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Underrail - Serbian pillow talk, turning Tricks, taking tips

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
Guys, GUYS!

I managed to get my hands on a Proton Pistol, and later on i scrounged up cash for a proton pack (the recharge ball thing) but how do i recharge the damn thing?

All guns can be reloaded/recharged with same shortcuts. Hold shift and look at your utility slots - Q/W/E/R change to reloading commands for different ammo types.
 

blamzooie

Educated
Joined
Dec 18, 2013
Messages
74
For those of you who played the game during EA or have had some time to spend with release, what are good offensive and defensive concepts that work well together?
 

Xzylvador

Arbiter
Patron
Joined
Sep 26, 2015
Messages
388
Location
The rich part of Europe
Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
For those of you who played the game during EA or have had some time to spend with release, what are good offensive and defensive concepts that work well together?
Part of the game's brilliance is the mechanics, one of which being that you really have to go out of your way to make a build that isn't fun to play.
Just go with what you feel like playing, adjust your playstyle accordingly and you'll be fine.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,216
Location
Azores Islands
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
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,792
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
What is up with the locked but empty containers? I've encountered a few of those now.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
So, is crafting p. much an all-or-nothing affair? Either you go for it and get a couple skills and some feats, or you avoid it? Or is it worth dipping into one or two crafting skills?

Nah, you can get away with just the skills if you want. Everything you make will be better than the stuff you find. Adding feats will just make the gear godlike.

I presume the usefulness of crafting skills vary wildly depending on the rest of your build?
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
So, is crafting p. much an all-or-nothing affair? Either you go for it and get a couple skills and some feats, or you avoid it? Or is it worth dipping into one or two crafting skills?

Nah, you can get away with just the skills if you want. Everything you make will be better than the stuff you find. Adding feats will just make the gear godlike.

I presume the usefulness of crafting skills vary wildly depending on the rest of your build?

Not really. Any kind of build can benefit from any of the crafting skills. There's no drawback from picking any of them, ever.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,216
Location
Azores Islands
Guys, GUYS!

I managed to get my hands on a Proton Pistol, and later on i scrounged up cash for a proton pack (the recharge ball thing) but how do i recharge the damn thing?
Equip the pistol, have it selected in the Ui and while in the game world, just press shift and the Ui will automatically show you all the available ammo types for you to reload with.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
So, is crafting p. much an all-or-nothing affair? Either you go for it and get a couple skills and some feats, or you avoid it? Or is it worth dipping into one or two crafting skills?

Nah, you can get away with just the skills if you want. Everything you make will be better than the stuff you find. Adding feats will just make the gear godlike.

I presume the usefulness of crafting skills vary wildly depending on the rest of your build?

Not really. Any kind of build can benefit from any of the crafting skills. There's no drawback from picking any of them, ever.

I thought some of them were strictly usable for certain items. Guess not. What is the general difference between them, then?
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
So, is crafting p. much an all-or-nothing affair? Either you go for it and get a couple skills and some feats, or you avoid it? Or is it worth dipping into one or two crafting skills?

Nah, you can get away with just the skills if you want. Everything you make will be better than the stuff you find. Adding feats will just make the gear godlike.

I presume the usefulness of crafting skills vary wildly depending on the rest of your build?

Not really. Any kind of build can benefit from any of the crafting skills. There's no drawback from picking any of them, ever.

I thought some of them were strictly usable for certain items. Guess not. What is the general difference between them, then?

Well if you're going for something quite specific like a build that uses Lasers then you'll want Electronics to make your Laser guns, but that's as specific as it gets.

Here's a general breakdown for the skills, I guess:

Mechanics is for guns, melee weapons and armor
Biology is for health and psi hypos as well as drugs that buff you. Some animal parts may require biology for crafting armor out of said parts, like the psi beetle carapace for the Psion armor.
Chemistry is for explosive materials
Electronic is for shields, cloaking devices, psi headbands, Lasers, EMP mines and bombs and I want to say chemical pistols as well
Tailoring is for armor, shoes and balaclavas. It uses cloth and animal hides. Think of lighter armor materials as opposed to Mechanics which deals in heavier armor materials like metals.

There's something useful for every build, since every build can use good armor, healing items, energy shields etc.

The thing is that if you want to craft armor then you'll need both Mechanics and Tailoring. If you want to make badass melee weapons that have mods so that they also do electrical damage then you'll need Mechanics + Electronics. All the crafting skills play off of each other.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
So, is crafting p. much an all-or-nothing affair? Either you go for it and get a couple skills and some feats, or you avoid it? Or is it worth dipping into one or two crafting skills?

Nah, you can get away with just the skills if you want. Everything you make will be better than the stuff you find. Adding feats will just make the gear godlike.

I presume the usefulness of crafting skills vary wildly depending on the rest of your build?

Not really. Any kind of build can benefit from any of the crafting skills. There's no drawback from picking any of them, ever.

I thought some of them were strictly usable for certain items. Guess not. What is the general difference between them, then?

Well if you're going for something quite specific like a build that uses Lasers then you'll want Electronics to make your Laser guns, but that's as specific as it gets.

Here's a general breakdown for the skills, I guess:

Mechanics is for guns, melee weapons and armor
Biology is for health and psi hypos as well as drugs that buff you. Some animal parts may require biology for crafting armor out of said parts, like the psi beetle carapace for the Psion armor.
Chemistry is for explosive materials
Electronic is for shields, cloaking devices, psi headbands, Lasers, EMP mines and bombs and I want to say chemical pistols as well
Tailoring is for armor, shoes and balaclavas. It uses cloth and animal hides. Think of lighter armor materials as opposed to Mechanics which deals in heavier armor materials like metals.

There's something useful for every build, since every build can use good armor, healing items, energy shields etc.

The thing is that if you want to craft armor then you'll need both Mechanics and Tailoring. If you want to make badass melee weapons that have mods so that they also do electrical damage then you'll need Mechanics + Electronics. All the crafting skills play off of each other.

HURRRRM

Thanks for the rundown.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,934
Location
Swedish Empire
Guys, GUYS!

I managed to get my hands on a Proton Pistol, and later on i scrounged up cash for a proton pack (the recharge ball thing) but how do i recharge the damn thing?

All guns can be reloaded/recharged with same shortcuts. Hold shift and look at your utility slots - Q/W/E/R change to reloading commands for different ammo types.

Guys, GUYS!

I managed to get my hands on a Proton Pistol, and later on i scrounged up cash for a proton pack (the recharge ball thing) but how do i recharge the damn thing?
Equip the pistol, have it selected in the Ui and while in the game world, just press shift and the Ui will automatically show you all the available ammo types for you to reload with.

Both of you where wrong though, Energy Pistols recharged with the batteries, it seems, since i figured it out.
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
Can anyone comment on how useful Persuasion is? I'm currently debating between leveling Dodge/Evasion or Persuasion on my Pis-stealth character. I'm level 5 and was able to take out the horde of Burrowers in the abandoned building so I'm not having trouble with survival... yet.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
3 Persuasion checks off the top of my head
1) the first "real" encounter in the "tutorial" dungeon where the guy lives with his 2 rats, can be persuaded to let you activate the generator.
2) Gorsky can be persuaded into letting you explore the crawler cave
3) a woman in camp Hathor can be persuaded into going to a more desolate area so you can kidnap her

Persuade and Intimidate have their moments, much more so than Mercantile does.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Since it reduces the quality by 10%, I'd say it's kinda worthless. Styg seems to have changed the merchants inventory algorithms as I'm seeing a lot more rare stuff and a lot more items with high quality values. Finding what you need is very easy now.
 

epeli

Arcane
Joined
Aug 17, 2014
Messages
721
Random tip of the day: If you ever have trouble targeting an enemy behind a door (or any other object behind another), try both Tab and Z to highlight it. (Z highlights objects in reverse order.)
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Is this one of those games where one should deliberately start with no 10s in any attributes because there'll be specific stat upgrades later?
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,840
Location
Le Balkans
So. Restarting. Difficulty Hard, Oddity xp.

Going with str 3, dex 4, agi 3, con 3, per 7, will 10, int 10.

Going crafting (mechanic, electro, biology, tailoring), psi, and persuasion/intimidate and hacking/lockpicking.

Will post impressions
 

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