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

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,063
Here is how you get to Blaine .

1ftj01.jpg



1zxpiiu.jpg



fdafr8.jpg

You can either hack the door or ask Katherine ( Junkyard slums ) for help , bitch wants money though .
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
Shield works poorly with metal armor because they are done first and have no benefit from armor. If you are at 95% resistance a shield is almost pointless to bother with. Obviously it will do something but its minscule. Whereas evasion and dodging will happen before the shield. Someone crits you for 300 raw and you have 95% then its only 15 damage on your health but your shield can only take 2.5 of those before its gone. You might as well have a shield and just use it for emergencies to buy you a turn or two but beyond that its pretty poor performance. Metal Armor itself should be able to go many turns without need of a shield at all against most damage types.
I thought that'll be the answer. Saying it works poorly is way too harsh, it works exactly the same. It synergises poorly would be a much more accurate statement.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Thanks all, I did get the clues from K but I basically went south from SGS, explored the entirety of the lower underrail caves, and then stumbled back into the right areas ass-backwards. I just think it's weird how K tells you about the door but she doesn't really tell you where in the world to go. Ah well.

Finally wrapped up Junkyard and the like and now handling developments in Core City.
 

gestalt11

Arbiter
Joined
Apr 4, 2015
Messages
629
I thought that'll be the answer. Saying it works poorly is way too harsh, it works exactly the same. It synergises poorly would be a much more accurate statement.

Ok. But its more than just synergizes. Your usage changes as well. An evasion character should basically start combat with shield up, doing as metal armor is often a mistake as saving the shield is the better option.
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
Ok. But its more than just synergizes. Your usage changes as well. An evasion character should basically start combat with shield up, doing as metal armor is often a mistake as saving the shield is the better option.
Depends. With high dex I usually rely on a high initiative roll. On the rare occasion I don't wipe all enemies on the first turn I activate it. Anyway, I see what you mean.
 

Sheepherder

Augur
Joined
Feb 4, 2014
Messages
657
Bugs yo:
Premeditation extends psi range. Using Pyrokinetic Stream within the extended range produces two balls of fire that fly towards the target and go out without doing any damage.
Combat ends when I freeze my last opponent with Cryostasis and a few turns go by.
Not a bug but the drug thief quest dialogue in Rail Crossing is hella bad.
 

Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
So, does anybody know if final release is going to contain more than final areas and quests? Any changes to mechanics, new feats or items etc?
 

Nael

Arcane
Joined
Dec 12, 2005
Messages
11,384
Location
Indy
Junkyard, that chick, electronic merchant, name start with K (not sure).
Blaine is behind the door with electronic lock, near place where you was ambushed (Jack Quicksilver quest)

Old Jonas will tell you for free if your Persuasion is high enough (~50 persuasion IIRC)
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
So, does anybody know if final release is going to contain more than final areas and quests? Any changes to mechanics, new feats or items etc?
There will be some new feats I believe, and some new PSI abilities for the late game. No idea about items, maybe some more crafting stuff. I dont believe that there will be a major rebalancing of mechanics but some changes are likely here and there.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,572
Location
Denmark
So, does anybody know if final release is going to contain more than final areas and quests? Any changes to mechanics, new feats or items etc?

There's going to be a new final area - The Deep Caverns - also Styg is gonna revisit and "polish" the older starter areas to match the polish of later areas, which is nice.

There was a quick update bout it, some time ago, go check that out. Also new music etc.
 

Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
I've crafted nightvision goggles, but I don't see an option to turn it on. Can it only be activated in proper areas?
 

Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
Just use it. Either with a context menu or a hotkey.
I can't use it. There is no icon in quick invoker and nothing happens when I right-click goggles on inventory screen. That's why I asked if icon only shows up in dark caves. Also, goggles have energy.
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
I can't use it. There is no icon in quick invoker and nothing happens when I right-click goggles on inventory screen. That's why I asked if icon only shows up in dark caves. Also, goggles have energy.
Drag it from the inventory onto the action bar.
 

Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
Drag it from the inventory onto the action bar.
Thanks, it worked. I actually thought it was a bug, seeing how energy shield emitters automatically get their own icon after equipping and that you can use e.g. omni-tools straight from inventory.
 

Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
I've encountered some rather IMO poor design in Escort Vivian mission in Core City.
I couldn't figure out how to finish repairing pump system after I was done with fixing all 3 pipes. When I had contacted Vivian about some of the closed doors, while being in the sector one, where mission started she just told me to go search for keys and keycards. Turns out, I had to be in sector two to ask her the same question again... and receive different answer. IMO, she should give you a hint first time you talk to her that some of the doors can only be hacked by her when you are in proper sector.
Otherwise it's great mission, my heart skipped a bit when Vivian made a casual remark about throwing people down into abyss... I thought for a moment that this drunk could've been her father or something and now she is going to avenge him :)
 
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Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
There is one funny bug (first and only I've encountered in over 55 hours :incline:) - when somebody dies from Molotov coctail, sometimes he refuses to stay dead. When it's my turn, he lies down, but when there is his turn, he attacks me. Fortunatelly, when I move away combat ends... but once, when I killed a guy standing in doors, I couldn't enter it because he kept attacking me.
 

Rafal

Literate
Joined
Aug 13, 2015
Messages
13
There is one funny bug (first and only I've encountered in over 55 hours :incline:) - when somebody dies from Molotov coctail, sometimes he refuses to stay dead. When it's my turn, he lies down, but when there is his turn, he attacks me. Fortunatelly, when I move away combat ends... but once, when I killed a guy standing in doors, I couldn't enter it because he kept attacking me.

Really funny bug :D
 

Alfons

Prophet
Joined
Jul 25, 2014
Messages
1,031
I encountered enemies who turn into statues. They can't be targeted, you can't walk through them, and they don't do shit themselves. Another thing which I'm not sure if it's intentional or not is some melee enemies like dogs having greater range than the PC. When they use the acid entanglement attack and imobilize you they run up and start biting your ass., but you can't hit them when it's your turn.
 

Kalasanty11

Learned
Joined
May 1, 2014
Messages
154
Really funny bug :D
Once, I was fighting group of muties, when suddenly, well after few turns, coil spider from another side of the map (and it was a big map) that I killed earlier shows up to exact his revenge on me. I wonder how many times he died on his way :)
Freaking revenants.
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Noise System; Vacation

Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented.



Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination.

In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.

These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous.

In other news:

  • Mechanics
    • Added hard difficulty (less player health, less healing with longer cooldown)
  • UI
    • Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the map
    • Added an option to automatically overwrite saves
    • Numeric pad cannot be used for dialog choices
    • You can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g. for recharging, reloading, etc)
  • Items
    • Cryogas grenade added
    • Added one more acid type
    • Added five new drugs
    • Added two new poisons
    • Added silencer enhancement that can be added to 5mm pistols and SMGs
    • Added Biohazard suit
  • Creatures
    • Added two new Faceless types
    • Added five new creatures
    • Added one new turret
  • Feats
    • Changed Premeditation - Now also requires 6 intelligence.
    • Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).
    • Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
    • Changed Opportunist - Bonuses changed to 25%/15% (down from 35%/20%)
    • Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
    • Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
    • Changed Quick Tinkering - Cooldown changed to 2 turns (down from 3).
    • Changed Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
    • Changed Mental Subversion - It now stacks up to 75% (up from 50%)
    • Changed Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
    • Changed Sharpshooter - Damage changed to 30% (down from 50%).
    • Changed Special Tactics - Dexterity requirement removed.
    • Added Meditation (Continue from Tranquility) - Maximum psi points increased by 25.
    • Added Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
    • Added Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
    • Added Psychostatic Electricity - When you damage a target with your electrical psionics you apply a debuff that increases the chance for the target to be critically hit from all sources by 5% for 2 turns. Stacks 5 times.
    • Added Telekinetic Undulation - When you damage a living target by moving your telekinetic proxy, there's 50% chance it will be dazed for 1 turn.
    • Added Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
    • Added Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
    • Added Concussive Shots - When you deal mechanical with your crossbow you have 40% chance to daze living targets for 1 turn.
  • Tweaks
    • Cryokinesis and Pyrokinesis can no longer be launched through fences and other partial obstacles
    • Resolve and fortitude base resist chance increased slightly
    • Upper Tornado crossbow damage slightly reduced (not retroactive)
    • Electrical pistols now only have 50% chance to trigger the stun on the initial target; this might also affect some electrobolts fired by the NPCs as well
    • Pistol damage reduced by ~20% across the board
    • Stalkers in the passages near SGS no longer respawn
    • Psi Empathy feat will now reduce base health points by 25%
    • Psi regeneration now scales with will and intelligence: psi regen = 5 + (will+int)/2
    • Ranges of a number of psi abilities have been reduced: Bilocation - 7, Cryostasis - 6, Electrokinesis - 8, Frighten - 3, Mental Breakdown - 5, Neural Overload - 6
    • Psi costs of a number of psi abilities have been modified (mostly increased): Cryokinesis - 15, Cryokinetic Orb - 40, Cryostasis - 65, Electrokinesis - 35, Exothermic Aura - 40, Forcefield - 25, Mental Breakdown - 60, Neural Overload - 15, Pyrokinesis - 40
    • Psi booster cooldown changed to 3 turns (down from 6 turns)
    • Metal plates enhancement will now provide less mechanical resistance
    • Metal armor mechanical and energy resistance reduced across the board. Threshold remains the same. Not retroactive.
    • Reinforced Fabric Ballistic Panel damage resistance reduced slightly
    • Execute can no longer be preformed with electrical pistol. I cannot remove the bonus damage from electrobolt jumps easily without rewriting a good chunk of code so I'm just going to ban the electrogun from the club.
    • Throwing knives upper damage range reduced
    • Blob Pistol shooting sounds changed
    • Increased crossbow max range by 2 and optimal range by 1 (not retroactive)
    • Daze debuff now also reduces movement points by 30
    • Sniper damage increased by ~20% across the board.
    • Plasma sentry laser damage increased
    • Made energy core and firearm barrels more easily available from merchants
    • Armor penalty of boots reduced (not retroactive)
  • Bugs
    • Spiked boots will no longer double-trigger things like force emission and fancy footwork
    • Taser will no longer consume twice the energy
    • Taste for blood will no longer grant a stack when killing machines
    • Hopefully fixed all achievements to work correctly
    • On kill effects will now properly trigger when target is killed by an on hit effect (such as electrical melee weapons, force emission and special bolts)
    • Fixed the bug that caused the game to on rare occasions skip the player's turn
    • Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out).
That's all for now. Concerning the content - there's just one "biome" in Deep Caverns to be done before the "final event" in the game, but after that, as I mentioned before, we have to go back and rework some old areas and sprinkle a bit more flavor across the world.

Before we can do that, however, we'll need to recharge our batteries for the next three weeks by ditching our underground coding facilities and getting some Mediterranean sand in our toes (at least in my case). In the meantime, let us know how you like these changes.
 

Ellef

Deplorable
Joined
Dec 29, 2014
Messages
3,506
Location
Shitposter's Island
PC RPG Website of the Year, 2015
A well earned break, and some big changes here. Crossbows got just what they needed with the buffs and the noise system, it looks like. Time for a new save :thumbsup:
 

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