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Underrail [PRE-RELEASE THREAD, GO TO NEW THREAD]

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
You don't need that much Will for spoiler thing.

Also I feel, that build focused e.g. pistols only is better than pistol+something in general.
However it's a sort of personal preferences, I like extreme edge builds.
I know, you need at least 7. The build is starved for skill points, not attribute points. It's possible to bring Agi down to 7 and will to 7 and raise another attribute to 9, but since all it does is potentially support another skill that you can't currently raise anyway I don't see the point. Will 10 gives you locust of control, probably one of the best feats in the game. Pistol would require both Per, Dex, and Str, it would require too high of an investment.

I don't know wtf extreme edge builds are.

I had great success with a Sniper/PSI hybrid so far sacrificing crafting which I am never a fan of in any game. I much rather stealth around and scavenge.
Depending what you intended on doing crafting might be the biggest buff in the game. I played a char that relies on dodge/evasion+ shield emitter with 7 Agi and 7 Int. My actual skill in dodge/evasion is around (160) at level 22 and my armor raises them by 154 due to crafting and feats while my shield emitter has a capacity of 1566. Both might be overkill, but it's hard to argue how huge those numbers are. The highest capacity energy shield I've seen was around 500 capacity and the armor I'm using is impossible to get without crafting.
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
It's far from mandatory. Another perk besides power is that it gives you the ability to use exactly what you want to use which is nice considering how different the enhancements are.
 

Ellef

Deplorable
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I have character paralysis, but I'm going to try a Agi/Per xbow/trap stealther.

If you want an example of a well thought build in that vein, here's a post previous in the thread.

I figured I might as well post a working crossbow character. It's not as apex as the godlike 3Psi+CON, but you can get through everything in the game. I personally think it's a fun character, though decidedly more challenging at points than most other characters.

Unlike most characters in the game, we need to start with Feats here. This character requires special care, and the desired feat list is not necessarily intuitive. A crossbowman relies on Stealth (and thus uses lighter armor) and the application of Special Bolts. He gets very few actions per round and thus needs to maximize his initiation with traps and front-loaded power plays.

Our general leveling plan looks as follows:

01 Marksman + Aimed Shot
02 Interloper
04 Nimble
06 Snipe
08 Special Tactics
10 Hypertoxicity (or Sharpshooter, but Hypertox is "better")

This is a very rigid feat list when compared with other characters - it's difficult to justify taking anything other than these, though Underrail is big enough that there's nearly always room for personal preference.

Marksman gives us the ability to fire two special bolts per round rather than one - or more commonly to fire a special bolt and also get to fire a regular shot. Aimed Shot is just an obvious gimme - an autocrit, a strong beginning to a won fight. Nimble will have to wait because at level 2 it's hard to argue against Interloper. The crossbowman is all about winning the fight before it begins - prep and position with Stealth. Nimble comes next because otherwise, we'd go through a huge portion of the game with an annoying penalty to Dodge-Stealth-Evasion and movement. Snipe is fantastic simply because it acts as a "second" Aimed Shot. Initiate out of Stealth with Snipe, then fire an Aimed Shot right after - very strong starter. Special Tactics is an essential crossbowman feat, maximizing the strength of our initiation - 3 shots instead of 2. Finally Hypertoxicity is our best reliable method to down the dreaded high-armor enemies that plague us.

Hypertoxicity works on demand - Sharpshooter generally works once (Aimed Shot) that we can rely on. Hypertoxicity also has the added benefit of working on our poisoned bear traps which are an essential part of our combat prep. It's a great tool to kite an enemy or to fire "around corners" when trying to delay for survival.

From this point on, it's all about playstyle and preference. There are several good feats we passed by on the way here. At this point in the game (with numbers rising as they do), feats like Expertise and Opportunist and Recklessness start to become very appealing. The Sharpshooter feat is still a good feat we'd consider grabbing. Deadly Snares and Critical Power belong in this family of damage enhancements. Take the feats here that enhance your specific methods the most.

Since we did the feat list first, it's worth noting down the requirements so far:

PER 10
AGI 7
DEX 6
INT 6

This leaves us with 2 points to spare. We could go for some CON or increase our AGI for stronger early defenses (and a bigger skill fountain later in the game). I personally like to increase INT to 8 since crossbowmen like to make all manner of things - Crossbows, EMP traps, bear traps, special bolts, light armor - requiring all manner of crafting skills. We can get our crafting skills where we want them sooner, and also get the benefit of a large skill fountain later in the game (level 15-ish).

PER 10
INT 8
AGI 7
DEX 6

Since we know both our Feats and Attributes, skills should follow naturally.

Crossbows needs no explanation. Dodge-Stealth-Evasion is our trinity of defense and initiation. These 4 skills should be maxed as high as possible well into the game.

Since our character has both above-average Dexterity and Intelligence, either Hacking or Lockpicking or both are an option. I personally like Hacking but any combination of these skills is going to work out, as they are easily held at that nice just-above-base level with attribute bonuses. Remember that you should get at least a little bit of lockpicking so you can maneuver through vents - a very important concept for any Stealth character.

The remainder of our skillpoints will be spread around crafting skills (and this is truly a character that can use every single skill, depending on what the player wants) and a piddling amount committed to Traps each level. There's no urgency to max any of these skills, though the priority ones to keep high are Mechanics and Biology ( with Electronics being important as well).

Depending on the kind of player you are, you might find this character's skills boring or very exciting. I personally love characters that focus on crafting, and crossbowmen craft more useful/usable equipment than any other character.
 

Fenix

Arcane
Vatnik
Joined
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Russia atchoum!
I don't know wtf extreme edge builds are.

Pardon my French English. I mean build which have clear strong and weak points. More intersting than average spread build.

If you want an example of a well thought build in that vein, here's a post previous in the thread.

Well, every light-armoured character who relies on craft should get Skinner, and that need 7 Int, so it is actually not 2, it is 1 spare point. But result anyway is the same.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,062
I would like so share some information I gathered through my little play time , may be it will help somebody .

1) Hacking and lockipicking are must have skills , I don't know how to play without them .

2) The main source of income is crafting , if you got the part of a crossbow that costs 700 , you can craft a crossbow using that part ( and nothing more ) that costs 2000 . Main crafting skills are: Mechanics , Electronics and tailoring .

3) Grenades are strong and useful , if you want to actively use them , then consider leveling up your chemistry and throwing skills .

4) Stats distribution in the beggining matters A LOT , so take your time and think what your character would be like .

5) Doctor on medical level heals you for free anytime .

6) Narrow specialist builds are very strong , I would recommend to stick with them .

7) Using medicine in combat doesn't consume action points .

And finaly my personal complaint . The level 2 GMS compound is absolute shit . If I knew about this level before I bought the game , then I probably wouldn't buy it . Ventilation doesn't help , robots can stun and incapacitate you , so you won't get far away if they catch you , you can't fight them ( at least not with guns ) , they can spot you with their side or back and their vision range is ridiculous , there is no way to track them , even monitors don't help . I have no idea how I got the key from the corpse , just got lucky with morphine , running away to the stairs , recieving every shot from those bots I could . If I ever decide to replay the game , this exact level would be my major turn off . May be I was stupid and did something wrong , but that area is good at making me angry .
 
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Lone Wolf

Arcane
Vatnik
Joined
Apr 17, 2014
Messages
3,703
Sjukob, you can definitely find 2-3 (maybe more) EMP grenades before you encounter those robots. They will make your life a lot easier...

Secondly, I hope your character is specialized (10s in two attributes, an 8 in a third and 3s everywhere else) and build oriented. Characters that spread points too evenly have a very difficult time. For example, a sledgehammer melee character has no issues with the bots. A stealth knifer might, but you should be stealthing your way through the area, in that case. Those robots have a patrol routine, so figure it out. A pistoleer needs to agro them one at a time and use those EMP grenades as efficiently as possible.

Make sure to not beeline straight for GMS, too. There are plenty of experience points/oddities to be had, around the place. Enough to put you in a position to take them on at a higher level.
 

Ellef

Deplorable
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PC RPG Website of the Year, 2015
Good game design to most is having enemies that will slaughter you if you aren't equipped with the right tools for the job. If you're attacking bots with pistols and daggers, expect your hits to do nothing. Fall back and craft or find EMP grenades and enjoy the satisfaction of finding a solution to a problem.
 

Fenix

Arcane
Vatnik
Joined
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Messages
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Russia atchoum!
There are 2 guaranteed EMP grenades in GMS, which mean you have 2.5 turn of impunity, and if you have from early drop knife with electroshock, you can just poke it to death for that time. Or W2C bullets for firearm.
Also if you are using not armored build, you should rise stealth, those bots actually not that big-eyed, maybe you came too early there, if you have stealth.
Also if you want, you can lockpick trapdoor (however it require high skill).
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,062
Sjukob, you can definitely find 2-3 (maybe more) EMP grenades before you encounter those robots. They will make your life a lot easier...

Secondly, I hope your character is specialized (10s in two attributes, an 8 in a third and 3s everywhere else) and build oriented. Characters that spread points too evenly have a very difficult time. For example, a sledgehammer melee character has no issues with the bots. A stealth knifer might, but you should be stealthing your way through the area, in that case. Those robots have a patrol routine, so figure it out. A pistoleer needs to agro them one at a time and use those EMP grenades as efficiently as possible.

Make sure to not beeline straight for GMS, too. There are plenty of experience points/oddities to be had, around the place. Enough to put you in a position to take them on at a higher level.
I am playing as a pure shooter , 10 precision , 7 strength and constituion for heavier armor and weapons , decided to left 5 intelligence and dextirity for craft skills and lockpicking/hacking . Had no trouble with anything but those robots ( even killed the raiders in GMS , grenades help very much ) . Robots patrol route is hard to figure , because there is no way to observe them , you can monitor only two places , ventilation doesn't help since you can't be everywhere at a time and scouting with character is suicide , the robots will spot you instantly . I didn't try to take one by one , I had only 2 EMP grenades and each of them takes about 1/3 of robot's Hp away , my 7.62 pistol does 5 damage per shot , so I just ran through them .

Well folks , I've found the solution , right ? I now have more experience on that encounter , I will prepare better next time , but I still think that my complaint about monitoring is reasonable .
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,062
Good game design to most is having enemies that will slaughter you if you aren't equipped with the right tools for the job. If you're attacking bots with pistols and daggers, expect your hits to do nothing. Fall back and craft or find EMP grenades and enjoy the satisfaction of finding a solution to a problem.
I didn't want to attack them . I wanted a reliable way to sneak past them for non stealth characters , the area design implies it .
 

Lone Wolf

Arcane
Vatnik
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Apr 17, 2014
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Sjukob, exactly; use the EMP grenades to disable them and run past. The EMP switches them off (for a time).
 

Fenix

Arcane
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Russia atchoum!
I wanted a reliable way to sneak past them for non stealth characters , the area design implies it.
I'm not sure, but ventilation can help you. Or can't? Anyway you need high lockpick, if you can't get key.

And this area was made two years ago, be lenient. )
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,062
You generally need stealth to sneak past enemies..
Of course , but when you absolutely must to deal with enemies that can't be killed with current equipment , then there should be a way to bypass them , which is very hard for non stealth characters .


Sjukob, exactly; use the EMP grenades to disable them and run past. The EMP switches them off (for a time).
Good point . I didn't think about that when I was in that area and was to greedy to throw those EMPs , but will do that next time .


I'm not sure, but ventilation can help you. Or can't? Anyway you need high lockpick, if you can't get key.

And this area was made two years ago, be lenient. )
I already said that ventilation doesn't help , it can get you to some places safely , but when you have to get the key , ventilation is almost useless . And so , nobody , but me had issues with that area for two years ? Good to know .
 

Ellef

Deplorable
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Shitposter's Island
PC RPG Website of the Year, 2015
Just duck in and out of the vents and you should be able to note their pathing and make your way to the key and the hatch undetected, or use stealth, or use emp grenades, or use w2c bullets. Lots of options.
 

ST'Ranger

Augur
Joined
Oct 23, 2014
Messages
306
Hacking and Lockpicking are recommended for new players, but you should know that neither skill is ultimately necessary either for the advancement through or the enjoyment of the game.

Speculating on sources of income is a giveaway that your character has progressed only through a very small portion of the game. Crafting is definitely a strong skillset to have, but the only practical limit to income in this game is whether shops will buy your goods. This thread is filled with complaints of overflowing currency.

All other points (apart from complaints about GMS), we can safely agree upon.

The main flaw with GMS is not its difficulty, it is that the first mission is too easy. This gives new players a false sense of security in their understanding and utilization of the game mechanics and possibly a false sense of confidence with the strength of their character build. Complaints about GMS compound are not uncommon from newer players partly because of this and partly because of inexperience with the more subtle mechanics of the game (for example, bots cannot open or close doors).

I can say confidently that any character that can access vents can Stealth through the bots independent of their Stealth skill - they may just have to remove armor that penalizes their Stealth and movement. Note that this does not mean you will be able to walk directly past them or have them track directly past you. With access to the EMP grenades, any character whatsoever (even a very poorly made one) can run their way through the level with good planning.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
This gives new players a false sense of security in their understanding and utilization of the game mechanics and possibly a false sense of confidence with the strength of their character build.

Sounds to me like it's working as intended. :troll:
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
2) The main source of income is crafting....

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The main source of income is repaired loot and the repair kits themselves, unless you can't make repair kits, in which case you can't craft much to begin with. If so, your main source of income will simply be loot.

It's true that crafting components into items and then selling them will turn a profit, but the components themselves are also loot, so again you're essentially selling loot. You can't make much, if any profit buying all the components, crafting something, and selling it. In most cases I'm aware of, except perhaps the most overpriced electronic items, that will result in a loss... which, logically speaking, is ass-backwards, but that's RPG logic for you.
 

jagged-jimmy

Prophet
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Freeside
Codex 2012
You don't even have to enter the corpse/robot infested area in the middle, just lockpick the hatch and enter the area with bandits? Even if you don't have stealth, you can use shafts...

It was/is a very strong area. Immediately soothed me into the game... I played 3 times with 3 different characters.
Also your main source of income is simply not true.... Just do the jobs and sell loot = swim in money.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,062
So I finished the junkyard , to my surprise it was easier than I expected , nothing really gave me trouble except encounter in the room with drill parts .

I've got a few questions as well .

1) Is weapon accuracy going to get better eventually ? The best option I currently have - is to burst enemies at point blank range , if I make 4 steps away from enemy I already suffer 15-20% precision penalty , it's funny with 11 precision and 75 guns skill . When I decided to play with ranged weapons I thought they would be more ranged than this ( meanwhile psi users can not miss at all at any range ) .

2) I specialize in assault rifles and choose feats for assault rifles , I am not planning to pick sniper feats , but decided to keep one of them , will it be any useful for me or should I just sell it ?

P.S. Why dogs have suchs high evasion ?
 

Fenix

Arcane
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1) SMG and pistols always will be like that, other more accurate. Pump your gun skill till cap, because high lvl enemy will become more evasive.
2) Not sure, AR build one of best dmg-dealers in game. Sell that crap.

PS Because they are... dogs? Fur, paws, fangs...
 

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