Only play on dominating
Oddity XP over Classic
Save and import your character over and over again in the beginning for money/items if you can't progress
Spec in PSI
>What should I know going in?
Normal difficulty is enough if you're new to CRPGs. Hard is fine if you are a veteran. Don't play your first game on Dominating.
Play with Oddity XP.
Your first build will probably suck, but it's absolutely alright on Normal or Hard, as long as you enjoy it.
Don't be afraid to dump stats. It will have costs, but you can always bear those costs.
Crafting is very powerful.
Grenades and traps are very powerful (and require crafting).
Heavy armor and automatic weapons are very, very reliable.
PSI is very fun.
Crossbows are very fun.
Chemical and energy weapons are both quite fun.
Stealth is a universal solution.
Melee is hard but extremely fun.
>after you adjust
Dominating was added as a challenge mode for people who already played the game. The game is already tailor made to punish anyone who thinks its a bog standard affair going in anyways.
>"Classic" >kill enemy get xp >complete quest get xp >you can grind xp to overcome problems
>Oddity >find oddities to get xp >oddities can be found in some enemies, but the amount of xp they provide is finite >oddities can also be found around the game world, their position predetermined >you can't grind for xp, but you can explore for more oddities (thus xp)
Never played with classic, Oddity is the way the game was always meant to be played.
Underrail was an early access title originally, so I guess he is counting the early access part as release. It would be two years tops.
2 years ago
Anonymous
Oddity was added during alpha before Foundry existed.
By his logic guns shouldn't have bullets because they didn't in the earliest version of the game.
I would recommend not doing Psi your first run and to play on the easier difficulties. Psi is really cool, but it makes the game way harder at the beginning if you don't know what's coming and how to get oddities.
I would recommend not doing Psi your first run and to play on the easier difficulties. Psi is really cool, but it makes the game way harder at the beginning if you don't know what's coming and how to get oddities.
Early psi is hard before you figure shit out, but you can't frick up a psi build (need Will + Int, the rest up to preference, no downsides to simply investing points in ALL the schools), and when you do figure shit out it's extremely satisfying.
>you can't frick up a psi build
I disagree. My first build was all psi and I fricked up on the perks. Got filtered on Depot A. You need to know which school will be your primary damage dealer and focus on those perks, rather than having three subpar spammable damage spells. Like
>What should I know going in?
Build deficiencies can be supplemented through crafting and traps. Bear traps require no investment and are excellent if placed in chokepoints, molotovs and gas grenades require minimal crafting investment and can carry you through the entire early game, or the whole game for gas grenades.
Any build should be able to complete the game on Normal if you focus on a single weapon type.
Know that you'll be outnumbered in every single encounter and enemies are extremely deadly, so you need to be able to either act first, through stealth or high initiative, or be very tanky, through metal armor.
says, >if you focus on a single weapon type.
That goes for psi schools too.
Post-nerf there are huge downsides to not focusing on one or two psi schools.
So that you don't need to restart too much: >You get 1 base attribute point at levels 4, 8, 12, 16, 20, 24. >don't leave a base attribute at 4, unless you have a plan to raise it to 5 or 6 with extra points. If you're dumping, dump it to 3. >lockpicking, hacking and pickpocketing are for extra cash, ammo, consumables, crafting materials, weapons, very occasional tactical utility, and even more occasional Oddity XP. Hacking has the most utility outside of free loot. Pickpocketing has the most cash, ammo and XP, and basically nothing else. You can play just fine without any of those, take whatever has synergies with your base attributes, or what you think complements your RP. >your attribute allocation should be centered around what Feats you want to unlock.
Here are some good key feats for builds: >Recklessness, Paranoia, Opportunist, Thick Skull, Survival Instincts, Sprint, Trigger Happy, Disassemble, Escape Artist.
Always good to have, but don't take all of those - they are more like utility, not core.
>Tranquility+ Meditation OR Psychosis+Psionic Mania, Premeditation, Cerebral Trauma / Pyromaniac+Thermodynamicity / Force User+Psychostatic Electricity, Neural Overclocking, Locus of Control
For pure Psi, depending on which school you like the most. Locus of Control is arguably the strongest feat in the game, and it requires Thought Control skill investment.
>Expertise, Opportunist, Suppressive Fire, Full Auto, Concentrated Fire, Commando
For an automatic weapons build
>Expose Weakness and Cheap Shots
Vital for most Melee builds.
>Aimed Shot, Snipe, Shooting Spree, Ambush, Sharpshooter
For snipers.
etc.
If you craft - take a crafting feat for the thing that is most useful for your crafting. Gun Nut is the least useful crafting feat. Power Management, Skinner, Armor Sloping, Mad Chemist and Practical Physicist are very good if you need to craft relevant things. Ballistics, Bowyer, Neurology and Weaponsmith are so-so.
>SMGs instead of assaults >no Concentrated fire
No wonder you need flashbangs to keep everyone stunned for 2 dozen turns and use up 1500 durability in one engagement, kek!
Yeah they do, the only very fun skill to use with knife is that cutthroat ability. Extremely satisfying to land on a high valuable target. That's the only reason to play knife over anything else, those sick cutthroat landings.
I would just recommend specing into some spear or fist as well since it's very affordable to do so and they are superior to knives outside of the cutthroat ability.
>What should I know going in?
Build deficiencies can be supplemented through crafting and traps. Bear traps require no investment and are excellent if placed in chokepoints, molotovs and gas grenades require minimal crafting investment and can carry you through the entire early game, or the whole game for gas grenades.
Any build should be able to complete the game on Normal if you focus on a single weapon type.
Know that you'll be outnumbered in every single encounter and enemies are extremely deadly, so you need to be able to either act first, through stealth or high initiative, or be very tanky, through metal armor.
It's a shame the game is so buttfricking ugly. I recommend it gameplay and mechanics wise, but it looking like basically a highschool coding project eventually wears the charm off unless you are really into that sort of visuals.
>start game >Some rando punches my character for being disrespectful >Stab him in the throat >Everyone in the entire facility magically knows on the spot that I did this >Everyone is hostile so systematically need to murder way out >Can't touch elevator while in combat because ???? and can't stop combat even when stealthed so forced to kill EVERYONE to the last man before being able to move on >End up in main quest guy room >He's immortal >Literally softlocks you into dying and reloading
I mean I know it was my own fault for trying to murderhobo but this shit was just jarring. Why even let you kill npcs if it will basically soft lock the game anyway?
Underrail really sucks outside combat and build variety in an rpg sense. The first 10 hours are so linear and railloaded which wouldn't be considered bad in any other game but in the case of underrail where you have to and can experiment with all the builds and combat mechanics and where there are multiple build traps where you can fall into which can even happen on the last area in the game the design choices are baffling. It's replay value fails hard when you are forced to go through all that tedium in a game that's meant to be replayed. It's very caged and leashed when it comes to player choice and options on how you want to play. Outside of the combat. I think it's mostly the fault of it being made by one dude for so many years as we can see with the DLC that they have improved in certain aspects.
>stab him in the throat
My guy in this game you can frick up hard if you try to murder hobo. Especially later on >it tells you at the top right screen whether or not attacking will make a faction hostile >also when you have to kill everyone to not be hostile to an entire faction if you frick up stealth >after depot A you can trigger hostility with SGS and still complete the game
doesn't even support full hd without UI looking too small
also only thing people mention when they talk about this game is builds and combat so not exactly an rpg but rather tactical game
Not true. We also a lot way too much time to discussing moral aspects of power hierarchies in the context of gassing (Protectorate and Free Drones), autistic screeching about interpretations of faux-Buddhism, and scratch our asses about some weird spacio-temporal metaphysics from da deepest lore.
Only play on dominating
Oddity XP over Classic
Save and import your character over and over again in the beginning for money/items if you can't progress
Spec in PSI
>Is it good?
Extremely so.
>What should I know going in?
Normal difficulty is enough if you're new to CRPGs. Hard is fine if you are a veteran. Don't play your first game on Dominating.
Play with Oddity XP.
Your first build will probably suck, but it's absolutely alright on Normal or Hard, as long as you enjoy it.
Don't be afraid to dump stats. It will have costs, but you can always bear those costs.
Crafting is very powerful.
Grenades and traps are very powerful (and require crafting).
Heavy armor and automatic weapons are very, very reliable.
PSI is very fun.
Crossbows are very fun.
Chemical and energy weapons are both quite fun.
Stealth is a universal solution.
Melee is hard but extremely fun.
Don't listen to this Black person.
What did I say wrong?
Dominating is an absolute buttfricking and should never be recommended to anyone who is trying out the game for the first time.
it's pretty fun after you adjust
>after you adjust
Dominating was added as a challenge mode for people who already played the game. The game is already tailor made to punish anyone who thinks its a bog standard affair going in anyways.
don't listen to this homosexual, it's as if he's wanting you to have a bad gaming experience.
What is the difference between Oddity and Classic? Is it grinding or quests?
>"Classic"
>kill enemy get xp
>complete quest get xp
>you can grind xp to overcome problems
>Oddity
>find oddities to get xp
>oddities can be found in some enemies, but the amount of xp they provide is finite
>oddities can also be found around the game world, their position predetermined
>you can't grind for xp, but you can explore for more oddities (thus xp)
Never played with classic, Oddity is the way the game was always meant to be played.
>Oddity is the way the game was always meant to be played
The why it was added some years after the game was released?
>collect literal trash from literal trashcans
>now you overlevel and trivialize the content
Whoa, what an amazing experience!
I didn't feel like i was overleved on oddity
The trashcan thing is lame though
>The why it was added some years after the game was released?
Why must you lie?
Underrail was an early access title originally, so I guess he is counting the early access part as release. It would be two years tops.
Oddity was added during alpha before Foundry existed.
By his logic guns shouldn't have bullets because they didn't in the earliest version of the game.
>The why it was added some years after the game was released?
That's blatantly untrue.
>now you overlevel and trivialize the content
It's Classic XP that leaves you consistently over-leveled.
Stop ruining the game for everyone, troony.
I would recommend not doing Psi your first run and to play on the easier difficulties. Psi is really cool, but it makes the game way harder at the beginning if you don't know what's coming and how to get oddities.
Is respeccing possible?
hahahahahahahahaha
no
No.
Early psi is hard before you figure shit out, but you can't frick up a psi build (need Will + Int, the rest up to preference, no downsides to simply investing points in ALL the schools), and when you do figure shit out it's extremely satisfying.
>you can't frick up a psi build
I disagree. My first build was all psi and I fricked up on the perks. Got filtered on Depot A. You need to know which school will be your primary damage dealer and focus on those perks, rather than having three subpar spammable damage spells. Like
says,
>if you focus on a single weapon type.
That goes for psi schools too.
Post-nerf there are huge downsides to not focusing on one or two psi schools.
So that you don't need to restart too much:
>You get 1 base attribute point at levels 4, 8, 12, 16, 20, 24.
>don't leave a base attribute at 4, unless you have a plan to raise it to 5 or 6 with extra points. If you're dumping, dump it to 3.
>lockpicking, hacking and pickpocketing are for extra cash, ammo, consumables, crafting materials, weapons, very occasional tactical utility, and even more occasional Oddity XP. Hacking has the most utility outside of free loot. Pickpocketing has the most cash, ammo and XP, and basically nothing else. You can play just fine without any of those, take whatever has synergies with your base attributes, or what you think complements your RP.
>your attribute allocation should be centered around what Feats you want to unlock.
Here are some good key feats for builds:
>Recklessness, Paranoia, Opportunist, Thick Skull, Survival Instincts, Sprint, Trigger Happy, Disassemble, Escape Artist.
Always good to have, but don't take all of those - they are more like utility, not core.
>Tranquility+ Meditation OR Psychosis+Psionic Mania, Premeditation, Cerebral Trauma / Pyromaniac+Thermodynamicity / Force User+Psychostatic Electricity, Neural Overclocking, Locus of Control
For pure Psi, depending on which school you like the most. Locus of Control is arguably the strongest feat in the game, and it requires Thought Control skill investment.
>Expertise, Opportunist, Suppressive Fire, Full Auto, Concentrated Fire, Commando
For an automatic weapons build
>Expose Weakness and Cheap Shots
Vital for most Melee builds.
>Aimed Shot, Snipe, Shooting Spree, Ambush, Sharpshooter
For snipers.
etc.
If you craft - take a crafting feat for the thing that is most useful for your crafting. Gun Nut is the least useful crafting feat. Power Management, Skinner, Armor Sloping, Mad Chemist and Practical Physicist are very good if you need to craft relevant things. Ballistics, Bowyer, Neurology and Weaponsmith are so-so.
The list is good, but DON'T ever take Disassemble. It's the worst feat in the game.
1. Look up the metaest meta builds online.
2. Execute the builds perfectly.
3. ???
>SMGs instead of assaults
>no Concentrated fire
No wonder you need flashbangs to keep everyone stunned for 2 dozen turns and use up 1500 durability in one engagement, kek!
and after you first fall asleep from boredom, roll something more interesting. like almost anything is more fun.
Most knife builds are less fun because they suck hard, tho.
Yeah they do, the only very fun skill to use with knife is that cutthroat ability. Extremely satisfying to land on a high valuable target. That's the only reason to play knife over anything else, those sick cutthroat landings.
I would just recommend specing into some spear or fist as well since it's very affordable to do so and they are superior to knives outside of the cutthroat ability.
>What should I know going in?
Build deficiencies can be supplemented through crafting and traps. Bear traps require no investment and are excellent if placed in chokepoints, molotovs and gas grenades require minimal crafting investment and can carry you through the entire early game, or the whole game for gas grenades.
Any build should be able to complete the game on Normal if you focus on a single weapon type.
Know that you'll be outnumbered in every single encounter and enemies are extremely deadly, so you need to be able to either act first, through stealth or high initiative, or be very tanky, through metal armor.
Not OP, but are there any other games as good as this one?
I honestly can't name you one that does anything like it.
Age of Decadence, which is way better RPG than Underrail.
Hahahaha, no.
Never played either to be honest.
It's a shame the game is so buttfricking ugly. I recommend it gameplay and mechanics wise, but it looking like basically a highschool coding project eventually wears the charm off unless you are really into that sort of visuals.
Not a RPG. It's a character build simulator.
>start game
>Some rando punches my character for being disrespectful
>Stab him in the throat
>Everyone in the entire facility magically knows on the spot that I did this
>Everyone is hostile so systematically need to murder way out
>Can't touch elevator while in combat because ???? and can't stop combat even when stealthed so forced to kill EVERYONE to the last man before being able to move on
>End up in main quest guy room
>He's immortal
>Literally softlocks you into dying and reloading
I mean I know it was my own fault for trying to murderhobo but this shit was just jarring. Why even let you kill npcs if it will basically soft lock the game anyway?
please forgive Gorsky, he is literally moronic
Underrail really sucks outside combat and build variety in an rpg sense. The first 10 hours are so linear and railloaded which wouldn't be considered bad in any other game but in the case of underrail where you have to and can experiment with all the builds and combat mechanics and where there are multiple build traps where you can fall into which can even happen on the last area in the game the design choices are baffling. It's replay value fails hard when you are forced to go through all that tedium in a game that's meant to be replayed. It's very caged and leashed when it comes to player choice and options on how you want to play. Outside of the combat. I think it's mostly the fault of it being made by one dude for so many years as we can see with the DLC that they have improved in certain aspects.
>stab him in the throat
My guy in this game you can frick up hard if you try to murder hobo. Especially later on
>it tells you at the top right screen whether or not attacking will make a faction hostile
>also when you have to kill everyone to not be hostile to an entire faction if you frick up stealth
>after depot A you can trigger hostility with SGS and still complete the game
>He's immortal
FYI - that's not scripting, it's working as intended.
doesn't even support full hd without UI looking too small
also only thing people mention when they talk about this game is builds and combat so not exactly an rpg but rather tactical game
Not true. We also a lot way too much time to discussing moral aspects of power hierarchies in the context of gassing (Protectorate and Free Drones), autistic screeching about interpretations of faux-Buddhism, and scratch our asses about some weird spacio-temporal metaphysics from da deepest lore.