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Underrail: The Incline Awakens

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,304
Steve gets a Kidney but I don't even get a tag.
Parallel to going through DC I've been fiddling around with new characters, trying out Dominating for the first time. Took two characters up to GMS, one sneaky stelfy and the other with CON and STR at 10. On Dominating, the building with Newton holds around ten mindrape beetles, none of which can be allowed to take a turn, ever, otherwise it's game over. Even with their brains hanging out, they can survive 2-3 crits with the starting 44 Hammerer.

This is it? This is what you people do for fun?
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,328
Parallel to going through DC I've been fiddling around with new characters, trying out Dominating for the first time. Took two characters up to GMS, one sneaky stelfy and the other with CON and STR at 10. On Dominating, the building with Newton holds around ten mindrape beetles, none of which can be allowed to take a turn, ever, otherwise it's game over. Even with their brains hanging out, they can survive 2-3 crits with the starting 44 Hammerer.

This is it? This is what you people do for fun?
Welcome to the club. That said, the Newton quest is the hardest thing to do on DOM, more or less anyway.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,103
Don’t think I’ll ever go for Dominating, but if I did, I would cheese the hell out of traps, bear traps are the most op item in the entire game.
 

Strange Fellow

Peculiar
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Messages
4,304
Steve gets a Kidney but I don't even get a tag.
The irony of giving you access to acid chemical pistols just as you're heading into the Acid Immunity Dungeon is delicious.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,103
You should be able to craft chemical pistols and their respective ammo fairly early. Acid gun is how I won half the gladiatorial matches.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,473
Location
Reichskommissariat Russland ᛋᛋ
Parallel to going through DC I've been fiddling around with new characters, trying out Dominating for the first time. Took two characters up to GMS, one sneaky stelfy and the other with CON and STR at 10. On Dominating, the building with Newton holds around ten mindrape beetles, none of which can be allowed to take a turn, ever, otherwise it's game over. Even with their brains hanging out, they can survive 2-3 crits with the starting 44 Hammerer.
Early game, before your build comes online, traps and grenades are your biggest friends. This particular building has a nice chokepoint in a form of double door just near the entrance. Place enough traps, lure the fuckers in and soft them up with frags or molotovs, then shoot
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,473
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Reichskommissariat Russland ᛋᛋ
The worst part of dominating is easily the early game, not even the encounter difficulty but the lack of cash and nerfed DOM economy. You had to drag every piece of junk back to the base and try to sell it to get all additional credits you can afford. This is tedious as fuck, even more so if you don't use trader refresh
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,103
Finished the game. The ending slides were somewhat unsat. Having beaten the game but once, I don’t know how deep they go, but I felt important factors/choices were left unaccounted for, such as:
I killed both factions in Junkyard
I sided with Phreak and killed all of the Oligarchs
Neither of which seem to have affected the final outcome of the game. Some minor characters like Todd were given a wrap up, while others like Lora, Wyatt, or the Dude weren’t.
But this is a relatively minor nitpick, I don’t find this detrimental to my enjoyment of the game, which right now I would easily place on my top 10 list of RPGs ever.
I guess now we sit and wait for Underrail 2.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,103
I’ll do a tin can or psi run, but I usually wait some years between each replay. I enjoy it more when I’ve forgotten some details and information that would tempt me to metagame.
 

Agesilaus

Antiquity Studio
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Developer
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Aug 24, 2013
Messages
4,529
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I somewhat recently completed a dom run of the game and dlcs with high int energy weapons. Definitely agree that saving newt from the psi beetles is one of the hardest parts. Use molotovs and remember bugs can't open doors. Junkyard was a bit of a pain at one point, too. But after a while you forget it's "dominating" and it just feels like playing underrail normally.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,319
I somewhat recently completed a dom run of the game and dlcs with high int energy weapons. Definitely agree that saving newt from the psi beetles is one of the hardest parts. Use molotovs and remember bugs can't open doors. Junkyard was a bit of a pain at one point, too. But after a while you forget it's "dominating" and it just feels like playing underrail normally.
Molotovs, gas grenades, and a few good ole frag grenades were the only reason I was able to pass that hellhole start on Dom.

edit - though I disagree a bit about the whole "eventually normal" bit. My dom playthrough ALWAYS felt like a bit of a slog. The slog just got more manageable over time.
 

ItsChon

Resident Zoomer
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Երևան
Steve gets a Kidney but I don't even get a tag.
Done so many Dominating runs I feel like the game would be way too easy on any other mode. The fact that Dominating has all the content just makes it even better.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
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May 3, 2020
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26,473
Location
Reichskommissariat Russland ᛋᛋ
I somewhat recently completed a dom run of the game and dlcs with high int energy weapons. Definitely agree that saving newt from the psi beetles is one of the hardest parts. Use molotovs and remember bugs can't open doors. Junkyard was a bit of a pain at one point, too. But after a while you forget it's "dominating" and it just feels like playing underrail normally.
The first thing you do after getting inside is to close the double doors. There's a single bug in the storeroom of sorts right across the entrance, finish it off. Now you have all the time you need to prepare.

Place enough traps inside the entrance room, starting with two right in the doorway, then one or two more rows depending on your damage output.

The thing here is that you have to do it with doors open since you can't open the doors if they are blocked by traps. This means stealth. Thankfully, bugs have low detection, so even with 0 stealth you may prepare some gear, I think 30-35 effective will do alright. Balaclava + tabis + some overcoat should be good enough.

Then aggro the bugs, it takes one to bring the majority of them into the killzone. Use molotovs or gas grenades, better choice since they deal damage over time and bugs have low fire/bio resistances. Now you can shoot them and don't forget to break the LoS by getting in the aforementioned storeroom at the end of the turn.

That's all to it, you should be able to kill them all without taking any damage whatsoever

The neat part about it is that you can do it all with 0s in stealth, traps and throwing. If you actually invest in these things it will become a breeze
 

ItsChon

Resident Zoomer
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Steve gets a Kidney but I don't even get a tag.
There is a way to do it without stealth by drawing all the bugs to the door, initiating combat and storing ten AP. That gives you enough time to open a door, throw a Moltov or Magnesium grenade, and then run for cover. With decent RNG and a trap or two, you'll set enough enemies on fire with the rest of the bugs being trapped that you'll be able to run up to the doors, close them again, rest, and repeat the process till they're all dead. Will take a few reloads, but again, you can do it in a deterministic way by having the stats and utilizing the strategy that Ol' Willy describes.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,473
Location
Reichskommissariat Russland ᛋᛋ
Port Zenith always rustles my jimmies, but the end prize is well worth the hassle.

The area is difficult as you have lots of enemies on all sides - two tincans, two sentinels, two snipers, one marine, one dreadnought, three turrets and one skier. No cover to break the LoS aside from puny 1x1 columns, and you will be swarmed in no time.

Thankfully, with stealth we can cheese the fuck out of it.

Dreadnought goes down first. If you have traps skill, place EMP mines at the end of his route, he will step in them over and over again like a retard. In my case, it's EC imprint. Unfortunately, it breaks the stealth, so timing is important - I must place one without being seen by either the mech or patrolling sentinel. Sound harder than it is actually.

Then we can take out the workers, they are not a threat, but may compromise your stealth. In my case with 0 traps they also see and defuse my stuff. Two on the side opposite to entrance could be killed by imprints easily, the one closer to the entrance is more tricky. Place on imprint and then one trap right behind it. Worker will see the trap and walk to it to defuse it, stepping right into the imprint.

Patrolling sentinel goes down next. Can't use the imprint, not enough range, so had to use traps instead. If you can use cool poisoned traps or plasma mines this will be easy, in my case it is regular bear traps. Tedious as fuck, but reliable.

Then we take out the remaining two guys on the right side of the map. They don't go anywhere, so we place the imprint right next to them and them bait them into moving on it with orange detection level. A bit tricky, but not that difficult.

This way we cleared the entire right side of the map without setting alarm yet.

Two tincans, one closer to the entrance. the other on the opposite side. Wall them off with traps so they don't disturb you.

Now it's time for combat. In the center we have two snipers and a marine. Killing them shouldn't be a problem, and if you do it quick you may restealth and disengage. Although I recommend killing the tincan closer to the entrance too, otherwise he will go back to stand near the turret, and since turrets have true sight - this may be more difficult.

The remaining tincan on the opposite side could be killed quickly, and there isn't anyone to aggro anymore except the skier.

Turrets - not a problem since they can't move.

And now we get to the most tricky part. The skier likes hit and run tactics, and you don't want to kill him in the open waters because you won't be able to get your prize. So aggro him, then run inland to bait him to park right beside the walkable ground. And make sure to not damage the vehicle (easy in my case, just blasted him with neural overload).

And after all of this, we can finally claim our prize - our own jetski before joining the expedition

hKTjBgkh_Qw.jpg
 

MerchantKing

Learned
Joined
Jun 5, 2023
Messages
1,832
Don’t think I’ll ever go for Dominating, but if I did, I would cheese the hell out of traps, bear traps are the most op item in the entire game.
The most reliable cheese is doorways against animals. Only you can open them and you can always close them again.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
26,473
Location
Reichskommissariat Russland ᛋᛋ
Gas grenades and poison caltrops make a world of difference in a Foundry fight. I left it for later as pure PSI in general sucks against animals and doubly so against bladelings, but with gas chamber tactics the waves die before the next one could spawn. Only the last bladeling made it out from the stairs, and this is only because I ran out of mana, and I didn't even go crazy with the bear traps this time
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,968
I had a dream about this game last night. I think that means it's time.
 

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