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Underrail: The Incline Awakens

CthuluIsSpy

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Instead of the Faceless invasion it should have been a tchortling invasion. It feels like they had two different ideas going on but couldn't work out how to organically implement meant, so they just mashed them together and hope no-one notices.
I agree with a lot of what you said in your original post, but I disagree with this heavily. There is a lot of setup to the Faceless invasion, and considering the fact that you can meet with the Faceless before the attack, and you can meet with both them and the remnants of the Tchortists in the Deep Caverns illustrates this. Quick question, did you go down Abram's quest line?

I think if the respawns were limited towards the zones leading towards Tchort, or they were heavily reduced along with the stacks of dread, so you could explore some of the center zones including the one where you have to figure out the mutagen, it would feel less oppressive. Of course, on a second playthrough, DC is even more enjoyable since you already know where things are and can just enjoy the ambience and return to explore the rest of the caverns after Tchort is dead.
Yeah, I joined Oculus, and I've been cooperating with the Faceless the whole time. It's just that if one didn't cooperate with the Faceless then DC would be disproportionately harder, and as a big boss or threat Tchort kind of comes out of nowhere.
I mean, does he or his minions ever show up elsewhere? You do find out about him from the cultists, but there's no indication that you actually have to fight the bastard. If anything there's more foreshadowing that you'll end up fighting the cult, which never happens because the game is designed around the infiltration path unless you go full retard and blow your cover.

When I encountered the Institute they reminded me a lot of the Children of the Cathedral from Fallout. They are both a cult promising advances to human evolution, they both have sinister overtones and are instrumental to the main plot. In both cases you're expected to infiltrate them, although I feel Fallout handles the more direct approach better.
The difference though is that in Fallout the Children of the Cathedral are a directly antagonistic force; they are responsible for the super mutant invasion that threats your vault. Whereas in Underrail the Institute kind of...aren't? I mean yeah they stole the cube from Coretech but they aren't the ones behind the Faceless invasion, they're just opportunists after the cube for...reasons.
It's why I think there should have been a Tchortling invasion triggered by the theft of the Cube by the Institute, to make him more of an actual threat you have to deal with.
Like, it starts off with a Faceless incursion as they start tearing apart the rails looking for that cube, and then Tchortlings start to spawn as Tchort's influence begins to grow due to the cube.

I also think there should have been an Institute ending where you actually go full Tchortist and help Eidein, and on a flip side an option to join in the faceless assault on the institute as another way of accessing the elevator.
I also found it kind of funny how you're warned by the Faceless to leave the Institute when they show up to invade it, and you can just leave, come back after two hours, and pick up where the invasion leaves off. You can even tell Eidein to wait when he asks you to join him in the Institute basement.
It would be have been interesting to return to the Institute in ruins and get to Deep Caverns that way.
The path to Deep Caverns just feels kind of forced and limited to me, and the fact it's a one way trip doesn't help matters.

Actually, the worse part of the mutagen puzzle is that the scanner is several zones away from the combinator. It just adds to the tedium. They should have been right next to each other. It doesn't even make sense world building wise that the researchers would have the scanning equipment and mixing equipment so far apart from each other, because that's just inefficient. It's why I just gave up on the puzzle and just shot Tchort to death.
 
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lukaszek

the determinator
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if I wanted to go versatility smg build, basically full brrrrrrrr, do I care about commando? 30 guns investment over commando, happens only once. Unless I must look at 3 spec points resulting in 9 extra AP, which is almost 2 bursts with uzi.

Im fairly certain someone did spec ops + expertise in here

I keep thinking what to do besides throwing spears with unprojector. Basically just 2 feats are locked in: throwing and expertise. Leaving me with too many options. Fists do benefit from unprojector, while smgs like expertise..
Pistols seem meh without crits, acid ones dont benefit from both googles and expertise, rest are crit focused: lazors, throwing knives and daggers

fists do have some synergies with throwing spears(like setting up bigger damage, filling movement bar), while for smgs is more like having separate snipe attack that conserves ammo
 

CthuluIsSpy

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Yeah, commando is great especially when paired with the cheaper burst fire from Spec Ops. You can really spam SMG fire and clear chaff with it.
If you soften up enemies with grenades you can burst down one, get a free burst and continuing firing with your cheaper bursts.
It's especially good against burrowers because your bursts can easily get the spawn meaning you can just gun down the larger breeds of burrower.

I used it with my sniper build and it was pretty fun, although I suspect it might have been more optimal to just use pistols with that burst fire feat as a close ranged complement to the sniper rifle and not take commando / spec ops.

Is it possible to make a Senator Armstrong build? By that I basically mean a heal-tank that just punches everything to death and regenerates health.
I'm assuming it involves a regen vest, really high con and dex for those unarmed feats, but I'm not sure if that's enough.
 
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lukaszek

the determinator
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spear throwing AND unarmed AND smg burst in single package!
https://underrail.info/build/?FgkPB...AACtPwqPClSATFTfCqGkHSRLCheKnqgPis6ID4rOkAd-_
feat order random, was just curious how many I can fit

no crafting(at least until very late) nor merchant
some unique smg in one hand, javelin(waaaay late game can chose to go crafting route).
Throw your spear to free your hand and open punching. You need punching for fancy footwork and run away.
With javelin and spec points you throw for 1 AP. If you stick to javelins, throwing might not need to be maxed?
Free bursts + extra AP.
This is for unprojector. I hope it boosts str bonus too? I hope to see high numbers from spear throws and punches
I expect that there might be interesting playstyle where each time you calculate how much you burst to clear threats vs punching and running

Am I too far gone in meme category?
 

Tigranes

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lukaszek I guess it can work, but in practice when would you use fists over SMG or vice versa? Wouldn't you just end up using whichever has better damage? Double spear throw + punch for example.
 

lukaszek

the determinator
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lukaszek I guess it can work, but in practice when would you use fists over SMG or vice versa? Wouldn't you just end up using whichever has better damage? Double spear throw + punch for example.
without trying i suspect that smg would be the one with better dmg output, however you might not be able to clear everything around you in one go. Hence some fisting might be in order to generate enough movement to get away. Or because it makes more sense to punch than reload.

Hard to say without trying, im *this* close to do it. Still im unlikely to test version with 11 dex to compare highest dmg throws and fists
 

lukaszek

the determinator
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anyone tried using cheat engine recently? On win10/11? It appears that defender quite hates it and everything around it
 

lukaszek

the determinator
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anyone tried using cheat engine recently? On win10/11? It appears that defender quite hates it and everything around it
yeah, make it make an exception
and then asked for another, hence why decided to ask first
I had the same issue, try Cheat Engine Lite or an older version. 7.1 works for me, just needs UAC approval.
heh, came here just to write exact same thing. Good thing they finally made/were forced to version without crap in it
 

Butter

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I'm playing a sniper build and wondering about how I should spend my spec points. Shooting Spree seems like one of the better options, but I'm not sure about the rest. Does Critical Power apply after Sharpshooter's 30% critical bonus? If so, Sharpshooter giving 20% crit bonus for 5 points (+20% from Critical Power) seems a lot better than Critical Power doubling its bonus (an extra +30% if Sharpshooter is the only bonus) for 10 points. I haven't seen a sniper rifle that gives better than 100% crit bonus so far.
 

CthuluIsSpy

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Critical Power does indeed stack with sharpshooter.
I think I got at least 300% crit power once. You see check by looking at your combat stats under offense.
I played something of a stealth sniper for my first playthrough and whilst it wasn't optimal it did wreck face and killed the final boss in two turns.
I would advice you to use pistols as a backup weapon though because there's a little more synergy with pistol / sniper than smg / sniper, which is what I did.

If you're looking for a crit damage sniper rifle you'll want the reaper frame with the anatomically aware scope. That'll give you a crit bonus of 175%.
Sharpshooter increases it to 205%. Critical power then increases it to 310%. I think you can get it even higher than that but I forgot how. I could have sworn I got it up to 400% once.
 

Sykar

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Turn right after Alpha Centauri
Made a new character. Versatility SMG non-PSI with Blitz. Getting Cut Throat, Expose Weakness and Execute. Let the one shots begin!
Also found the perfect character to base the build upon:
resident_evil_2_remake_hunk_render_by_tyrant0400tp_dcyhbla-pre.png
 

Sykar

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:fuuyeah:
Gonna play some parts with this music:


Just too bad that there really is not any armor looking like this. Maybe the CAU but that one does not have much stealth for Ambush. Maybe Grey Specs Ops?
 

Butter

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When crafting a gun, is there any benefit to having a higher skill level than the requirement? Does it grant a stat bonus on the item, or are those skill points effectively wasted?
 

CthuluIsSpy

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When crafting a gun, is there any benefit to having a higher skill level than the requirement? Does it grant a stat bonus on the item, or are those skill points effectively wasted?
Nope, if you meet the requirements you meet the requirements. Keep in mind though that late game optimal configurations can get pretty demanding.
I've seen mechanics and electronics requirements go up to 140, and you need 135 bio to make super soldier serum.
 

Butter

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Why do I sometimes start combat with 25 AP instead of 50? I thought it had to do with having just moved/not having focus, but that doesn't seem to be the case.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Why do I sometimes start combat with 25 AP instead of 50? I thought it had to do with having just moved/not having focus, but that doesn't seem to be the case.
You probably opened a door and then initiated combat. Actions you take out of combat are counted. For example, if you use sprint and it goes on cooldown, when you initiate combat, it will still be on cool down. This also means if you use a bunch of drugs and wait a bit, then initiate combat, you will still be under the effect of those drugs and will not have to waste AP to activate them.
 

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