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 [PRE-RELEASE THREAD, GO TO NEW THREAD]

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
One of the amazing aspects of this game is that you can diversify a focused character's skills and feats a bit about halfway through without feeling "gimped," and then again 3/4 of the way through. You'll have to give up the notion maximizing your primary skills, but there are diminishing returns and so it's a tough, but enjoyable, balancing act.
 

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
Anyone want to share their builds? I just did a mockup psychic. 10 will, 8 int. No weapon skills. Biology, persuasion, hacking. I died to some crazy guy with a gun. The game seems fun so far, I've been leery about exploring it extensively for fear of spoiling myself. I don't yet have a sense of what stats to dump for each build.

Here's everything you need to know about the Underrail character system:

Underrail, as a system, is about specializing. There are many avenues to good characters and fun playthroughs, and the key is to pick a small handful of things on which to focus.

Offense and Defense. Every character needs to check both of these boxes at character creation. The way to do this properly is to understand attributes and how they interact with skills. The most important part of character creation is setting your attributes.

Skill points give one point per point - but attributes can raise and lower that rate tremendously. Putting 100 points into a skill and getting 150 points out of it is a no-brainer, but keep that interaction in mind. Since attributes can have a dramatic effect on skills, you will generally dump every stat you're not using to focus into important stats.

Offense
Strength: Affects melee damage and is a requirement for some Sniper Rifles and Assault Rifles. If you're using melee, this will be reasonably high, possibly maxed out. For hammers, you want to max it all the way out. For Snipers and ARs, just get the required 5/7 Strength and be on your way.

Dexterity: Pistols, SMGs, knives, and other light weapons (like hand-to-hand etc.) all get an enormous bonus from dexterity - reduced action point cost. If you're going to be knife guy or Mr. Fisticuffs, you probably want to max this out, and don't forget that having a little bit of Strength will help your damage. For pistols/SMGs, this should still be very high if not maxed. It's important to keep building this stat throughout the game because your action point costs will keep going down! Dexterity also boosts throwing, which is a pretty interesting topic on its own.

Perception: Guns, guns, and crossbows. If you're using any kind of gun as your primary weapon, this should be maxed out and possibly increased as you level as well. Especially Sniper Rifles.

Will: This is for psi disciplines. If you are using them, you want this as high as possible to get the most out of each use, though there are certainly builds you can do with psi as secondary/utility.
Defense
Strength: Strength 9 puts you in the biggest, baddest armor this game has revealed to me so far.

Agility: Stealth and/or Evasion+Dodge are simply awesome in this game. A light-armor character built correctly is just as survivable (and sometimes more so) than a big-metal-box-wearing guy.

Constitution: It's hard to beat having a ton of HP. The only "downside" is lack of synergy with offensive options.
Combos
Agility+Anything: Agility is awesome in this game, and not only mechanically. The stealth system enables both offensive and defensive uses (as well as ways to simply avoid unwanted combat if you so choose) and is simply one of the best stealth systems in any game. Agility + Perception for snipers. Agility + Dexterity for motherfucking ninjas and shadowy knife demons.

Strength+Strength: Strength is cool because you can just max it out and get hammers + heavy armor. Offense and defense in one! This opens up a lot of secondary options for your character.

Strength+Will: Now here's an interesting combo. Hammer-wielding heavy armor guy with artillery support.

Dexterity+Strength/Perception: Dexterity is a unique trait in that it reduces the action point cost of certain actions. This is immensely powerful (and fun) with some simple feat synergies. Generally, I would level Dexterity over Strength and Perception, but it depends on the character. With a melee character, Strength or Agility can provide defense. I would recommend Agility for a ranged character.

These are only some very basic combinations, merely a conceptual skeleton for a character. Give them a try and fill the character out on your own. Any combination will work as long as you have both Offense and Defense properly accounted.
I won't discuss skills themselves in much depth. Mouse over them, and they tell you pretty much exactly what they do. I just want to mention some things that would not be very clear to a new player.

Lockpicking and Hacking
These are the two most important skills in the game. Every character will be more fun, have more interesting things to do, have more experience and cool items - just more everything - if they level these two skills every level. Especially if you are new to the game, get these skills and use them - even if you dumped their associated stats.

Psi
If you make a psi-focused character, take all three disciplines and max them every level. I wouldn't go with just one psi skill unless you really know what you're after, because each skill has certain weaknesses.

Intelligence/Crafting
This is an interesting subject, because us combatfags are used to optimizing our characters purely for combat and having everything else be just story fluff or metagame knowledge. But crafting can be a very important and fun part of a character if planned correctly. On your first character or two, I would recommend skipping these skills. You will learn a lot about them in your first ~10 hours of play, and will be much better equipped to skill up a crafting character than if I wrote you a guide or similar.

Basically, the Intelligence skills are used for crafting items (and occasionally in conversational bits) that can be more powerful than stuff you will find at vendors. You'll also have the opportunity to build what you want by adding in the secondary attributes you really would like rather than settling for what you find at the vendors. But you need to know precisely what you're gunning for when leveling these skills. And they're usually of limited use at the beginning of the game, making them more of a long-term undertaking.

Non-maxed Skills
You only have 8 skills that you can max to the fullest extent. For some characters, this feels like a crunch. For other characters, it's no big deal. But it's important to realize that limitation going in.

If you make an Agility-enhanced knifefighter, you might have the following skills:

1. Stealth
2. Evasion
3. Dodge

Your defenses and initiation/escape 100% covered.

4. Melee

Your damage and accuracy. The whole impetus of your character's combat capabilities.

5. Lockpicking
6. Hacking

Because I told you to take them. Lots of goodies and XP and just cool exploration await you.

There are only 2 skills left. That's rough. What skills are left for this character? Well, Pickpocketing is great. Trapping is awesome for a stealthy character. Two crafting skills for the best of one type of gear. Social skills. Throwing. You see, there are many more than 2 skills we'd like to take.

There is a partial solution to this with some characters. Not every skill needs to be maxed out to get the full benefit of it. If we put our initial 15 points into Lockpicking (with 10 Dexterity), we'll have an effective score of 22. To put it another way, if we lower Lockpicking to 10, we will have an effective score of 15 and with 5 skillpoints left over. Lockpicking requirements generally increase quite linearly as you explore farther into the game. Thus there is no benefit to have the skill completely maxed out on a Dexterity-based character - especially later when Dexterity starts getting raised.

If you were to look at Pickpocketing, you could make a similar analysis. Shave a couple of points off of it every level and still have a very strong skill. If we choose Pickpocketing to augment our skills, then we would have two skills which are providing us with "extra" or "leftover" skillpoints every level - we can use those to bump another skill.

This doesn't work with every skill or character. You wouldn't want to skimp on your Melee skill - the higher it is the more accurate you are and the more damage you do. It wants to be as high as possible as soon as possible. But for the skills like Hacking and Lockpicking which simply require some minimum level, you can shave a few points off them if your character is built for it.

This is more of an advanced point, but it can help you ease the burden of some of your character concepts.

Non-Maxed Skills Mk. II
While it's true that you can only truly max 8 skills, keep in mind that you might be served 95% as well with 10 or 11 skills, some of them not entirely maxed. Which skills you really should max and which skills have some or much leeway will become more clear as you play more hours of the game.

The only way to effectively learn is to play the game like you can only max 8 skills. You'll see very quickly which skills deserve such treatment and which skills could take one for the team.
You do not need to know about feats to make a strong and fun character. There are some feats which might change your evaluation of certain things (like Constitution, for example), and there are a few feats sprinkled around which will turn a strong character into a very strong character.

But most of these are obvious - if you're familiar with the feat list. New players probably won't be. My advice is to have a look through the full list when making your first few characters and spot one or two feats which enhance your character concept. Make sure you meet (or will meet after some leveling) the requirements for them and take them. After you've made several characters, you will realize that the feat list is actually pretty small/manageable.

Trust me, there's no real nuance to feats. You can make any kind of character, and feats will present themselves to you as you level that character. Most of them will be appropriate. If you have a strong character (Offense + Defense), you will have feats placed into your lap to make that character stronger.
If text isn't your thing, then this guy knows exactly what he's talking about and will properly inform you on this game:

https://www.youtube.com/watch?v=Y8RQG95Z48I
 
Last edited:

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
There are sub-optimal builds, but thats probably more a balance issue than anything else, as new feats have been added for various weapon types etc. Crossbows are generally weak, and their old strengths (versatility and different abilities via special bolt) are now more easily accessible via guns and throwing. However, this could change before release if Styg adds in new feats for crossbows or updates the ones in place. From my own playthroughs, my thoughts are that crossbows could be fixed by tweaking ap costs - these are very high at the moment for quite mediocre damage output.

However, a build based around crossbows as the primary weapon is going to be difficult (but not impossible - it would synergise quite nicely with traps and throwing, and I could quite easily see a decent stealth/crossbows/traps/throwing/crafting type survivalist build).

Pure unarmed (as opposed to fist weapons) is probably also a bit weak these days; force emissions was changed to doubly nerf pure unarmed - the small range it previously offered was lost, and fist weapons were given access too. Probably the final nail in the coffin is that the latest hotfix has put a floor of 4ap on attacks, meaning you can easily reach that with fist weapons too. I'm not sure that I'd class this as a trap build however, because there is nothing stopping an unarmed guy using combat gloves.

Its arguable that the biggest 'traps' skillwise are in fact hacking and lockpicking, along with pickpocketing, mercantile and possibly persuasion. With oddity based experience, and an economy that provides lots of cash once you're past the initial few hours of the game, the first four skills are worthless whilst so far I've not seen much use for persuasion (though I'm deliberately stopping my experimental playthroughs just after I get the drill parts, so its possible that that skill is used more in the later parts of the game).

What the changes (at least from when I last played this game over a year ago) have done is make build choices more defined; feats in particular have been added or modified, generally making it harder to qualify for them. This can lock out versatility as you have to balance stat distribution much more ruthlessly now. Its still quite easy to make a single-focus character such as a stealthy sniper type, or heavy armor AR specialist say, but if you want to add in good Psi skills (say) you have to look very carefully at the eventual feat loadout you'd like, and work backwards to your initial stat requirements.

But don't get me wrong - I like this, as tinkering with build ideas is half the fun (if not more) of a game like this, and its why I've racked up so many hours in the game. You end up playing with different ideas to see what works effectively and what doesn't.

Its definitely also much easier now than it used to be (or perhaps the difficulty curve starts to ramp up a bit later) - my latest builds have strolled through the junkyard, which was often a place where build deficiencies become glaringly obvious.

For anyone that cares, my current thought on most min-maxed build is a AR/Sniper with strong Psi skills (i.e. all 3 max'd) - this can be done either as heavy armor or tactical vest versions, with the latter investing in stealth and so making skill spending trickier. AR gives you high short range damage via bursts, sniper gives you long range and high armor penetration, Psi gives you cc and 'free' damage for routine encounters via regenerating psi.

Light armor version: Str 06 +1 @04; Dex 04; Agi 04 +1 @24; Con 04 +1 @20; Per 06 +2 @08,12; Wil 09 +1 @16; Int 07. Feats: Opportunist, Aimed shot (Per 6, Guns 10), Psychosis, Gun Nut (Int 7, Mechanics 15), Premeditation (Psi40), Ambush (Per 6, Stealth 40), Full auto (Str 7, Guns 40), Concentrated fire (Per 8, Guns 60), Commando (Guns 80), Locus of Control (Wil 10, TC75), Ballistics (Int 6, Tailoring 35), Power Management (Int 7, Electronics 15), Expertise, Pyromaniac. Skills - max guns, psi, stealth. Buy throwing to 40-50ish for utility, crafting skills as necessary to craft a psi-beetle based tactical vest, max out mech and elec as much as possible to craft better guns and devices.

Heavy armor version cuts dex and agi to 3, adds 1 to str (for 8 total) and 2 to con (for 7 total), drops ambush and possibly ballistics and takes juggernaut feat and possibly recklessness (as the extra hp and armor allows for the extra crit here or there).


Edited to fix a couple of typos.
 
Last edited:

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Intimidation and Persuasion are high reward skills but come into play rarely. There are some situation where you can literally win or rather circumvent rather difficult fight's if you manage to roll them. Intimidation right at the start can spare you for example the headache going against that guy with his two rathounds.
Persuasion can let the Raiders in GMS let you pass without a fight. Not sure if you can dissolve the hostage situation with it though.

Just two early examples where they can easily let you "win" fights and from what I read there are a couple more. They do require that you keep them maxed and supported by proper attributes and gear though

Mercantile can be fine if you want to be an inventor and need to buy a lot of mats, high quality mats for energy weapons, energy shields, armor and stealth generators can be quite expensive.
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
Making a character in Underrail really depends on what you want to get out of the game. If you want to focus on something specific like "armor crafting" you'll have to specialize and invest or what you're limited to creating won't be worth the points you invested. Figure out what you want to get out of a playthrough, and stick to it. You can half-ass your way through any talent, but IMO for best results INVEST!
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
Plenty of build talk here. A while ago I made a simple build planning tool for myself so I wouldn't have to crunch the skill synergy/stat bonus numbers manually everytime I'm planning characters. Maybe I should clean it up to something presentable and share it.

Its arguable that the biggest 'traps' skillwise are in fact hacking and lockpicking, along with pickpocketing, mercantile and possibly persuasion.
Lockpicking/hacking and pickpocketing? No way! However, if you pick both lockpicking/hacking with pickpocketing, there's going to be some overlap. Or did you mean that they are easy to accidentally raise higher than you'll ever need?

Dodge/evasion could also be skill traps for new players. Armor penalty probably isn't obvious for everyone and the whole avoidance/hitchance system definitely isn't, so returns from investment into those skills might not correlate with exceptions.
 

Loriac

Arcane
Joined
Jan 20, 2007
Messages
2,375
Its arguable that the biggest 'traps' skillwise are in fact hacking and lockpicking, along with pickpocketing, mercantile and possibly persuasion.
Lockpicking/hacking and pickpocketing? No way! However, if you pick both lockpicking/hacking with pickpocketing, there's going to be some overlap. Or did you mean that they are easy to accidentally raise higher than you'll ever need?

Dodge/evasion could also be skill traps for new players. Armor penalty probably isn't obvious for everyone and the whole avoidance/hitchance system definitely isn't, so returns from investment into those skills might not correlate with exceptions.

I meant that pretty much everyone who offers build advice on Underrail insists that locking / hacking should be taken (and this was something I used to do as well on all my early characters) but I'm not convinced this is necessary, especially once you get over the 'take everything not nailed down' mentality that many players have.

With the change to oddity xp, and the fact that the economy breaks after a certain point (i.e. you have more credits than you need, and very few things to spend on) lockpicking simply doesn't offer much beyond a bit of extra loot. Its arguable that you might want to be able to use vents, in which case one could invest minimally in the skill. Hacking maybe has slightly more potential, depending on how many times you can access computer systems etc to shortcut things, but again its main use is to acquire more loot. I have to say I've never tried pickpocket on any of my characters, but again it strikes me as purely a loot-acquisition skill.

This calculus changes under classic experience, where you might want the skills to increase xp gain of course.

With the updated crafting system, its far more sensible to invest in electronics plus whatever other skills your character relies on for his equipment. This can take up two or three 'full' skills out of your eight, and good crafting skills allow for extra cash in their own right which ends up crowding out hacking / lockpicking.
 

Barrow_Bug

Cipher
Joined
Mar 11, 2008
Messages
1,830
Location
Australia
Not willing to read 87 fucking pages on this, so I will ask one simple question:

Is it good to jump into after a bit of stat crunching in character creation? How's the plot? Game looks pretty solid and anything Fallout inspired gets me hard as fuck.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
Loriac, don't listen to build advice from the Elhazzared crowd? ;)

Later on, lockpicking/hacking/pickpocketing offer opportunities to bypass obstacles, find out things you would otherwise miss, alternative solutions, access certain places and oddities. Well, not actually later on - this starts right at Junkyard, but at that point you're so low level you would need to be dex-specced to bump those skills up, lockpicking especially. Personally I always play with either lockpicking or str to get into vents. But that's just a personal preference, it's entirely possible to avoid that.

There are two surprising things about pickpocketing if you've never tried it. First, it gets you more XP under oddity than classic. Lots of oddities to be stolen. Second, there are many opportunities to steal keys as well. This is the lockpicking/hacking overlap I was talking about. In any case, none of those skills are just for grabbing extra loot.

For lockpicking/hacking, also consider skill synergies. They don't need much skill investment to get the most out of them in the first place, thanks to item bonuses. They also benefit from traps, mechanics and electronics. Keep in mind that the level cap is now 25, so you get 1080 skillpoints plus a considerable number of bonuses from synergies, base abilities and items. There aren't that many skills that you need to absolutely max, so many builds end up with closer to 12 than 8 skills.


In the end, it's a question of playstyle and preference. They certainly aren't necessary skills like Elhazzared some people would like you to believe, but they aren't useless either.
I think you like the in-your-face approach with 100% combat-specced builds. That naturally diminishes the usefulness of subterfuge skills. You could steal a key, sneak past guards, pick the lock... or just kill everything that moves.
 

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
Its arguable that the biggest 'traps' skillwise are in fact hacking and lockpicking, along with pickpocketing, mercantile and possibly persuasion.
Lockpicking/hacking and pickpocketing? No way! However, if you pick both lockpicking/hacking with pickpocketing, there's going to be some overlap. Or did you mean that they are easy to accidentally raise higher than you'll ever need?

Dodge/evasion could also be skill traps for new players. Armor penalty probably isn't obvious for everyone and the whole avoidance/hitchance system definitely isn't, so returns from investment into those skills might not correlate with exceptions.

I meant that pretty much everyone who offers build advice on Underrail insists that locking / hacking should be taken (and this was something I used to do as well on all my early characters) but I'm not convinced this is necessary, especially once you get over the 'take everything not nailed down' mentality that many players have.

With the change to oddity xp, and the fact that the economy breaks after a certain point (i.e. you have more credits than you need, and very few things to spend on) lockpicking simply doesn't offer much beyond a bit of extra loot. Its arguable that you might want to be able to use vents, in which case one could invest minimally in the skill. Hacking maybe has slightly more potential, depending on how many times you can access computer systems etc to shortcut things, but again its main use is to acquire more loot. I have to say I've never tried pickpocket on any of my characters, but again it strikes me as purely a loot-acquisition skill.

This calculus changes under classic experience, where you might want the skills to increase xp gain of course.

With the updated crafting system, its far more sensible to invest in electronics plus whatever other skills your character relies on for his equipment. This can take up two or three 'full' skills out of your eight, and good crafting skills allow for extra cash in their own right which ends up crowding out hacking / lockpicking.

It's certainly true that any diligent player will soon become too rich for money to matter. However, there are two important reasons to tell others to take Lockpicking and Hacking, neither of them having anything to do with currency.

First, for new players it opens up the game. Things hidden behind locks and mechanisms are content. If on a later playthrough, they decide that Lockpicking and/or Hacking are not that necessary, then that's great. They're using their knowledge of what's behind those barriers to decide to forego them in favor of something else. The alternative is for them to simply wonder "what's in this locker?" 90% of their playthrough.

Secondly, Lockpicking especially offers not only a significant amount of early oddity XP but also opens up real choices in
many situations throughout the game, even up to the end. Lockpicking gives a character access to a significant number of oddities that would otherwise be "completed" significantly later. This isn't important for every character, but for those with a weaker start, it's a significant advantage. Of course, if you make a character focused entirely on combat, that becomes somewhat irrelevant since you'll just bulldoze through any "difficulties" you find. Though, much like e.g. Deus Ex, finesse characters in this game are not only fun but also entirely playable.
 

Doktor Best

Arcane
Joined
Feb 2, 2015
Messages
2,849
i bought that game a while ago simply based on the praise it gets here and im really looking forward to playing it.

i just hope styg will implent some kind of money dump (just add a merchant with super expensive gear being a little ontop of everything else) because having too much money is a big downer for me somehow. It completely repels the rewarding feeling you get for exploration and turning every stone around for some shiny valuables to sell.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Styg, you know, you should really do something about the popularity of your game in Russia. Because, atm, it's almost non-existent and that's a problem, I think. Here's the only Underrail community in Vkontakte. Vk is the largest and most significant social network in Russia. In case you can't understand, there are 26 people there. Here's a Fallout of Nevada one. Russian fallout mod. 6400. And it's not about it being russian made. Here's the main fallout and wasteland group. 25k. And there are other groups too. 44k this time. There's a reason why Metro games hail from russia (at least the original novels).

It's a real shame that no one here cares about Underrail. Because post-apoc is kinda huge here and they should. It's one of the world's top markets for this sort of thing. And it's not like this some kind of marginal market for you - yeah, the price is lower, but it's 6 bucks vs 9 bucks for you (well, at least as far as I know, I don't know the steam's intricacies, yet). The difference gap is not that huge, you know, there is a killing to be made out there. I think.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
A dual-language community manager (EN/RU) is looking very attractive at the moment..
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,862
Every time i see this thread bumped i roll on my will save.

You fuckers are playing and having good time and i decided to fucking wait till release to not spoil and not shit in my bowl by playing unfinished game.

Sincerely, Fuck You people.

:nocountryforshitposters:
 

Ellef

Deplorable
Joined
Dec 29, 2014
Messages
3,506
Location
Shitposter's Island
PC RPG Website of the Year, 2015
Most people here probably did what I did, played it for a good chunk of time to know it's good and are waiting impatiently for release. Just install it and give it a go, you've got nothing to lose.
tumblr_ml6b47Kay01r5jtugo1_250.gif
 

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
Every time i see this thread bumped i roll on my will save.

You fuckers are playing and having good time and i decided to fucking wait till release to not spoil and not shit in my bowl by playing unfinished game.

Underrail is so good, people torture themselves fighting the inexorable temptation to play its finely polished pre-release version. It's the bizarro world's Dead State.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
719
The worst thing about playing Underrail alpha:

DDZDV3R.png

:rage:
At least waiting for the release will save you from cliffhangers.
 

Zeronet

Learned
Joined
Apr 16, 2012
Messages
250
I played when the first major hub came in, then held off till after then knowing much incline was to come. It's been a hard road.
 

Nael

Arcane
Joined
Dec 12, 2005
Messages
11,384
Location
Indy
Same here. I'm just on the last act of PoE of my first playthrough. By the time I am done with my second playthrough of PoE I expect Underrail will be close to finished... I hope :)
 

TwinkieGorilla

does a good job.
Patron
Joined
Oct 19, 2007
Messages
5,480
Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
Styg

So I decided to try more of a min/max build than I'd done before both in regards to base and skills. One of the choices I made was Will-8 and I've noticed that my psi-bar refills automatically now. Which is a pretty tight reward for this choice, but I don't feel like it was explained anywhere. Am I wrong? It certainly informs my desire to invest any points in biology for this character now, so some kind of explanation from the get-go might be welcomed?

Also: Can I request the num-pad being integrated into the game? I've always preferred games which allow me to make my dialogue choices by hittin' the ol' num-pad.
 

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