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: Infusion pre-release megathread

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
i feel like its getting too close to real looking territory. I liked its own style original have, where everything is cleanly visible
that vent is begging to be climbed
for example its no longer clear what can be interacted with on that pic
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,507
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
i feel like its getting too close to real looking territory. I liked its own style original have, where everything is cleanly visible
that vent is begging to be climbed
for example its no longer clear what can be interacted with on that pic

I think the door and grey vent opening stand out. As long as the doors and vents look consistent across areas, you'd immediately spot those two. Also, tab should highlight them I imagine. But I do agree that the normal interactable things should stand out and be consistent.
 
Joined
Jan 1, 2011
Messages
617
Parking lot makes me wonder if there'll be land vehicles in addition to/instead of jet skis this time.
Well, maybe not. There are already references to quad bikes in Underrail and it's not like we can do anything with them.
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,419
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
If you want this to be released fast the only thing you can do is rob styg his money. i just call it "hollow knight syndrome" which the developer made so much money they can just afford to keep working eternally on their game, it will never be finished, and the same time they mostly keep the core team which is probably why i am still excited for HK:silksong and this because the vision isnt compromised by too many cooks
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
If you want this to be released fast the only thing you can do is rob styg his money. i just call it "hollow knight syndrome" which the developer made so much money they can just afford to keep working eternally on their game, it will never be finished, and the same time they mostly keep the core team which is probably why i am still excited for HK:silksong and this because the vision isnt compromised by too many cooks
Unfortunately if development on a single game goes on for very long, it's not uncommon for a crack team of elite "game finishers" to be called in, with a ton of hirings being made late into development even for bigger indie projects. Hopefully we won't have to worry about anything like that with Stygian games.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
494
I still need to go back and finish the original. Was enjoying it but I went in blind and fucked up my build.
Not being able to enjoy the game with a suboptimal build is my main gripe with Underrail
 

fredsteel

Erudite
Patron
Joined
Feb 2, 2018
Messages
236
Location
the Hanging Rat
Enjoy the Revolution! Another revolution around the sun that is.
If you want this to be released fast the only thing you can do is rob styg his money. i just call it "hollow knight syndrome" which the developer made so much money they can just afford to keep working eternally on their game, it will never be finished, and the same time they mostly keep the core team which is probably why i am still excited for HK:silksong and this because the vision isnt compromised by too many cooks
It happened with Pathologic 2, as well.
 

kangaxx

Arbiter
Joined
Jan 26, 2020
Messages
1,670
Location
atop a flaming horse
Not being able to enjoy the game with a suboptimal build is my main gripe with Underrail

Are you playing on DOM? Because otherwise the game should run fine by you with a suboptimal build.
I wasn't, but I'd hit a section that didn't seem like it should be "off limits" where I kept getting one shot without a right of reply. Plus I ended up wishing I'd gone down a different weapon path.
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,686
Location
On the internet, writing shit posts.
You don't even need a super optimal build, imo. I don't think my heavy gunner on Dom was optimal and I still cleared Dom. You just need to know some game mechanics and not be an idiot when building your character.
Like, making a melee psy character with no con, no will and splitting stats between melee and crossbow or something.
 

kangaxx

Arbiter
Joined
Jan 26, 2020
Messages
1,670
Location
atop a flaming horse
I had gone for a glass cannon sniper build and found the play style really annoying. The character was a pussy who had to kite constantly. I'm sure that with enough patience I could have finished the game with the build. But it was taking away from my enjoyment of the game, which I really liked in general.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
494
It’s not about difficulty alone. You are missing on a lot of stuff if you don’t plan your build. Which is okay. I just prefer being able to jump in picking what best suits my playstyle without meticulously studying hundreds of feats before even starting the game. In Underrail by the mid game you are going to find yourself locked out of a lot of fun stuff.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
Snipers are unrecognizable from the old snipers after this feat appeared: https://www.stygiansoftware.com/wiki/index.php?title=Shooting_Spree

I actually kinda want to play a sniper on the old version of the game just to see what it was like, iirc it was standard to combine it with psi, especially Thought Control so you could restealth and use Snipe multiple times per combat, giving you something that vaguely approximated Shooting Spree's multikill capability.
 
Vatnik
Joined
Apr 10, 2018
Messages
7,695
Location
澳大利亚
Insert Title Here Strap Yourselves In
I had gone for a glass cannon sniper build and found the play style really annoying. The character was a pussy who had to kite constantly. I'm sure that with enough patience I could have finished the game with the build. But it was taking away from my enjoyment of the game, which I really liked in general.
Yeah, kiting is starting to feel cringe especially since LOS abuse is basically an exploit given how hard the AI fails against it
TANKS are based
 
Joined
Jan 1, 2011
Messages
617
Snipers are unrecognizable from the old snipers after this feat appeared: https://www.stygiansoftware.com/wiki/index.php?title=Shooting_Spree

I actually kinda want to play a sniper on the old version of the game just to see what it was like, iirc it was standard to combine it with psi, especially Thought Control so you could restealth and use Snipe multiple times per combat, giving you something that vaguely approximated Shooting Spree's multikill capability.
I like snipers and have played them a lot over the years (because I'm stupid and enjoy 5% misses fucking me I guess) and I don't find them to be really that different. In the really old days you got two shots per turn since rapid spearhead cost 24 AP. In the less old days you got three shots per turn when specced contraction was up, two otherwise. In the current days you usually get four shots per turn when spree is active, and two on subsequent turns, with adrenaline/contraction giving you one extra. So you are better on the shooting spree turns, but outside them you're pretty much the same. It's a very good feat but in practice you still play pretty similarly.
Shooting spree did make 5% misses even more awful, so that's a bad thing. And they were already pretty awful.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,386
Snipers are unrecognizable from the old snipers after this feat appeared: https://www.stygiansoftware.com/wiki/index.php?title=Shooting_Spree

I actually kinda want to play a sniper on the old version of the game just to see what it was like, iirc it was standard to combine it with psi, especially Thought Control so you could restealth and use Snipe multiple times per combat, giving you something that vaguely approximated Shooting Spree's multikill capability.
I like snipers and have played them a lot over the years (because I'm stupid and enjoy 5% misses fucking me I guess) and I don't find them to be really that different. In the really old days you got two shots per turn since rapid spearhead cost 24 AP. In the less old days you got three shots per turn when specced contraction was up, two otherwise. In the current days you usually get four shots per turn when spree is active, and two on subsequent turns, with adrenaline/contraction giving you one extra. So you are better on the shooting spree turns, but outside them you're pretty much the same. It's a very good feat but in practice you still play pretty similarly.
Shooting spree did make 5% misses even more awful, so that's a bad thing. And they were already pretty awful.
I see your point but the first turn has always been very important in Underrail, because both you and the enemy can totally checkmate each other during it.
When I played a sniper it was possible to completely forget about using traps or psi. It was even possible to play with minimal stealth and heavy armor. That's not really the impression I got of how old snipers used to be.
I think this is because you not only get more shots total, but also decreased cooldown on Aimed Shot, and just more damage overall. Technically there was a nerf on Critical Power, but that was around when specialization points were added, and with those you can raise your damage higher than it was before the nerf.
 

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