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Okay, so does that mean I can finally play Underrail now? No more significant updates for the base game in the pipeline?
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Okay, so does that mean I can finally play Underrail now? No more significant updates for the base game in the pipeline?
We've known since last year that Styg was working on a standalone Underrail expansion. The expansion is probably still years away, but as of today it has a name - Underrail: Infusion. By going standalone, Stygian can overhaul their aging engine without having to preserve backwards compatibility with the game's existent content.
Okay, so does that mean I can finally play Underrail now? No more significant updates for the base game in the pipeline?
Styg said:we intend to release at least a couple more content updates. These updates will vary in size, but you can probably expect something comparable to [Core City factions update]. They will feature mostly minor quest changes, new items, couple new areas and possibly some moderate mechanical changes.
The only bad news about this is that we'll probably only see this game released in 2023+ or something, I really doubt it will come out sooner.
goodbye my best friend, Locus of Control AOE ability.
just assuming lolgoodbye my best friend, Locus of Control AOE ability.
Wait what?
I see that Styg is going King's Bounty route and is trying to produce as many Underrail games as he can before people start to get bored/fed up. I didn't even bother to pirate Expedition and unless Underrail: Infusion will bring some major changes and additions I doubt I will play this one either. IMO he should try something different at last (I remember that in one of the interviews he mentioned he had an idea for a completely different game) and then go back to Underrail. Fighting the same enemies for the nth time, using the same weapons and skills, etc. etc. can get boring pretty fast. And if suddenly we will get completely different enemies, skills and weapons it will only make Underrail world inconsistent. But hey, maybe he will pleasantly surprise me (although I doubt it).
Expedition is far from uninspired, it has some of the most interesting exploration in the whole game, the ruins of the long lost civilisation are expertly done to be as intriguing as befits the Underail world, not to mention even better visuals and characterisation than most of the main game. Some misses are there, sure, like the lack of extended usefulness of jet skis as you mentioned, the camp mechanics or the locusts, but overall the quality is top notch. And if Styg is up for it, making add-ins, add-ons and sequels for Underail is how you make that incline unscalable.
I can't deny the same enemies (in fact, I pretty much agree with you, and there has been A LOT of criticism in that regard), but 'same weapons and skills, etc. etc.'? Swords, spears, shotguns, and temporal distortion psi school, coupled with new feats, veteran feats, and specializations also added A LOT to character creation, development, and build archetype in general. I haven't tried the weapons myself, but from what I remember spear builds works wonderfully in general, there was no criticism that swords ended up as an over-sized knives/daggers, while shotguns got a lot of feats that was being experimented on by a lot of people (though I can't remember if there's much complaint against it). I've tried TM myself with a pure-PSI/stealth build, and it's fun to play around, also people mentioned it's good utility skills to invest on as any other build thanks to its versatility.Fighting the same enemies for the nth time, using the same weapons and skills, etc. etc. can get boring pretty fast.
Why would it Infusion going to be a stand-alone expansions that takes place in an area that have completely nothing to do with the main game suddenly makes the world inconsistent?And if suddenly we will get completely different enemies, skills and weapons it will only make Underrail world inconsistent.
I don't get this. Expedition story is, for me, far better than the main story. The story itself might seem uninspired (expedition into an unknown, uncharted territory that happened to be ruins of some ancient civilization) but how they presented it this time, the writings, quest designs and C&C are obviously much better than the main game. The characters are also some of the most memorable, and for now I've seen the banter between Ladelman and Marcus and there's just nothing like it in the main game. The dialogue with the Ferryman is also deep, although it seems it's unfinished? And I'll never forget the revelation of who the Sormirbaeren really are.Underrail was brilliant, but Expedition was uninspired.
Expedition was stylistically similar, but without the depth of story.
I'm also not sure about this. The jetskis are obviously crucial to traverse the waters of the Black Sea. And depending on how much of an Al-Fabet you are, they're definitely important to haul all your loot, which would a LOT to plunder from the expedition.The jetskis, are about as pointless as James Bonds invisible car. Introduce a "Cool" gadget, but not enough to carry a whole game and ultimately pointless.
And why, pray tell, should the storytelling keep up with the original when this time they could do better - and they did? Or do you mean doing something in the Black Sea should affect how the main game plays out? Please elaborate.Expedition is far from uninspired, it has some of the most interesting exploration in the whole game, the ruins of the long lost civilisation are expertly done to be as intriguing as befits the Underail world, not to mention even better visuals and characterisation than most of the main game. Some misses are there, sure, like the lack of extended usefulness of jet skis as you mentioned, the camp mechanics or the locusts, but overall the quality is top notch. And if Styg is up for it, making add-ins, add-ons and sequels for Underail is how you make that incline unscalable.
Interesting that you rejected my viewpoint but didn't comment on what was my main point - the storytelling not keeping up with the original.
Interesting that you rejected my viewpoint but didn't comment on what was my main point - the storytelling not keeping up with the original.
I'm not sure if you're actually trolling, but you just completely invalidated your entire argument with this.Pretty sure they even stopped giving me missions after like the second place I explored.
What other builds don't require 'ton of feats' to work correctly? I'm pretty sure you need a combination of a lot of feats to actually make build 'work correctly'. Even both PSI-stealth and AR-Juggernaut builds needs a lot of feat to curbstomp the main game.- Machete, Shotguns and Spears were not so interesting for me. They also require a ton of feats to work correctly which doesn't bode well for Underrail 1.5 or 2.0. It indicates that build paths might become foreclosed in the future. I don't know.
Well, I guess it all comes down to a matter of taste. If you just don't like exploration-based storytelling then we can't truly find a common ground in our discussion. It's not like I deny all the legitimately bad things that has been criticized in the DLC, but to completely dismiss the good things it did based on that is just... not very Codex, for me.- Someone mentioned the story. My question is: What story? Who Sormirbaeren really are!? Who cares. You have to kill them anyway. What's the idea then? Genocide is justified sometimes!?
Have you tried joining the pirates? What am I saying, based on your criticism as a whole I doubt you would ever bother making a second character or loading a save to try another route.Also where is the faction based narrative?
See, what are you guys expecting from a DLC literally named 'Expedition'? Does all the things you get to do in between all that, like figuring out what the fuck happened in all those ruins you explored, not matter if just a bit?- If there is a story then it's a complete unfocused mess ... and most quests look like this: go to location -> kill everything -> get MacGuffin -> report back.
If I'm allowed to address this from an objective perspective, it's because between the natives, AND the pirates, AND the muties, AND the creatures that roamed the Black Sea, can they really spare more resources to explore the entire region?- Honestly the entire background story is retarded: An entire company of people is unable to defend an island and one guy is suppose to explore the entire territory and also support them each time there is an attack from the natives!?
Once again, did they literally forced you to go through *ALL* this loredumps?- Huge lore dumps between long combat sections which results in absolute no pacing for the "story" or whatever this DLC implemented.
That first point, I can't comment on it because I don't know how true is that since supposedly we can finish the DLC even if we're not part of a faction, while the rest I agree.- Imbecilic backtracking through very similar locations. Yeah, you can explore all 4 stations in any way you want but ultimately you will have to explore them in a specific order.
- The mobs variety is exquisite: Locusts, Crabs, Strongmen, Handmaiden ... and invulnerable ghosts.
- Non-existent encounter design. There is no subtlety, only tons of enemies.
- Sonocaster quest. Really? Thank God that weapon is not required to finish the game.
Come on, man. What have you been playing all this time? Sure, the game explained that psionics are a result of mutation, but with stuff like the monolith, the Oculites, fucking Six being in the game, Dude's talk about the rift. The stuff in the DLC are literally explained by the main game, stuff like the Leviathans and the Godmen. If some void beings means supernatural elements to you, then man you must have hate the Oculus mainframe and Six with your guts. Though I'd guess people in general would hate Six anyway because of how he was so vague when first meeting him in the DC.- The DLC introduces super-natural elements. I really hate this shit. With passion.
What other builds don't require 'ton of feats' to work correctly? I'm pretty sure you need a combination of a lot of feats to actually make build 'work correctly'. Even both PSI-stealth and AR-Juggernaut builds needs a lot of feat to curbstomp the main game.- Machete, Shotguns and Spears were not so interesting for me. They also require a ton of feats to work correctly which doesn't bode well for Underrail 1.5 or 2.0. It indicates that build paths might become foreclosed in the future. I don't know.
Well, I guess it all comes down to a matter of taste. If you just don't like exploration-based storytelling then we can't truly find a common ground in our discussion. It's not like I deny all the legitimately bad things that has been criticized in the DLC, but to completely dismiss the good things it did based on that is just... not very Codex, for me.- Someone mentioned the story. My question is: What story? Who Sormirbaeren really are!? Who cares. You have to kill them anyway. What's the idea then? Genocide is justified sometimes!?
Have you tried joining the pirates? What am I saying, based on your criticism as a whole I doubt you would ever bother making a second character or loading a save to try another route.Also where is the faction based narrative?
See, what are you guys expecting from a DLC literally named 'Expedition'? Does all the things you get to do in between all that, like figuring out what the fuck happened in all those ruins you explored, not matter if just a bit?- If there is a story then it's a complete unfocused mess ... and most quests look like this: go to location -> kill everything -> get MacGuffin -> report back.
If I'm allowed to address this from an objective perspective, it's because between the natives, AND the pirates, AND the muties, AND the creatures that roamed the Black Sea, can they really spare more resources to explore the entire region?- Honestly the entire background story is retarded: An entire company of people is unable to defend an island and one guy is suppose to explore the entire territory and also support them each time there is an attack from the natives!?
But there's one thing that has been bothering me the whole time and I guess it's time to elaborate on it. You're not the only one exploring the Black Sea, and the Expedition has what they call Recovery Team Alfa. Supposedly their missions brought them all over the places too close to the natives territory for only one man to do the job. And yet.... at no point in the entirety of the DLC do we (or rather, I) ever encounter them. At one point Chief Briggs said the RTA has finally arrived at the camp and is resting, but when I contacted them through the NavCom, I vaguely remembered they said they're on the way to the camp or something.
Hence, there's a glaring discrepancy here where the Joint Security Headquarter is literally *in* the natives territory, but the Expedition expected us to go there alone instead of with the help and co-operation of this Recovery Team Alfa.
Once again, did they literally forced you to go through *ALL* this loredumps?- Huge lore dumps between long combat sections which results in absolute no pacing for the "story" or whatever this DLC implemented.
In case you're wondering, yes, I think loredumps are fine as long as players aren't forced to read them.
But thisCome on, man. What have you been playing all this time? Sure, the game explained that psionics are a result of mutation, but with stuff like the monolith, the Oculites, fucking Six being in the game, Dude's talk about the rift. The stuff in the DLC are literally explained by the main game, stuff like the Leviathans and the Godmen. If some void beings means supernatural elements to you, then man you must have hate the Oculus mainframe and Six with your guts. Though I'd guess people in general would hate Six anyway because of how he was so vague when first meeting him in the DC.- The DLC introduces super-natural elements. I really hate this shit. With passion.
I don't know how true is that. I'd imagine you would want Suppressive Fire and Opportunist to maximize damage output, and obviously Concentrated Fire. And because Full Auto require 7 STR, might as well wear metal armors and to capitalize on that, take Juggernaut feat. Not to mention other supportive feats like Grenadier or Quick Tinkering if you want to be unorthodox and use traps.AR Builds are pretty much done at lvl 6 with Full-Auto.
Well, there's Versatility. But by multiple-weapon feats, did you mean multiple-weapon skills feats or feats where multiple weapons receive more or less the same benefits? Because I'm not sure how much it will impact the game as an RPG.Honestly, I don't like the newretarded-proofstreamlined build paths. There should be less weapon-specific feats and more multiple-weapons feats.
I think the problem here is the pacing, because from my personal experience there was no coherence issue. Don't you think it's the same with PS:T? Except the text and the loredumps of the Black Sea is obviously not for everyone, while the level design coupled with the encounter design completely botched its pacing and deliverance.I like exploration-based storytelling however the lore dumps got out of hand compared to the vanilla game.
I don't deny good things but even good things must be delivered in a coherent manner. An incoherent narrative can lower the quality of the entire experience.
I'm not sure what you meant by this. I didn't join the pirates, though I admit I had to reload after finding out rescuing the Professor through stealthy approach resulted in the pirates attacking the camp (in addition to the natives) and my stealthy-PSI didn't invest in traps in preparation for doubled invasion.So, I guess people which don't want to join the pirates should be punished?
That's fair. But, is this what you mean by being punished for not joining the pirates?Unfortunately exploration for the sake of exploration is POINTLESS. The player's avatar has not skin in the game and it can fuck off to Core City anytime it wants.
On top of that you have an entire fake urgency mechanic (hidden doom timer) which add a lot of frustration for no reason whatsoever.
Exploring under unclear time limits is simply not fun. I just want the game to let me explore in peace.
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Last mission I remember doing was rescuing the scientist guy from the pirates. After that they stopped telling me to do stuff, and only occasionally made remarks as I dropped by with info until I eventually returned with the box. I remember spending ages trying to figure out how to increase their supplies or whatever (which presumably were important, since I traded off a bunch to the pirates to rescue the guy) without figuring it out and eventually just giving up on the whole thing. Pretty weird that we didn't get the supplies back once I killed all the pirates. Feel like after I did that I should be able to go back to the base and be like "hey bitches, I totes wiped out the pirates, yo. also, here's your supplies back, not that I have any idea what purpose they serve", but far as I could tell the only difference *any* of the killing I did made was that the scout chick up on the tower would report back lower levels of activity.I'm not sure if you're actually trolling, but you just completely invalidated your entire argument with this.Pretty sure they even stopped giving me missions after like the second place I explored.
That's because when the pirates kidnapped the Professor, you're in the *middle* of a mission to investigate the some of the ruins deeper into the Black Sea territory. After you're done with that, there would be one last mission involving the [REDACTED]. In fact, iirc after rescuing the Professor he immediately briefed you on some more critical information not told at first, regarding the [REDACTED]Last mission I remember doing was rescuing the scientist guy from the pirates. After that they stopped telling me to do stuff, and only occasionally made remarks as I dropped by with info until I eventually returned with the box. I remember spending ages trying to figure out how to increase their supplies or whatever (which presumably were important, since I traded off a bunch to the pirates to rescue the guy) without figuring it out and eventually just giving up on the whole thing. Pretty weird that we didn't get the supplies back once I killed all the pirates. Feel like after I did that I should be able to go back to the base and be like "hey bitches, I totes wiped out the pirates, yo. also, here's your supplies back, not that I have any idea what purpose they serve", but far as I could tell the only difference *any* of the killing I did made was that the scout chick up on the tower would report back lower levels of activity.