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Underrail - Serbian pillow talk, turning Tricks, taking tips

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Making hybrids work is the greatest fun for me. Never liked overspecialized characters much, kinda boring. Then again Figher/Mage/Thief was damn OP in BG 2 so they are not always bad.
I actually agree with you for most of the game (I liked my gunslinger-psion), it's just that in the Deep Caverns builds like that kinda break down.

Then again, that may be an indictment on the Deep Caverns more than an indictment on hybrids.

We will see. I doubt it will be that bad and my Sniper is highly adaptable.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Making hybrids work is the greatest fun for me. Never liked overspecialized characters much, kinda boring. Then again Figher/Mage/Thief was damn OP in BG 2 so they are not always bad.
I actually agree with you for most of the game (I liked my gunslinger-psion), it's just that in the Deep Caverns builds like that kinda break down.

Then again, that may be an indictment on the Deep Caverns more than an indictment on hybrids.

We will see. I doubt it will be that bad and my Sniper is highly adaptable.
Sniper is probably the best build for Deep Caverns overall, so it should be ok. My mistake was trying to make a hybrid gunslinger -- the only pistols viable in the endgame require a heavy dex focus unless you're fine with firing 1/turn. I was dumping str, so no sniper rifles for me in either case.
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
695
Getting closer to the end of the game. In the
Deep Carerns now, with those annoying respawning tchortlings.
The plot was great so far but PLEASE PLEASE don't pull a Half-Life on the ending. It's gonna really suck if they don't give you any answers and raise even more questions like so many TV series/games tend to do. (The "we bit off more than we could chew and now don't know how to properly wrap this thing up, so here's an ambiguous ending that may or may not hint at a sequel). What tipped me off was the introduction of a completely new and apparently important character near the end of the game -
I'm talking about Six, or Rahm Bahm something, the guy you first meet in the Deep caverns.
I mean you generally don't introduce really important characters right before the story ends. You could argue that Fallout did it, but in that game everything was kind of "leading up" to the big reveal of the bad guys. And Fallout is non-linear, you can pretty much meet the end boss in the first 15 minutes. Okay I'm starting to ramble, but the point stands, the game is GREAT so far but I'm really afraid the ending isn't going to be up to par (don't spoil pls)
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
MrBuzzKill I won't spoil anything, but is it possible to meet that "new" character on multiple occasions before the endgame. ;)
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
I want to try a Mr.Freeze build. Pure ice metathermics with Cryogun. Hope it will work but not sure how yet.

Quick question: do the smart module and goggles boost the damage from the Ambush feat or is it not considered a special attack, given that you don't activate it by pressing a hotkey, but by exploiting or provoking favorable environmental lighting for it instead?

Afaik it only boosts active special attacks like Snipe or Aimed Shot.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,588
Hate to be the guy asking where to find shit because I can't find it on my own. But I've wasted enough time that I am willing to bear the shame. Plus this is supposed to be easy to find:

Where do I find the trap door for the tunnel that leads to Buzzer's shop in Rail Crossing? I was told it is at the "south end of the depot". I've searched that entire map. I've gone south (and in every other direction for that matter) and searched every map until I am clearly no longer in the depot. Had my fun getting side tracked/exploring. But now its reached that time when I just want to know where the fucking door is. A little help would be appreciated.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,674
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Hate to be the guy asking where to find shit because I can't find it on my own. But I've wasted enough time that I am willing to bear the shame. Plus this is supposed to be easy to find:

Where do I find the trap door for the tunnel that leads to Buzzer's shop in Rail Crossing? I was told it is at the "south end of the depot". I've searched that entire map. I've gone south (and in every other direction for that matter) and searched every map until I am clearly no longer in the depot. Had my fun getting side tracked/exploring. But now its reached that time when I just want to know where the fucking door is. A little help would be appreciated.


Its pretty simple actually, you just need to head south from directly inside of Rail Crossing. It is in a small room at second south map.
I think you tried to find it outside
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
Hate to be the guy asking where to find shit because I can't find it on my own. But I've wasted enough time that I am willing to bear the shame. Plus this is supposed to be easy to find:

Where do I find the trap door for the tunnel that leads to Buzzer's shop in Rail Crossing? I was told it is at the "south end of the depot". I've searched that entire map. I've gone south (and in every other direction for that matter) and searched every map until I am clearly no longer in the depot. Had my fun getting side tracked/exploring. But now its reached that time when I just want to know where the fucking door is. A little help would be appreciated.

See that rusty corrugated sheet metal shack at the south end? Right there.
1280px-Rc3.png
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,588
Thanks for responses. Won't go into details but I missed it due to general idiocy. :oops:

Just noticed the character builder in your sig, epeli. Very well done. Was looking for something like that yesterday....
 

axedice

Cipher
Joined
Sep 11, 2007
Messages
483
Location
Mersin
In the junkyard faction conflict, if you pick to side with the Eels, you will get asked by their leader to plant some explosives to prepare for the assault... this can be problematic for those of you who have a poor sense of orientation (myself included), as the quest log isnt too straightforward on how you go about this.

The underrail wiki has a nice walkthrough but if you need a visual guide to exactly which ventilation grate to open to find the passage to the cave, here's an screenshot i took to help you out.

underrail_ventilation.jpg


vents.png


explosives.jpg

How do I open the ventilation shafts if I have no lockpick and low str?
 

tsiforb

Learned
Patron
Joined
Oct 3, 2013
Messages
87
How many points need to go into throwing for grenade accuracy to be vaguely mediocre-ish? Even at zero grenades can be useful but I'm wondering if a bit more predictability might be worth it.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Anyone got a good Psi Monk build for me? One with low Strength. I also don't want to use Stealth as that was in my last build.

I was thinking Will 10 for that Locus of Control feat but stop there and use Unarmed as my main attack. Do I need to go Agility 10 for Blitz or is that not needed for unarmed with PSI support? What should I keep my Agility at, 7?
My preliminary build I was creating myself is
Str 3, Dex 8, Agi 7, Con 6, Per 3, Will 8, Int 5 - then get Will to 10 and Dex high with levels.
Planned skills would be Melee, Dodge, Evasion, Lockpicking, Pickpocket, Though Control, Phychokinesis and then some into Biology, Tailoring and Electronics. I would probably not need to keep pickpocket and lockpicking maxed due to high Dex and probably even not both PSI skills once I can learn all their PSI spells so I can put those points into crafting.

Now I got no clue which feats are required and which ones are good to have. With low Per and no Traps skill I was thinking about taking that feat that gives more detection (Paranoia).
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Combo is excellent. Nimble probably a starting pick. Locus of Control. Rest depends on how much you want to use psi and how much melee. I mean just pick the ones that you think are cool, and we can tell you if some of them are duds.

You could drop Con more with Dodge/Evasion, and then put up to 7Int (crafting feats if you want, even if you don't the bonus is nice for crafting), and/or up Agi/Will.
 

Goromorg

Savant
Joined
Aug 23, 2015
Messages
278
Anyone got a good Psi Monk build for me? One with low Strength. I also don't want to use Stealth as that was in my last build.

I was thinking Will 10 for that Locus of Control feat but stop there and use Unarmed as my main attack. Do I need to go Agility 10 for Blitz or is that not needed for unarmed with PSI support? What should I keep my Agility at, 7?
My preliminary build I was creating myself is
Str 3, Dex 8, Agi 7, Con 6, Per 3, Will 8, Int 5 - then get Will to 10 and Dex high with levels.
Planned skills would be Melee, Dodge, Evasion, Lockpicking, Pickpocket, Though Control, Phychokinesis and then some into Biology, Tailoring and Electronics. I would probably not need to keep pickpocket and lockpicking maxed due to high Dex and probably even not both PSI skills once I can learn all their PSI spells so I can put those points into crafting.

Now I got no clue which feats are required and which ones are good to have. With low Per and no Traps skill I was thinking about taking that feat that gives more detection (Paranoia).
http://underrail.info.tm/?build=AwG...RH8RnCZ2W7d0FLF6ICINgQ48WPxIgkYpPCSCo6VDFT0gA
Take expertise and sprint at lvl 1. Try to make a pair of spiked gloves ASAP, because expertise bonus is added to both hits - with glove and with the spikes, not to the spiked spiked boots, sadly. Without them early game will be harsh. This is your main source of damage early on.
Motion tracking goggles and paranoia are a must as well because of already mentioned traps, but also because of stealth enemies that will tear you apart if you don't see them.
I'm currently play at lvl 14 with no points invested in evasion, will see how it ends. Right now this char exterminates anything that moves without breaking a sweat. Opportunist can be replaced with taste for blood if you want to use gloves that cause bleeding.
Leave all crit perks (recklessness, cheap shots, crit power) for later levels.
In my opinion this build is unplayable without stealth.
 

Ziem

Arbiter
Joined
May 17, 2014
Messages
324
vents simply have a hidden lockpicking requirement so i dont think its going to help
 

axedice

Cipher
Joined
Sep 11, 2007
Messages
483
Location
Mersin
Missed that open vent, thanks for the heads up epeli.
Jackknife's +7 doesnt do shit for me, even with mechanics synergy. Guess the difficulty of vents go up as you make progress. Or atleast 15 skill is useless, as it should be.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
How many points need to go into throwing for grenade accuracy to be vaguely mediocre-ish? Even at zero grenades can be useful but I'm wondering if a bit more predictability might be worth it.

around 70-80 you reliably throw (90% chance) not far from you

around 30-40 not far from you is around 45-50% chance
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Does tabi boots recipe have a chance to spawn on SGS?

Check Rail Crossing, Blaine, Core City or someone from SGS should have it.
Thanks. I already got all tailor recipes except that damn thing. :<

I seem to remember getting the Tabi boots recipe from one of the traders in Junkyard. I can't remember 100% but I definitely had it quite early game.
 

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