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Messages - Omni

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Bugs / Re: Problem with Dude's next quest
« on: August 01, 2019, 11:56:18 pm »
Highlight to see solution -> The key is in the cracked tile in the southeastern corner of the room.

I had found the key on my own but I have 1 Perception and cannot find/see the safe.  I'm literally stuck in the room with no way out but reloading a previous save.  Is this working as intended?

Edit: Nevermind.  I was finally able to find the safe as well behind the wall panel.  No Perception or prior knowledge makes this somewhat of a PITA.

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Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 20, 2019, 05:22:48 am »
Sounds good!

In summary, a Pure Psi w/ SI Build for Underrail: Expedition on DOMINATING.
  • Level 1 - Focus on combat and world-manipulation skills first.  Raise Hacking to 0.5*(planned max), then max when ready for DC.  Worry about equipment crafting when nearing max character level.
  • Level 30 - For purposes of reaching key effective skill values the build assumes (Base game):
    • Crafting table bonus (+15% crafting skills)
    • Food: Eel Sandwich (+1 Dex->+Lockpicking) or Under Pie (+3 all skills)
    • Head: Balaclava (+5 Intimidation)
    • Body: Tchorist Noble Robe (+1 Will->+Persuasion) or Tchorist Robe (+20 Intimidation)
    • Feet: Mutated Dog Leather (+5 Intimidation)
    • Belt: Bullet Strap Belt (+5 Intimidation)
    • Hand: Jackknife (+7 Lockpicking) or Butcher's Cleaver (+20 Intimidation)
    • Tool: Huxkey (+15 Hacking/Lockpicking)
  • Level 30 - For purposes of reaching key effective skill values the build assumes (Base game+DLC):
    • Crafting table bonus (+15% crafting skills)
    • Food: Eel Sandwich (+1 Dex->+Lockpicking) or Under Pie (+3 all skills)
    • Head: Pacifier (+15 all Psi skills) or Death's Grin (+30 Intimidation)
    • Body: Heartbreaker Serpent Leather (+10 Persuasion) or Tchorist Robe (+20 Intimidation) or Lemurian Engineer Suit (+10 Hacking/Lockpicking)
    • Feet: Heartbreaker Serpent Leather (+10 Persuasion) or Mutated Dog Leather (+5 Intimidation)
    • Belt: Bullet Strap Belt (+5 Intimidation)
    • Hand: Jackknife (+7 Lockpicking) or Butcher's Cleaver (+20 Intimidation)
    • Tool: Huxkey (+15 Hacking/Lockpicking)
  • Warning: Planning around the new DLC equipment may not be viable, so caveat emptor.
  • Key effective skill values are derived from a combination of mindless' guide and TheAverageGortsby's advice within this thread:
    • Subterfuge
      • Stealth: As high as possible with remaining points
      • Hacking: 130 (pass all checks except one)
      • Lockpicking: 130 (pass all checks)
    • Technology
      • Mechanics: 96 (craft Tactical Vest)
      • Electronics: 133 (craft most top equipment)
      • Chemistry: 40 (craft Magnesium Grenade)
      • Biology: 100 (craft Super Health Hypo)
      • Tailoring: 128 (craft Infused Leather)
    • Psi
      • Thought Control: 75* (sufficiently effective on DOMINATING)
      • Psychokinesis: 160* (max)
      • Metathermics: 160* (max)
      • Temporal Manipulation: 300 (max Precognition avoidance)
    • Social
      • Persuasion: 110 (pass all checks)
      • Intimidation: 100 (pass all checks)
      • Mercantile: 105 (unlock all merchants' special inventory)
  • Carrying around all of the planned equipment and food to reach these key skill values when needed may be very frustrating with 3 Str.  I'll probably spend some or all of the leftover skill points to make the equipment/food expectations less stringent.

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Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 20, 2019, 03:52:01 am »
OK, I've followed your advice again and settled on this build:

http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADChkxnAAA5UhQ6T0vCoMKgwokhGT0rYlAsFCocZWYhwoTChx8oX8K3cgjio4kF4qyMCt-_

Reincorporating Temporal Manipulation for Precognition means Psycho-temporal Contraction is back on the table, so sticking with Psycho-temporal Acceleration over Sprint like you suggested before seems to make sense.  That allowed me to dump Agi to 3 and raise Int to 9 which, in turn, raised many of my skills above their key effective values.  I dropped those skills back to their key effective values and then raised Temporal Manipulation up to an effective level of 300 for maximum Precognition, and I still have 20 free skill points left over.  I'm quite happy with this.

Do you have any advice on leveling skill order/priority beyond what is required for the listed feats?

Quote
That's a very lean build.  Sorry; I don't see much room to min/max it further.  You've cut it down very effectively yourself.

Credit where credit is due, I did not do much except start with mindless' wonderful guide/build and tweak it slightly with Sat's build and your thorough help :)

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Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 20, 2019, 02:13:52 am »
TheAverageGortsby,

Thank you for the helpful information!  I have a similar build plan to Sat for the launch of Expedition and am also looking for advice on it.

I started with mindless' amazing guide (https://steamcommunity.com/sharedfiles/filedetails/?id=1335455899) and then adjusted it a bit from Sat's build and your advice to him.  Here is my resulting build:

http://underrail.info.tm/build/?HgMDBgkDEAYAAAAAAABnWmUAAEZkADxgwqDCoMKgACEZSCtiOSwUKhxlZiHChB8oXwjCt3LCp-KjiQXirIwK378

For purposes of reaching key effective skill values the build assumes the crafting table bonus (+15% crafting skills), Eel Sandwich (+1 Dex->+Lockpicking) or Under Pie (+3 all skills), Tchorist Noble Robe (+1 Will->+Persuasion), Jackknife (+7 Lockpicking) and Huxkey (+15 Hacking/Lockpicking).

Logic:
  • Generally speaking I like playing powerful builds while also accessing all of the content that I reasonably can.  So I want to keep Hacking and Lockpicking.
  • I'm not interested in any of the Temporal Manipulation psi abilities (https://www.underrail.com/wiki/index.php?title=Temporal_Manipulation) except Psycho-temporal Contraction and possibly Stasis, so I dropped it for the skill points.
  • Sprint seems to be a must without Psycho-temporal Contraction so it replaced Psycho-temporal Acceleration.
  • I dropped Chemistry for the skill points since mindless's build did not have it.
  • The Subterfuge, Technology and Social skills have effective levels that align with what you and mindless recommend.

Questions:
  • According to the wiki, Psycho-temporal Contraction requires 55 skill to use.  Would investing 7 skill points into Temporal Manipulation be worth it in order to use it at that low skill level?
  • How difficult will the early- to mid-game be without crafting frag grenades?
  • Do you have any suggestions of where to put the remaining 50 skill points?
  • Do you have any other min/max suggestions?

Thanks.

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