Underrail appreciation thread - aka Serbia life simulator

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I was doing the musical puzzle in Expedition with five papers of notes on my desk like a crazed maniac.

The graphical upgrade looks fantastic though.
before the puzzle had a program solver, i did it all by hand too
i did like three or four playthroughs with it
even though i new the key, it still made my head hurt from all the repetittion
 
before the puzzle had a program solver, i did it all by hand too
i did like three or four playthroughs with it
even though i new the key, it still made my head hurt from all the repetittion
At least it felt like an accomplishment to be able to decipher it by hand. Mutagen puzzle otoh was just annoying. (Because of the shit Tchort timer).
 
Replaying this Kino at the moment as a psychic dude named Goran Rapistovic. I played years ago with a psi character, and I remember raping everything I came in contact with. Now I'm being filtered hard by robots and turrets ATM. I have pistols as my back up, but the robots the faceless own are treating me the way a gay couple treat their adopted sons (I'm being violently molested). Any tips to help with killing robots and turrets would be helpful.
 
Replaying this Kino at the moment as a psychic dude named Goran Rapistovic. I played years ago with a psi character, and I remember raping everything I came in contact with. Now I'm being filtered hard by robots and turrets ATM. I have pistols as my back up, but the robots the faceless own are treating me the way a gay couple treat their adopted sons (I'm being violently molested). Any tips to help with killing robots and turrets would be helpful.
If you're going psi, I assume you have decent to high intelligence at least.

In that case, start scourging for materials for grenades. All of them but especially EMP nades will be your bestest friend from this point forward and especially the DLC. (In fact grenades can be used to cover the weakness of many builds but hey.)
 
If you're going psi, I assume you have decent to high intelligence at least.

In that case, start scourging for materials for grenades. All of them but especially EMP nades will be your bestest friend from this point forward and especially the DLC. (In fact grenades can be used to cover the weakness of many builds but hey.)
Do nade's require a certain skill? and do merchants have the EMP nades stocked regularly? Would crafting them be worth it. I know on my first play through I built a god tier shield and God tier armor but this time I'm neglecting crafting, will that bite me on the ass?
 
Do nade's require a certain skill? and do merchants have the EMP nades stocked regularly? Would crafting them be worth it. I know on my first play through I built a god tier shield and God tier armor but this time I'm neglecting crafting, will that bite me on the ass?
They require a certain skill in crafting to make (should be chemistry and mechanics), and uses the throwing skill. (But you don't need to hit exactly to deal damage, so it's more incidental) I think core city vendors should sell the components, if not the nade itself. If you can't craft, you'll probably run out easily,. so crafting is the only way to ensure sustainable supply.
 
Do we have any idea on when underrail 2 is coming out? Is it going to be a sometime in the next decade kind of situation? I love this game and the lore/setting is interesting.
 
ATTENTION GAMERS someone pill me on psi builds I'm too old and boomed out to figure this shit myself.
 
What you wanna know?
Just to preface, I've never beat the game. I got to core city with a gun build but this was a year ago. I never touched psi, and I've forgotten anything useful.
-What's the best discipline early and is there a reason to specialize in more than one?
-What crafting skills are worth putting points into early?
-Is psi and grenades enough to get me through Depot A?
-What's the lowest constitution I can get away with?
-Are there any bait feats I should be aware of and what should I be looking into grabbing asap?
-Are there any really dumb ways I can screw myself over early?
 
-What's the best discipline early and is there a reason to specialize in more than one?
Yes
-What crafting skills are worth putting points into early?
i don't understand the question
you should be leveling crafting very early to begin with
but in psi's case biology and tailoring with some mechanics and chemistry
-What's the lowest constitution I can get away with?
sneaky nukey psi, 3
don't bother tanking as psi, unless you make a hyperoptimized build for it
i have it at 8 but i'm heavily reliant on ending fights before i can get hit
-Are there any bait feats I should be aware of and what should I be looking into grabbing asap?
The flexibility and capitance or whatever it was called feats. You'll have enough psi in your reserves to finish every fight in the game. Just keep psionic inhalators around. It's not worth a feat. And more than one school is like 10 or 15% last I checked. Just wear a psi beetle vest and/or a headband with a muffler. It's not that big of a deal.

Premeditation gives an outright free psi cast with less psi cost, so go with that first. Tranquility or Psychosis should be your second real pick depending on what you want to go with. Continuum Ripple effectively lets you spread time cancer among your enemies, but you need a lot of Temporal Distortions for it to ridiculously chain if you're not going to put spec points in it. Psychostatic Electricity is phenomenal regardless if you went one of the first mentioned feats because you can make either into a ridiculous crit build with it. Everything else is pretty situational. I suppose Pyromaniac gives you some extra CC for the early game.
-Are there any really dumb ways I can screw myself over early?
On dominating, everything costs a lot and you need psi inhalants now so make sure you don't overspend on anything
 
-What's the best discipline early and is there a reason to specialize in more than one?
You mean psi? For a new player/casual player i'd say metathermics as it's pretty straight foward. If you're running a pure psi build, you should definitely focus on at least two. Psi builds gets walled hard by robots unless you have a work around. Thought Control for example is absolutely cucked by robots since you can't damage them with it. So you spec on a secondary psi skill, like psychokinesis to damage them with eletricity. TC/PK is a stable build and works really well. Time Manipulation is good against robots too, but it's better used as a support rather than damage dealing

-What crafting skills are worth putting points into early?
That depends... Most components early game are ass. I put points in mechanics if i'm running crossbow or shotgun builds because it's easy to find tactical grips and anatomic aware scopes on junkyard. It's a good idea to get tailoring to 50 before finishing depot A though: at 50 you can craft advanced tailoring repair kits from any rathound hides you loot, use them to repair looted tactical vests before selling them, easy money

-Is psi and grenades enough to get me through Depot A?
Yes, just watch out for robots and turrets. You can actually do Depot A without any fighting if you have enough hacking and stealth

What's the lowest constitution I can get away with?
UR isn't really a game where you stall. Tank builds have feats and crafted armor built around tanking. Constitution alone won't avoid getting killed in one turn by some stealthed asshole. Most of my builds i just dump it to 3, except when running a glass cannon crit build, which i need 9 constitution to get the survival instincts feat. Focus more on damage, enemies can't kill you if you kill them first

Are there any bait feats I should be aware of and what should I be looking into grabbing asap?
It really depends on your build, really. On top of my head, i remember snooping is a total noob trap. You can find every secret in the game with 3 per with the right consumables/gear. Don't get it. Ninja looter and Burglar are bullshit feats too

Are there any really dumb ways I can screw myself over early?
In early builds you could softlock your game if you piss off the oligarchs, or piss of a certain scientific/religious faction later on, but now there are alternate paths. You can't really softlock your game unless you turn SGS hostile in the very beginning. Also, when taking quests from some bald coughy man, make sure you do them right otherwise you get locked out some very good content (even though it's not crucial to the game)
 
Tranquility or Psychosis should be your second real pick depending on what you want to go with
I always went for psychosis build. It gives you access to psionic mania, and having crit on demand in a psi build is too good to pass on. It rocks on TC builds, combining with locus of control, you basically have a mental nuke that can delete several hostiles at once. Pretty busted, taking in consideration that neural overload bypasses defenses. Tranquility is good for pure TM builds, since distortion can't crit. But pure TM builds are just too boring to play, i always drop them mid game
 
The latest and supposed final update has really nerfed the fuck out of melee builds and psi-dipping faggots who rely on stasis and psi adrenaline stacked on top of regular adrenaline to kill everything. As a bare fisted gigachad monk reaching enlightenment through violence, Expose Weakness' massive fucking nerf has ensured I can't do certain fights purely with my ungloved hands, as god so intended. Particularly the absolute cancer that is the robot bone zones in Expedition. Those were already hard to begin with, but I can't even kill a single fucking strongman now in the first three turns. The minimum AP being 5 instead of 4 isn't that bad, really. Just made me switch from upping dex and con to going all in on strength.

The new intelligence feats letting you max another skill and get twice the spec points are alright, I guess. Energy weapon and Fusion Cannon enthusiasts are likely jizzing themselves over that. Heavy Punch is still such a lukewarm and almost pointless feat. Like, sure it does something now, but it's still not really worth taking. I took it purely for roleplay purposes, and I am an unarmed puritan at heart. Big number make me smile, at least. Could not for the life of me take the far more broken and reliable grenadier feat. I'm not a bitch.

The new Sap feat makes me want to go for a crowbar meme build, but I don't have the energy while I'm trying to reinvent the pure fist monk. Custom difficulty is a thing now. I was tempted to try out a max level 50 with only encounters being dominating level, but I realized just how accustomed I've become to dominating that I'd probably get bored or want to switch partway through.

There are mods for the random encounters to not be random now. You can have a Booth tattoo, +1 stat, and Coral's useless gypsy hag ass all in one playthrough now.

And I just got to endgame crafting.
Nevermind, Styg is insane and has been ruining the game since he butchered psi.
 
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I commit this double post to inform you all that a mod for old Psi exists with a bunch of other optional submods to rework, add, reverse, and give a few feats.
OLD PSI IS NOT A MYTH I HAVE SEEN IT.png
Psi reserves are still in play, but with the new free utility feats at 3, 7, and 11 you can pick up expanded psi capitance for free. Even gives you extra psi regen than in the base game if you have it topped off. Neurology too. Stasis and Force Field are still gimped but eh. Take the good with the bad.
 
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