Underrail Forum

Underrail => Suggestions => Topic started by: ShoggothWhisperer on July 20, 2021, 05:29:40 am

Title: Make Hard and Dominating Harder (Spoilers)
Post by: ShoggothWhisperer on July 20, 2021, 05:29:40 am
I've been playing a lot of Dominating recently, and was struck by a bit of a revelation; the hardest part of Dominating is the early game (pre Depot-A). In the early game, your options are limited for gear and experience, and many of the enemies have been replaced with significantly harder versions of themselves, such as in Silent Isle. Once you get past Depot A you are presented with a plethora of experience and easily obtainable high quality gear, which makes the rest of the game a breeze. I've compiled a list of changes that would make the later stages of the game more interesting than just rush Constantine and buy cool stuff.

Hard Specific Changes

NPCs have a 125% health modifier and 115% skill modifier-Right now there is a huge gap between Hard and Dominating, in large part thanks to the health and skill modifier. This provides more of a gradual transition to make combat more challenging, sine otherwise the main difference between Normal and hard is extra enemies and the stealth and EMP changes.

Dominating Changes

Mechanic Changes

This section is mainly focused around various methods that can be used to cheese combat encounters.


Enemy Changes

This section is mainly focused around making some mid and late game enemies more threatening.

Boss Changes

These changes aim to make some boss encounters a bit more challenging.

Native Raid Changes

This could have been a separate topic but it fits well enough here. After Defend the Island, each subsequent native raid should receive buffs based on each of the native chieftains. The buff can be prevented for future raids by killing the corresponding chieftain.
Raid 2- If Eldran is alive, in this raid and all subsequent raids enemies permanently gain 4 stacks of Warmed Up, which increases movement speed, healing recieved, and cold threshold, as well as providing immunity to chill.
Raid 3-If Baenkraster is alive, in this raid and all subsequent raids enemies gain bone armor, a buff that gives 10 bonus mechanical dt and 20% mechanical resistance.
Raid 4-If Oyensorm is alive, in this raid and all subsequent raids enemies gain Battle Trance, which increases all offensive and psionic skills by 50%, similar to buff that the faceless receive when attacking the Institute.
Final Raid-If Magnar is alive, all non-boss enemies receive a permanent Vitality Powder effect. Additionally, at the end of the battle an additional wave will spawn for each chieftain still alive, with Eldran leading a wave of 6 random krisfargers, Baenkraster leading a wave of 6 random Skaaders, Oyensorm leading a wave of 3 spaaters and 3 Oyetspaaters, and Magnar leading a wave of 3 Krisfarger, 3 Skaaders, and 3 Oyetspaaters.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: Tytyger on July 20, 2021, 07:49:30 am
ultra super carnifex ironman dominating
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: Barry on July 20, 2021, 02:45:25 pm
Even if I haven't touched Dominating I can dig some of these changes like Ancient Rathounds gaining Taste of Blood, but you gotta realize that most of the encounters are already tougher by virtue of a lot more enemies or the bosses having tons of health + the already-existing stat buffs, so giving them additional buffs on top of that would make for exponential difficulty compared to lower difficulties even with the suggested change to Hard because there are not only more enemies but they are also individually stronger
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: RewRatt on July 20, 2021, 03:02:28 pm
Dude. You start giving enemies (numerous usually) way to penetrate armor or even impose an armor reducing debuff on you, you just removed any reason to play any heavy armor. Same for why only a few enemies currently use W2C.
How I can see your problems with DOMINATING removed? Stop reloading as often or play Iron Man. If you play the Glassy Glass cannon, that can wipe everything in a turn, but gets 1-tapped and think enemies need more ways to survive - that will be a solution. You will play survival builds, which will drop your damage, which will in turn make enemy abilities actually get used.

1 thing Styg could do to REALLY throw people off who have META knowledge of the game (as in knowing every single location and enemy) is to actually offer a Randomizer tick-box at the start of the game, to shuffle up encounters (when lore friendly). That way you won't be able to cheese, by knowing the right tile to stand on and not being seen by enemy you have no way in detecting, but you know to be there already from previous runs.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: harperfan7 on July 20, 2021, 03:57:56 pm
APEX HARDCORE

I like most of these ideas.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: Tytyger on July 21, 2021, 08:32:01 am
most of the changes are retarded, like alpha rathounds not afraid of flares or premed beatles.Very cool now my level 3 character cant walk to gms because i cant physically deal with rathounds anymore, or beatles casting psp out of sight or maybe worse they will start cast doppels because everything costs zero.Resolve has nothing with cheap shots, they are unresistible.I can continue debunk most suggestions, but you got my point:there are no second thought to your suggestion and those make sense only for guys who have more than 1k hours into the game.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: ShoggothWhisperer on July 21, 2021, 04:26:23 pm
most of the changes are retarded, like alpha rathounds not afraid of flares or premed beatles.Very cool now my level 3 character cant walk to gms because i cant physically deal with rathounds anymore, or beatles casting psp out of sight or maybe worse they will start cast doppels because everything costs zero.Resolve has nothing with cheap shots, they are unresistible.I can continue debunk most suggestions, but you got my point:there are no second thought to your suggestion and those make sense only for guys who have more than 1k hours into the game.
I swear I’ve had master skull smasher resist cheap shots incapacitation before, and things like pneumatic hammer incapacitation can be resisted, so I assume that cheap shots can also be resisted. I couldn’t find any info on the wiki or from the discord that cheap shots always incapacitates, but you could be right. If you can deal with dominating Find Newton, I’m sure your build can deal with early alphas by using choke points and doorways to prevent alphas from attacking you, or you can use Molotovs to disrupt their path finding and scare away their lesser companions. For beetles, their AI makes them always cast PSP as their first action, using up premed, and they will typically follow that up with psi interruption and/or disruptive field. Bilocation requires 2 other goliathus beetles with open brains, has a range of 7, and costs 35 ap, so unless you get detected in stealth Goliathus won’t cast dopples on you on the first turn. Premed also has a 5 turn cooldown, but if you manage to survive 5 turns against 3+ goliathus without killing them all, your build needs to focus more on damage.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: Tytyger on July 21, 2021, 04:54:05 pm
you can surely do this, but what if i want do it other way, or my build dont want use utility name, all you suggest will be fit only for few builds and just reduce options in building character
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: harperfan7 on July 21, 2021, 05:56:28 pm
You could just start playing on normal or hard.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: ShoggothWhisperer on July 21, 2021, 07:13:10 pm
you can surely do this, but what if i want do it other way, or my build dont want use utility name, all you suggest will be fit only for few builds and just reduce options in building character
When you say stuff like that you sound like a bigger wussy than Newton.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: KnifegaF on July 21, 2021, 07:22:58 pm
I’d play this and a version that takes it a step or two further but it probably should be an additional difficult choice. People bitch about dominating as it is already
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: Tytyger on July 22, 2021, 04:28:11 am
dom still has huge variability in builds and you just cut it.Sure lets get stealth, tm, throwing on any build
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: harperfan7 on July 22, 2021, 03:45:56 pm
I’d play this and a version that takes it a step or two further but it probably should be an additional difficult choice. People bitch about dominating as it is already

then why they play it tho
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: KnifegaF on July 22, 2021, 06:46:28 pm
I’d play this and a version that takes it a step or two further but it probably should be an additional difficult choice. People bitch about dominating as it is already

then why they play it tho
Would have to ask them but the things I hear is people like certain aspects of dominating but not so much others. That and hard is too easy
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: aofangs on October 07, 2022, 07:50:49 pm
If anything that came out of these suggestions above I think the random tick box to make encounters even more unpredictable be nice to see in a update/infusion whenever that comes out.
Title: Re: Make Hard and Dominating Harder (Spoilers)
Post by: destroyor on October 07, 2022, 08:14:10 pm
Styg should look at Rimworld - game settings can be change individually with difficulty preset. I strongly hope this will be the case for Underrail two.

As for the original suggestions from Shoggoth - I would agree w/ Tytyger that most of them would kill build diversity if they are all hard and fast dom-specific. Also, incap is determined by Fortitude, not Resolve. I disagree w/ Shoggoth's suggested approach and would lean way more into randomizing encounter both in terms of enemies compositions, and trap locations. Some maps could even have destructible environment breaking and creating different choke points and cover blocking line of sight.

Anyway imho the ROI in updating Underrail further is just not there - everything I said here should be considered for Underrail two.