like with spike boots and alll? And speaking of extra dmg from boots, can those dmg sources crit or nah?

As for the nerf, I assume he just wanted people to suffer even more with them. That said, I've cleared out most of the non-boss areas of the natives, uhhh the civilians die because no witnesses. At least you can use escape artist every other turn.

Bison milk is great with critical power and melee as well as that vitality powder, gonna hoard so fucking much of that shit because yes, would like the dmg boost on not just the ripper but the fucking god boosted pneumatic metal hammer of a glove.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,717
Does anyone know where I can find high quality black cloth and soft foam padding? Or high quality cloths and paddings in general?

Also, I rolled for super steel and got two plates that have 162 quality after providing 4 types of super steel data. Is that good enough for the best stuff, or should I spend/roll more? The money might be better spent on a jet ski.

Also what's the best quality for siphoner and greater siphoner leather I can expect to find? I have a seventy something quality ones that I bought from Booth. Should I hold off until I can find better?
As far as i know, the only vendor that reliably stocks on high quality cloth components is Becket from Free Drones. Don't remember seeing 160ish quality foam and cloths on Constantine's stock. Abandoned Waterways Facility has a garanteed black cloth around 150~160Q stashed on a rock on the last section, and you can find many other great cloth components as well.

Booth used to sell higher quality stuff too, notably 70 quality rathound leather but Styg nerfed him. Speaking on it, i think my game's bugged or i'm very unlucky with RNG because that fucking Coral bitch is spawning on my last 5 or 6 playthroughs. Same goes for that fucking camera trouble quest. :(
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,717
One key difference is that the AI in Dragonfall is smart enough to seek and stay in cover. Once you unnerf the AI of course. You don't see the Underrail AI ducking in and out of LOS every turn.
They do though. At least on Dominating they do.

Now imagine if Lunatics could lay Electrokinetic Imprints.
It's either an AI limitation or Styg did not bother giving them those hability or items. Never saw a npg using imprint or using quit tinkering. Not to mention they won't use caltrops, just imagine that.

In fact, Underrail's AI is based around giving the AI cheats - knowing your location even while stealthed, spotting you automatically even when stealthed - this happens on the 2nd floor of Lunatic Mall - etc...
I'm gonna have to disagree with you there, bro. This does not happen, every single on of my characters is stealthy since i first played the game and i've never seen this "AI knows where you are stealthed" thing happening. They'll only investigate the spot you are if the detection meter goes orange (valid only for hostile mobs, neutral ones will only detect you if it's red).

What's going on with the 2nd floor of the mall is simple: you completed in a low level and got insta spotted by the snipers which is reasonable. It's actually doable stealth through the whole thing, especially if you set up a distraction in one of the stores (like a C4 explosion), you can get the figurine without fighting anyone this way, the tricky part would be the very first room with two lunatics.

You can stealth pass 99% of the game, i do it all the time since one of my main pleasures in Underrail is snooping around in areas that i shouldn't be in: i did the four NAGA fight before joining the pirates without anyone seeing me: leather black cloth, tabis, laylow drink, balaclava, cloak device. Did even use interloper because i prefer using the jumping bean + stealth trick (sorry Blaine:))
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
One key difference is that the AI in Dragonfall is smart enough to seek and stay in cover. Once you unnerf the AI of course. You don't see the Underrail AI ducking in and out of LOS every turn.
They do though. At least on Dominating they do.

Now imagine if Lunatics could lay Electrokinetic Imprints.
It's either an AI limitation or Styg did not bother giving them those hability or items. Never saw a npg using imprint or using quit tinkering. Not to mention they won't use caltrops, just imagine that.

In fact, Underrail's AI is based around giving the AI cheats - knowing your location even while stealthed, spotting you automatically even when stealthed - this happens on the 2nd floor of Lunatic Mall - etc...
I'm gonna have to disagree with you there, bro. This does not happen, every single on of my characters is stealthy since i first played the game and i've never seen this "AI knows where you are stealthed" thing happening. They'll only investigate the spot you are if the detection meter goes orange (valid only for hostile mobs, neutral ones will only detect you if it's red).

What's going on with the 2nd floor of the mall is simple: you completed in a low level and got insta spotted by the snipers which is reasonable. It's actually doable stealth through the whole thing, especially if you set up a distraction in one of the stores (like a C4 explosion), you can get the figurine without fighting anyone this way, the tricky part would be the very first room with two lunatics.

You can stealth pass 99% of the game, i do it all the time since one of my main pleasures in Underrail is snooping around in areas that i shouldn't be in: i did the four NAGA fight before joining the pirates without anyone seeing me: leather black cloth, tabis, laylow drink, balaclava, cloak device. Did even use interloper because i prefer using the jumping bean + stealth trick (sorry Blaine:))

Interloper is just waste of feat.
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,574
Location
Crait
I'm gonna have to disagree with you there, bro. This does not happen, every single on of my characters is stealthy since i first played the game and i've never seen this "AI knows where you are stealthed" thing happening. They'll only investigate the spot you are if the detection meter goes orange (valid only for hostile mobs, neutral ones will only detect you if it's red).

Yes, that's what I meant. If they are hostile and you restealth and move, they still beeline to your current location, not your last seen location of whatever. So you have to learn how to do a true restealth to trick the cheating AI.

What's going on with the 2nd floor of the mall is simple: you completed in a low level and got insta spotted by the snipers which is reasonable. It's actually doable stealth through the whole thing, especially if you set up a distraction in one of the stores (like a C4 explosion), you can get the figurine without fighting anyone this way, the tricky part would be the very first room with two lunatics.
How is that reasonable?
Also the goal isn't to get the figurine. The challenge is to clear both floors with a level 8 character.

You can stealth pass 99% of the game, i do it all the time since one of my main pleasures in Underrail is snooping around in areas that i shouldn't be in: i did the four NAGA fight before joining the pirates without anyone seeing me: leather black cloth, tabis, laylow drink, balaclava, cloak device. Did even use interloper because i prefer using the jumping bean + stealth trick (sorry Blaine:))

Like, of everyone here, only Sheepherder is even discussing actual tactics for Lunatic Mall. The rest of you only think in terms of builds, feats and gear. That's why Underrail is tactically shallow. What that says is you don't need actual tactics to beat the game normally, even played on DOMINATING. Played normally, the game's combat encounter design doesn't challenge you to learn to play better. To actually learn new tactics.

My point is that the only part of my playthrough where I felt the game forcing me to grow and learn to play better was clearing Lunatic Mall at level 8. And *that* only happened because I stumbled onto a near endgame area that I thought was just a normal side area as I was exploring.

I also can't understand how some of you can replay this game 10+ times without challenging yourselves to achieve something more difficult, like clearing the game with say a level 12 character. Whenever I see you guys discuss a build at level 24+, its hilarious to me. I finished the game at level 20 and all of the content was stupidly easy by level 16.
 
Last edited:

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,809
Location
Roanoke, VA
Grab the Codex by the pussy
It's actually doable stealth through the whole thing, especially if you set up a distraction in one of the stores (like a C4 explosion), you can get the figurine without fighting anyone this way, the tricky part would be the very first room with two lunatics.

I can confirm that while playing my sniper build, with a reasonable cloaking device, spec'd Interloper, and maxed Stealth, I was able to sneak through the entire mall, take the figurine, and leave without doing anything at all. This was on Hard.

Did even use interloper because i prefer using the jumping bean + stealth trick (sorry Blaine:))

If you like it so much, I'd suggest not discussing it anymore, because that's how I ended up getting repair kits nerfed: running my big, fat mouth.

When I tested out jumping bean ghetto Interloper, the speed gain was nowhere near as high as actual Interloper, and you also have to pop a pill absolutely every single time you enter stealth, which is super-inconvenient. But to each his own.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,419
I also can't understand how some of you can replay this game 10+ times without challenging yourselves to achieve something more difficult, like clearing the game with say a level 12 character. Whenever I see you guys discuss a build at level 24+, its hilarious to me. I finished the game at level 20 and all of the content was stupidly easy by level 16.
every now and then I do another dominating run with throwing knives
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,574
Location
Crait
I also can't understand how some of you can replay this game 10+ times without challenging yourselves to achieve something more difficult, like clearing the game with say a level 12 character. Whenever I see you guys discuss a build at level 24+, its hilarious to me. I finished the game at level 20 and all of the content was stupidly easy by level 16.
every now and then I do another dominating run with throwing knives
Again that's just build, not actual tactics.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,372
Can someone ping me when the kid is gone from my lawn, yelling about how my Tool albums are simplistic and Metallica is actually where it's at
 

NooneHere

Literate
Joined
Sep 8, 2022
Messages
6
Managed to cheese the pirates by the destroyer. Fisted a couple near an entrance into the zone, dipped out, came into the zone from the opposite end, lure them back there. Then go back, until they go off aggro. Luckily, even off aggro they still 'investigate' the area, leading me doing the song and dance until the boss and one guy along with one turret were left...as well as the 3 turrets on the west. Native cocaine is great, gonna hoard so fucking much of it. And Bison milk, because critical power needs even more crit dmg to work with.

So far, the fisty boy is doing better than the last dominating run I tried years ago. Gonna grab the torch now, maybe see how much of the gray army base I can mess with, probably not much.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,419
I also can't understand how some of you can replay this game 10+ times without challenging yourselves to achieve something more difficult, like clearing the game with say a level 12 character. Whenever I see you guys discuss a build at level 24+, its hilarious to me. I finished the game at level 20 and all of the content was stupidly easy by level 16.
every now and then I do another dominating run with throwing knives
Again that's just build, not actual tactics.
and clearing game as lvl12 is tactics?
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,419
this whole talk is annoying. I disrespectfully disagree with you. In this game tactics often equal build.
My tactic of choice is not to get hit. Hey to do so I just need to outrun the enemy every single turn. I am melee stabby, hence its easiest to take fancy footwork and wear light armor. WHY ARE YOU TALKING ABOUT BUILD.

Throwing tactical grenades isnt tactics. It requires 40+ throwing. ITZ BUILD.

And taking it to extreme: if one tactic is killing everything before it can even move - you would like to see build instead no?
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,809
Location
Roanoke, VA
Grab the Codex by the pussy
A major reason tactics = build in Underrail is that you play as one character.

Col Michael D Wyly said:
"How encouraging it is to see that the Gazette continues to publish articles on the all-too-often neglected tactical level of war—right down to the squad!"
https://mca-marines.org/blog/gazette/studying-squad-tactics/

The article goes on to imply that some military minds consider even the squad level to be too granular/small-scale/"zoomed-in" to be of direct tactical concern (the author and others disagree), but what's clear is that no one is talking about "individual tactics," probably because one-man commando raids are by and large fictional scenarios.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,717
Tactics is everything you can do in the game in order to win.

Metagaming is tactics
Build making is tactics
Spamming bear traps is tactics
Pitting enemies against other enemies is tactics
Reloading after the 30th with a sore ass but finally winning is tactics
Guzzling 30lbs worth of drugs is tactics
Stealthing past everything is tactics
Stealing your opponents ammo and consumables before engaging them is tactics

If it's stupid and it works, then it's not stupid

1um21w.png
 

Sratopotator

Savant
Joined
Sep 21, 2016
Messages
161
Splitting hairs: The thread

Jason Liang
I don't think any changes, that could be made without restructuring the whole game, would help in what you perceive as lack of "actual tactics". Overhauling the AI, polishing the encounters or even making the feats a bit less op, would probably make the game slightly better, sure, but this won't magically change its style.

You obviously want a tight and structured experience - Dragonfall as an example of a single character RPG with tactical depth is the perfect proof.
The reason why you feel like you are using "actual tactics" is because the game is linear, with each mission being tailored to your current power level. Mission batches with non optional intermissions are a cool take on a linear game, but this structure is fundamentally different from Underrail's (barring Depot A).
This, plus certain level of difficulty and depth to the Dragonfall's combat, causes you to constantly feel the need to use all the tools at your disposal. Which in turn causes you to reevaluate those tools and your approach.
A fun loop, not gonna lie.

But Underrail has the systems to provide depth to combat - if you are using an Underrail encounter as an example of what you are looking for, you do agree that it is possible to dig out, right?
Sooo, it seems to me that by saying "actual tactics", you clearly mean "difficulty" instead.

AND you're saying this after already learning everything there is to learn about the ingame systems, which is important because...

You don't seem to understand that AoD or Underrail are derivatives of Fallout, a game which basically gives you the option of overriding most of the combat if you understand the system and create a character that focuses purely killing stuff.
You roll a killer, you become a combat god, you can stomp everything. You suck at non-combat stuff, but it doesn't really matter, cause you still can complete the game. Works as intended.
After a while, combat challenge comes from using non-optimal builds and trying to complete certain encounters while being underleveled.

AoD clearly responds to this approach by locking you out of content on the opposite side of build spectrum when you (over)specialize your character. Combat won't be hard if you go all in into combat skills, simple.
It's difficult if you have no idea what you are doing, or if you start experimenting with hybrid builds.
AoD's tactical systems are a lot more shallow than Underrail's, but again this is relative to your character choices - you may be forced to use all tools at your disposal, and there is enough of those tools to keep the tactical part of player's brain occupied.
It's not super deep, but it is deep enough for the experimentation<->reevaluation loop to occur, at least for the most part.

Underrail doesn't have the same content based build balance, you will be able to complete 99% of ingame content with each character. So, the variation happens in HOW you deal with the tactical problems you face. Some builds may play similarly to others, and some play in a more unique way.
You enter the experimentation<->reevaluation loop, learn one approach completely, then you move to the next one.
Some approaches will be more "interesting" (action packed or "actually tactical" or whatnot) than others = balance fags need not apply.
Similarly to Fallout, after a while combat challenge comes from using non-optimal builds and trying to complete certain encounters while being underleveled - exactly like your Lunatics Mall example.

In those games character creation is almost literally an extension of the difficulty system.
Imagine selecting the hardest difficulty in this type of game, and then choosing the most cheesy and OP build there is.
Stating that the game is too easy even on the hardest difficulty seems dumb in this scenario - you consciously selected the easiest way to play the game, which basically overrides the selected difficulty.
If it would work in the opposite way - difficulty overriding the build you selected, it wouldn't be as much of an open rpg. It would presumably make a more tight and balanced game, but who the fuck wants that in an open kind of an RPG?

And of course, as another poster said, a lot of fun in those games comes from seeing your weakling char evolve to a pro, and then maybe a god tier being. You cannot have this at the same time as having a flat power curve - the thing that could cause Underrail combat to be constantly and evenly challenging.

To summarize, those kinds of games are not made to provide you an even challenge, no matter the choices you make. On the contrary.
You're barking at the wrong tree.
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,574
Location
Crait
AoD has far superior potential for tactical depth than Underrail for one simple reason: combat encounters in AoD are handcrafted. Unlike mobs in Underrail which are cut and paste clones, nearly every enemy you kill has individualized weapons, armor and skill. Therefore when I played AoD with a 0 combat or weapon skills build, each encounter required figuring out a specific solution, the correct order to kill enemies, the correct place to stand, etc...

Read my Barbari walkthrough https://rpgcodex.net/forums/threads/recommend-me-something.113478/page-2#post-4958811. Each of the Barbari have different weapons. There is a clear order of which must be killed first and which can be saved for last, but you don't figure this out until you've played the battle over and over, figuring out exactly how to survive each turn. Without tactics, with a zero combat skill build, you would be slaughtered. This is how tactical depth is achieved - the game forcing you to grown and learn. You learn which order the Barbari take their turns in; how to dance around 3 fighters to minimize the swings you take, especially the potentially instantly lethal swings; precisely the correct balance of AP vs armor you need to execute a successful plan; when to reload your hand crossbows several turns ahead instead of taking an extra step or an extra swing; exactly how many turns you can survive since you must attrition your enemies down rather than dps/ burst damage, which wont work.

The amazing thing is that practically *each* encounter in AoD is handcrafted, and allows and requires high engagement on a tactical level to beat. What weapons each enemy uses, how many AP they have, whether they are wearing a helm or not, using a shield or not, all that matters absolutely. The sad thing is 99% of players will never discover this since it's only noticed when you play AoD with a 0 combat build.

AoD with 0 combat far, far outweighs Underrail at level 8 or 12 in tactical depth. Its clear that most of you don't understand the difference between shallow and depth since you haven't been deep enough into the water before. Here is an old post I wrote about this subject https://rpgcodex.net/forums/threads/so-i-just-finished-aod.120178/page-7#post-5626678. It's a scale, not a binary.

I don't think any changes, that could be made without restructuring the whole game, would help in what you perceive as lack of "actual tactics". Overhauling the AI, polishing the encounters or even making the feats a bit less op, would probably make the game slightly better, sure, but this won't magically change its style.
Agreed. Hence I call Underrail tactically shallow. It's an exploration rpg. It's mislabeled to call it combat rpg. It's not my cup of tea, which is why I was glad to be done with it after 1 playthrough, on DOMINATING.

Sooo, it seems to me that by saying "actual tactics", you clearly mean "difficulty" instead.
Sure. Difficulty is one ingredient that leads to forcing players to grow tactically. My biggest issue with Underrail is that the difficulty wasn't there, even on DOMINATING, except for Lunatic Mall at level 8, which would never have happened if I had progressed "normally." Lunatic Mall at level 20 (or whatever is "normal") should have been as difficult as the experience I had at level 8.

But the issue is that Underrail drowns you in OP gear and feats, perhaps way over compensating for being a single character rpg, and those gear and feats take away any need to get better as a player.

I do know that Underrail is an homage to Fallout/ Fallout 2. No one sings the praises of Fallout's combat, and there isn't an 800 page Fallout thread discussing ad nauseum essentially combat character builds (since unlike Fallout there are no non-combat builds in Underrail), which only exists because for some reason this thread attracts people who have no clue about tactics since tactics is almost never discussed.

You roll a killer, you become a combat god, you can stomp everything.
No, in a COMBAT rpg, I want to roll a killer and still have the game kick my ass hard enough that I have to get good as a player to beat it. The near universally greatest fight in AoD, Harran's Pass, isn't acclaimed for being easy.

Stating that the game is too easy even on the hardest difficulty seems dumb in this scenario - you consciously selected the easiest way to play the game, which basically overrides the selected difficulty.
Underrail shoe horns you into combat builds. DOMINATING should be difficult FOR combat builds, not for builds where you are LARPing a sludge merchant. I DID choose to LARP an assassin character - since I actually enjoy combat. I didn't except to be LARPing AKIRA by level 14.

hardcore_game_3.png


Also:
rsz_84aed83c9e48fb608c36df1f78636752.png

https://tvtropes.org/pmwiki/pmwiki.php/Main/SelfImposedChallenge
https://tvtropes.org/pmwiki/pmwiki.php/Main/StopHavingFunGuys
https://tvtropes.org/pmwiki/pmwiki.php/Main/ChallengeGamer
 
Last edited:

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,419
The near universally greatest fight in AoD, Harran's Pass, isn't acclaimed for being easy.
I remember it was... Did it only once though on spear guy, who was killing everything in the game thanks to poking approaching enemies
Yes, in AoD my build was also my strategy
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,574
Location
Crait
Yes, played normally AoD is also shallow.
Lmao what's your point above then. Dude if you want to play TACTICAL games, play them iknstead of this. Otherwise you'll end up as Lilura, in a loony house.
I do? Like I said a few pages ago, I've mostly just been playing Battletech with BEX for the past year. With BEX, I can have actual power progression yet still get my ass kicked by the AI often enough.

My point is if you did play the two games at a level where tactics matter (AoD with 0 combat/ weapon skills, Underrail with a level 8 character) AoD is far superior in terms of tactical depth, because each enemy and encounter is bespoke. And also because UR's cheat buttons are simply absurd, even compared to AoD. AoD's major problem is actually that its character system doesn't actually work, which is why every fight in the game can be cleared with a 1/1 character - because the combat skills are completely superfluous. Tactics + gear can clear the entire game and build doesn't matter.

I like to lurk this thread since its endless and its always on page 1 of the rpg forum. I only chime up when someone claims something blatantly dumb, this time being that Oddity offered smooth character progression as opposed to classic:

I used to hate oddity because i thought it was too meta-gamey (knowing where oddities are, how to get them, which enemies dropped them), but in the end oddity offers you a even leveling throughout the whole game. But i see no "shame" on playing on classic. There's some builds you want to level up faster, so go after those coil spiders for that sweet XP.

Again, the whole premise is stupid since you can easily clear every area in the game (clear = kill everything) with a level 10 or level 12 character, without using cheat buttons like the toxic gas grenades.
 
Last edited:

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