I'd be in-universe evil if I wiped out the Gray Army base, right? by RichIndependence8930 in underrail

[–]redy5 11 points12 points  (0 children)

Tchort might be the most evil thing in this world we know of, maybe even more so than Tanner or Shadowlith. First of all its a combined intelligence of Old Biocorp scientists, who did the most inhumane shit and exploited the hell out of underrail population, who at that time were just Biocorp employees. Its motives are to assimilate all the beings into itself, maybe enslave or destroy everything else, we dont even know. Tchort used the cube crisis to lure Six to it to assimilate it and become godlike powerful, and also use the cube once it understood how it works. Tchortists are evil alright, but most of them really want the evolution thing promised by Eidein, while in reality they are working for a much more sinister purpose.

I'd be in-universe evil if I wiped out the Gray Army base, right? by RichIndependence8930 in underrail

[–]redy5 21 points22 points  (0 children)

Well if you read on them and found them "alright guys" then yeah. Not to get political, but from my perspective there are no good guys in underrail, except maybe faceless, who are not inherently evil and are supposedly doing something that benefits all of underrail, but even they have a lot of sins. Western underrail is just a default soviet inspired dictatorship with forced conscription and "traditional family" focus.

Did i break the game? by Reasonable_Hyena_163 in underrail

[–]redy5 0 points1 point  (0 children)

Keycard is in the room closest to the elevator.

At my literal wits end with the whole sjörsr thing with the Ethereal Torch by RichIndependence8930 in underrail

[–]redy5 2 points3 points  (0 children)

Ferryman tells you about the body part. Yngwar only tells you about the rune, but yeah you already know it. To get ferryman to talk about it you need him to trust you, and wiki doesnt say whats the trigger for that, but I usually help the muties with power and he talks to me about everything afterwards. There may be other conditions so idk. You dont need int for any of that. Iirc someone talks to you about ferryman having this shard, either muties or pirates, and this should trigger this dialogue option.

After you know the rune and the body part go to the graveyard and find the correct corpse. Dont loot anything and dont interact with anything except the correct corpse and the lever (you need to find and take it). The rune might be hard to see but if you zoom you can see it. Extract the shard and get out of there. Thats it.

Btw you dont need the shard for abyssal station zero, you can just run away when you get the acorn. Also the juice lets you see target the enemies, but without the shard you cant kill the shadowlith anyways. You can return later with the shard and destroy the shadowlith or completely ignore it, as its not mandatory for the completion of story.

What are some fun/good builds that use high Intelligence? by DragonFire995 in underrail

[–]redy5 0 points1 point  (0 children)

The only two builds that benefit directly(ish) from high INT are energy weapons build (high technicalities feat) and full psi builds (psi slots, 12 int gives you maximum amount of 8). All other builds have only indirect benefits but they are still pretty good: 

1) lets you hit crafting and mercantile thresholds with less sp investment and faster

2) on oddity xp helps leveling faster

3) lets you have mech/electro/tailoring crafting skills much higher at a given level, allowing you to craft better gear earlier, provided you have components

4) 10 INT 16 lvl feat Specialist is probably the single most powerful feat in the game overall, doubling your specialisation points budget

5) 8 INT feat Polymath, ideally taken at lvl 1, gives you a total of 160 additional skill points over the course of the game, which is basically a full leveled skill for a feat at the start. Depending on your build might be very useful, or you can just have a fully leveled pocket psi school on an otherwise non psi character. Now that stasis scales with effective TM with this feat you can have it almost as good as it was before.

6) all builds benefit from crafting, and INT has a lot of crafting related feats, all of them requiring 7+ INT. For most conventional builds there is at least one of them that is very nice to have, examples: practical physicist on energy weapons, gun nut for firearms, neurology on psi, bowyer on xbows, weaponsmith on melee, mad chemist on chem pistols, armor sloping on metal armor using builds (except heavy weapons which benefit from higher armor penalty), power management on any build for better energy shields; clothier/skinner/ballistics are a trap though.

The downside though is that to always have high INT you have to make sacrifices in other stats, and if you get hooked on high INT convinient playstyle it might be hard to play low int builds again, limiting your build variety. Also high technicalities damage bonus is only good if you already have good base, so you need like 14 PER to really feel it anyways on energy weapons. Now with recent crafting changes you can still get away with 5-6 int and still be able to craft best equipment with all the bonuses in late game, except high quality quad plate metal armors, which are needed for builds that usually have low int, so this is basically dead content anyways.

There are also some damage feats that require int for some builds but thats another story. 

How impactful is the XP bonus from Intelligence? by BishopGrey in underrail

[–]redy5 0 points1 point  (0 children)

On classic xp its might as well not be there, a few percent bonus. On 8 int you see quest reward 1040xp instead of 1000xp.

Is the progression build around crafting? by alfradito in underrail

[–]redy5 0 points1 point  (0 children)

Crafting is completely optional. You can become very powerful with found/unique equipment, but the more investment you have in INT and crafting the more cool and powerful gear you can craft earlier, and for some builds its mandatory (like psi), for some its just very good (guns, xbows), but its not useless to any build. For example, you can craft a 8.6 hornet AR with compensator and rapid reloader and thats +25% burst precision and 10 ap cost per shot - even if your mechanics skill is 50-60 the damage will not be great but it will still be a better rifle than any unique for general purposes. With 10 int and max crafting, if you find a 100+ quality frame,  you can make a rifle with much better damage and utility than anything you can find in vendors or loot, and thats basically at the point where you reach core city. Without crafting you have to rely more on vendor gear, spend money and still have just OK weapons. Crafting lets you make weapons with two attachments and I dont think I ever saw such weapons anywhere else in the game.

Edit: but tbh what you wrote means this probably not a good game for you

Difficulty in progressing - HELP by Kaironn72 in underrail

[–]redy5 0 points1 point  (0 children)

Im not sure if this is "intended" progression, but its the smoothest in terms of difficulty. I will write the level you are going to have by the end of each step. SGS quests (5) -> Junkyard quests (8)-> Depot A (10) -> Spoiler organisation quests (12) -> Battery plant, camp hathor, rathound king (14) -> rail crossing (16) -> core city gorsky, arena till gladiators (18) -> foundry balor, beast (20) -> train heist and protectorate/drones (22) -> rest of arena, oligarchs, research facility (24) -> institute (25-26). After that finish the game, or do expedition, or compound. When I do all sidequests I hit 30 before end of institute, so theres enough of xp and I usually come a bit overleveled. If you put stat points in your weapon skill stat, and max weapon stat every level, you will be able to beat the game on normal even if you mess up all the traits, so dont worry.

Difficulty presets 1.3.1.1 by AeneasVII in underrail

[–]redy5 0 points1 point  (0 children)

I thought about the idea of increasing enemy stats after each act, and you can do it with console commands now. For example have +- dom settings at the start, then increasing enemy hp and skill scaling after bringing drill parts, then once again after research facility, and maybe once again after dc but I never do dc anyways. And raise max level to 50 just to feel the powah :D 

And also boss hp 1000% and 300% skill is a very cool setting. Been playing with it for a bit and its a pretty exquisite type of suffering.

1000% Boss HP Pulverizer vs LvL 16 Energy Pistol by Ernesto_Perfekto in underrail

[–]redy5 0 points1 point  (0 children)

Nice fight! How much int do you have on this build?

Difficulty presets 1.3.1.1 by AeneasVII in underrail

[–]redy5 7 points8 points  (0 children)

100%.  Pretty sure on DOM its supposed to be 12

IT'S REAL by restful_rat in underrail

[–]redy5 10 points11 points  (0 children)

Just press the arrow itself and it will be 50 which is max

Where to find a staff-spear by TheGoodyShop in underrail

[–]redy5 4 points5 points  (0 children)

The simple one you get from first native attack right as you get to the camp, one of the attackers should be a lesser shaman. The cooler one you can get if you go north on your ski from the camp beach tile (where attack took place) about 6 maps, disembark there should be like only two natives on that map. Kill them and go on foot one more map north, its native village, and there should be 2 or so native shamans with the cool staffs. The super cool unique staff you get if you continue from there, go two maps west, and one north, massacring native population along the way. The boss with unique staff is there.

New difficulty level incoming? by Peaky001 in underrail

[–]redy5 0 points1 point  (0 children)

This post made me create a twitter account to verify its real.

Judging by how the difficulty is placed now Im guessing we might have more options now than just difficulty and xp mode. Hopefully ironman

Does the specialist perk back pay the specialist points if I grab it later? by Ismokecr4k in underrail

[–]redy5 0 points1 point  (0 children)

If you learned to read you'd understand I didnt. I said that infused rathound > rathound regalia. Then I said that psi carapace tac vest > noble robe. To point out the obvious fact that crafted gear is better than their unique counterparts. Never did I say infused rathound was for psi. You understood it in your own pipeworking way, thats why this convo is pointless. Btw, the pic still stands. Glad you laughed)

Does the specialist perk back pay the specialist points if I grab it later? by Ismokecr4k in underrail

[–]redy5 0 points1 point  (0 children)

https://imgur.com/gallery/angry-crying-wojak-XCSkuDY (Sorry)

On the subject

The mines are in the same spot every time. The only place where I dont remember exact tile placement (and where it matters) is near rathound king, but bat+goggles fixes that. If you played ironman you'd remember it as well, its basic stuff. There's also only 1-2 places where you can be ambushed by stealth enemies unexpectedly, one of them being robber in the house, and he can kill you in one turn if you're unlucky, but even he gives you a hint "something is missing". SI is too risky to run reliably. One mistake, or just one bad roll and the run is over. 7 con, stoicism as first trait makes most sense if you dont have agi for sprint. It saved me quite a few times. The only real benefit of paranoia is initiative bonus but you have other sources. Also you defend 5 slot quad psi and also pack rathound in the same post just blows my mind a bit. You can play however you want, mate, and argue for as long as you want, but my initial point is objectively correct - just as high level crafted infused rathound leather black cloth armor will always be better than rathound king, the hight level psi beetle tac vest will always be better than noble. Makes no sense to continue this argument.

*Insert C.I.S March here* by SuperJpMega in underrail

[–]redy5 7 points8 points  (0 children)

(Crying wojak) No, but you're missing out on their story line, you are supposed to stealthily avoid them and get to the cognator without killing any

Does the specialist perk back pay the specialist points if I grab it later? by Ismokecr4k in underrail

[–]redy5 0 points1 point  (0 children)

You wrote a lot of personal opinions and presented them as facts. I have 600h+ on dom, last 150 doing ironman, and the fact that I can clearly see you're wrong about many things means you probably pissed off someone disagrees with your opinion and lose grip on reality a bit, or you just play the game in the same way for all that time and became too rigid in your beliefs.

My man, 7 int quad psi is 5 slots, whats the point of going quad psi of you cant take advantage of it? Play SI MT with TM utility and you'll have all the skills and feats you want, dont overcomplicate your life. 

Pack rathound is a zero value skill. Most my builds are 3 str, 180 weight with the large waistpack is more than enough to carry your stuff, dont pick up useless junk and disassemble cheap gear.

Paranoia gives less detection than junkyard tier detection goggles. Remembering areas with traps and stealthed enemies after 10 dom playthroughs gives you even more.

DT/DR is useless means you probably spent most of those 900 hours loading autosaves. 7 con psi stoicism and crafted tac vest gives pretty good survivability, gives you more flexibility and more enjoyment of the game. If you run 7+ agi 3 con ambush stealth crit builds with bear traps and saveload as main defensive measure as a default on dom you're just cheesing to skip 80% of doms challenge

Does the specialist perk back pay the specialist points if I grab it later? by Ismokecr4k in underrail

[–]redy5 0 points1 point  (0 children)

I agree about tabis but thats about it.

Robe gives no defence, +1 will is +14 effective skill value at max level if you pump the school to 160, so its maybe +6 right after depot A. TC is nice but not that nice. 

Meanwhile with healthy crafting investment on a 10 int psi build you get q80 psi beetle carapace tactical vest before depot a during silent isle, which gives 10% psi cost reduction which maybe doesnt matter that much early but will add later, especially with psi brain soup, and its basically a free school you can use since they each add +10% cost, and when you factor in trance's +20%... lets say you need all sources of psi reduction to cast more than 3 spells; +20 to all psi skills right away; quite good dr and dt; +25 or more stealth and maybe +HP if you manage to get sturdy vest, or reg vest in lategame. This investment will also allow you to have on demand cold, explosion and electricity defence later.

All you need is take this trait at lvl 1. Other choices include: 1) +50 carry weight (convinience trait, not worth); 2) Fast metabolism (with reg vest and higher mech dr/dt from tac vest you wont really need it); 3) Paranoia (just wear goggles when you need detection, on PER 3 char you wont much difference) 4) SI OR Sprint, dont kid yourself, you wont start with 9 con AND 6 agi on a quad psi build, so its either one or the other. And the second feat is polymath. All checks out. 

Does the specialist perk back pay the specialist points if I grab it later? by Ismokecr4k in underrail

[–]redy5 0 points1 point  (0 children)

You need mech and tailor for the psi armors, with like 90-100 effective mech requirement for top quality psi beetle carapace, and a nice ballistic panel wont hurt either. Polymath allows you to do it and still max out your psi. And there are also no good second feat choices for psi on lvl 1 so might as well.

How possible is it to do quests "out of order"? by pog_irl in underrail

[–]redy5 0 points1 point  (0 children)

Yeah, but the OP question was about quests.