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Topics - Ravager

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1
General / Why Amber UI?
« on: April 11, 2024, 04:54:42 pm »
The game's UI, and a lot of the computers in the game, seem to use a monochrome display in either amber or green.

This hearkens back to the old amber / green monochrome CRTs of the 1980s. However, the computers, such as the laptop in your quarters, look like they are using LCDs, or some other thin display.

So why are most people using monochrome displays?


I understand the retro appeal of it, and the idea that Underrail stems from an 'early space-age civilization,' which could mean the space-race era, early 1980s, etc...

However, in Underrail itself, I can see some justification for monochrome. If industrial capacity is very limited, and more about repairability / serviceability / modification, that obviously favours a simpler display technology.

[You don't have Japan and South-East Asia producing semiconductor wafers and LCD controllers.]


Your personal device can read blueprints, which I sort of assume are in monochrome. Not ideal, but blueprints are basically monochrome. So is some kind of monochrome flat-screen adequate?

If you look at people on the internet making very simple computers [something easier to conceptualize and build than a MOS 6510], they invent monochrome displays. [Although colour is not impossible.] So maybe Underrail [at least the South] is using really simplified 32 or 64-bit computers with very basic displays, for the most part.

What do you think?


2
Builds / Sniper rifles for sniper
« on: January 20, 2022, 11:10:26 pm »
I am playing a pure sniper build, and I read that there have been some changes to sniper rifles since I created my char.

I had been using the Spearhead rifle, because the old guides said that it was the only craftable to fire 2x per turn.

However, now I notice it only has a chance to restore some AP per turn.

Is the Spearhead no longer a 'more shots per turn' rifle? Is there something else I should be using as my main?

Also, what would be the best 12.7 rifle for taking down the final boss?

3
General / Sell to Aran or not?
« on: December 11, 2021, 07:01:13 am »
This is more of a moral question.

Do you think it's best to sell the AcoNr to Aran for like 20,000, or give it to a friendly faction (such as Oculus)?

With Aran, I know it's going to end up in North Underrail, Protectorate and then probably Hexagon. Not sure if they'll be able to open it, but the Protectorate and friends aren't the best people.

With Oculus, I'm already working for them [although they just might sell it to the highest bidder anyway].

I don't need Aran's equipment - I have a stealth char, but I can craft better stealth armour. What do you prefer to do?

4
General / Questions about infused leather
« on: December 09, 2021, 03:49:38 am »
I have a sniper character that is on the way to completing Expedition. Next stop is endgame.

I've created about 4 items of SuperSteel (around 138, 134, 122, 118 qual) and found 2 in Black Sea (84 and 78 qual).

Already have a Biohazard Tac Vest / Stealth (used it to eliminate the Pirates, I think) but I should probably pick up a Biohazard Riot Gear for DC.


So my question is:

Given my available quality in the items, which should I assign to:

-Mutated Dog Leather Tabi Boots

-Mutated Dog Leather armour


-Biohazard Riot armour


-Cave Hopper Leather armour [for sneaking]


-Heartbreaker Serpent armour [for DC + Black Sea]

-Pig Leather Boots [for carrying stuff]


Should I assign SuperSteel quality to those items in descending order? (E.g. 138, 134, 122, 118, 84, 76)?

I guess the big question for me is, is there a significant benefit for using higher-quality infused-leather for the Pig Leather boots? Or will I just get the +30 carry no matter what? [I don't intend to use them in combat.] Will they get faster?

Also, is there any benefit to giving the Cave Hopper Leather Armour a greater quality, since I mostly won't be fighting in it?

I can see that there would be an advantage to giving the Heartbreaker Armour a greater quality.


5
Builds / Fun, good build for dominating?
« on: May 22, 2021, 08:28:15 pm »
I'm looking for a build that's fun to play and effective enough in dominating.

I know that the Dominating mode actually favours some of the more unusual builds.

I've already played SMG, sniper, trapper, assassin, and cave wizard, so I was looking for something more exotic with chemicals or energy maybe.

6
General / What do you think the best OST track in Underrail is?
« on: December 29, 2020, 05:42:38 am »
After some 600 hours in the game, I think it's "Scientific."

It just captures the lost possibilities of where South Underrail could perhaps be if the 'government' hadn't fallen. So many talented scientists working on innovative things, maybe with hope of absolving their conditions. But it wouldn't be.

Instead, labs like Hecate are now overrun with failed experiments, long paying for the sins of Biocorp. A mixture of high-tech, hope, and decay. You can even hear the buzzing of the broken power conduits. And it's cyclical and iterative, as things seem just get worse with each cycle in Underrail.

And the track works for so many locations.

As one person observes on the Youtube OST:

https://www.youtube.com/watch?v=ftWRSvRbUV0

Quote
1:03:25 Scientific is my favourite. So moving, emotional, mysterious, and heartbreaking. Just captures this game's loneliness with its intrigue perfectly.

and another...

Quote

"Scientific" sounds like something that could have been composed by the great Alexander Brandon (Best known for his work on the Unreal and Deus Ex soundtracks).


It's an A+ piece in an A album.


7
General / What are the defining Underrail atmospheric moments for you?
« on: March 14, 2020, 04:06:20 am »
What are the moments in Underrail that define the game from a visual and atmospheric point-of-view to you? Like something that you might see in your sleep after playing 18 hours of Underrail.

For me, it's the first entrance into Panacea Labs. It's an abandoned research lab in the middle of nowhere, only it would have been merely out-of-the-way, off a major transit corridor when it was built. Kind of a forgettable location before the fall.

And here you are. Very unassuming entrance. And of course there are mutant dogs patrolling just past the entryway. What amplifies this environment for me is the musical track, "Lab Report." Where it's playing a technological beat, as this was once a place of hope and high civilization, and has now degraded like everything else. So it becomes a mutant cleanup, but it wasn't always like this in Panacea Lab.

And you would only know about this place because of its ties to an ancient Biocorp experiment, otherwise you'd just enter as a scavenger like everyone else.

So it kind of exemplifies the environment of Underrail for me.


Other atmospheric moments are Dude's portal quest in general, and a number of places within the Deep Caverns. Like meeting those slug/snail creatures just hanging around amidst junk, hiding in bunkers to avoid the Eye, trying to get all the way to the bottom of the mutagen tanks and back up before being spotted, it's creepy along those walkways. And the introduction to DC itself, where you follow a path of genetically-modified fungus into an even weirder place beyond.

How about you? Like, if I had to draw a Fallout-style loading screen for Underrail, entering Panacea Labs would be one of them.

8
I played Expedition once with a 3 WIL character who had already beat the game.

She was able to "do the job" for the doctor at the end of the Health Centre, because she had already "seen things." (Presumably Tchort.)

If a character was just coming in from the Core City quests, around Level 18, would they be able to handle that segment? I am thinking of bringing a 3 WIL character to Expedition, but I don't want to have to just shoot the robot and fail the "quest."

9
Suggestions / Arena name suggestion: "Chop Notch"
« on: September 23, 2019, 02:57:34 pm »
I thought of an arena nickname for players that use the unique knives in the game. For players who kill an enemy using the Butcher's Cleaver or "Old Chopper's" weapon, the Kukri, they could get the achievement "Chop Notch." [As in, "Top Notch."]

Maybe you'd have to kill most enemies using that weapon, or take down an enemy from full health with one swipe.

[If you take down an enemy from full health from stealth with one of these weapons, perhaps you could earn the arena nickname "Dark Slasher."]

10
Discussions / Wouldn't this be the perfect keyboard for Underrail?
« on: September 09, 2019, 02:25:38 pm »
These are keycaps - the caps that go over the switches on a keyboard:



They're custom-produced keycaps for Cherry MX mechanical keyboards (common among gaming and office mechanical keyboards).

They're produced in special batches for custom 'group buys.'

You can see the GB link for "GMK Forge" here:

https://geekhack.org/index.php?topic=101948.0

It's got a number of photos. It caught my attention because the colour scheme strongly resembles Underrail's UI:



It's got that burnt-orange base, dark grey, and cream white. The white on orange is something you see specifically in some parts of the UI, like character creation.



The special axe and forge icons relate to certain melee weapons and crafting, and the general area of Foundry. In fact, you could almost call the set "GMK Foundry."

Anyway, I'm not recommending that people go out and buy these sets, as they are very expensive, but I thought it was cool. And GMK makes other retro sets based on the old monochrome monitors that inspired Underrail's UI:


Skidata



Skidolcha



Terminal


11
Builds / Optimizing a pure sniper build
« on: August 17, 2019, 03:55:59 pm »
I'm playing a pure sniper build based on an ancient template (NerdCommando) on Hard mode. (Started before the expansion came out).

I kind of just went with the flow, and have made suboptimal decisions lately because I wasn't paying attention to nerfs. (Just finished an SMG character).

For example, my sniper took Gun Nut at level 4, and I just took Blitz at level 10.

Now, the smart thing to do would have been to take Sharpshooter at this level, or maybe 12, and then take a secondary weapon perk at 10, such as an SMG-centric one.

But I am tired of SMG anyway. I am already using traps as a secondary weapon, and would rather use a pistol as a backup than an SMG. For variety.

So, how can I optimize a sniper for non-SMG but yes to traps/pistols (especially traps)? My big problem right now is crowd-control, so I'm going to have to craft a rapid 7.62 rifle ASAP. (I'm tired of both SMG and grenades. They work, but I just went through Expedition with them on another character.)

Here are the character's stats so far (Level 10):

Str: 5
Dex: 3
Agi: 10
Con: 3
Per: 11
Wil: 3
Int: 7

Aimed Shot / Gun Nut / Interloper / Sprint / Snipe / Ambush / Blitz


The current plan for perks is:

Sharpshooter (12) / Critical Power (14) / Paranoia (16) / Skinner (18) / Nimble (20) / Pack Rathound (22)

And I wouldn't mind fitting clothier in there, as well.

One thing that's different from previous builds, for me, is that I would like to concentrate also on Merchant. I'll need good merchant to build good rifles. I already have 20 at Level 10.

It was fun fighting the Rathound King, which I just did. Laid a typical minefield, which took care of most of the rats (there are extra on Hard, it seems), and got into a sniper duel with the King. [If I had taken Sharpshooter at 10, I would have got him in one shot. Always trust your instinct on these things.]



Right now, she has access to an 8.6mm Harbinger (max 84 damage), a Smart LS .44 Hammerer (max 72 damage), a 12.7mm Corsair bipod (max 143 damage), and a 12.7mm Harbinger Commando (max 105 damage). And +6% critical chance goggles.

12
Builds / Adjusting a Sniper / Handgun character for Dominating
« on: August 12, 2019, 04:10:46 pm »
Tygrende previously posted a sniper / gunslinger build for Dominating.

https://underrail.com/forums/index.php?topic=3281.msg19725#msg19725



I like it, but I thought of taking 1 point from CON and putting it into INT. This would help with crafting. But more importantly, allow you go have 8 INT for the expansion, which is an important check.

I also thought about taking the persuasion, and putting them into mercantile. Is there room for any mercantile perks in this build?

13
General / So what improvements would benefit Underrail 2?
« on: August 12, 2019, 01:32:58 am »
I just finished Expedition, and like a number of people, am thinking about Underrail 2. I'm not sure if there will be more DLC, as this one took a long time to make, and it is hard to situate new DLC in an existing game. (Like, where in the game does the DLC become available, and how does it affect game balance?)

Underrail 2 is a long way off, most people say. I'm not in a hurry, so I'm okay with that. Since Styg may have a whole development team now, as well as an existing engine and graphical assets, he has some advantages he didn't have previously.

With that in mind, I am thinking of a few (potential) features of Underrail 2.

1. Graphics

The original graphics, and even font, of Underrail, are very unique. But they were a little more 'lo-fi' than they had to be, because Styg was originally using MS Paint for UI, maps, and other assets.

I understand that they are also using 3D models and prerendering them into the game?

Whatever the case, it should be possible to have improved graphics, while still sticking to the art style.

The artist that joined development later on had to hold his talents back because his artwork had to match Styg's earlier style.

But with an artist on-board from the beginning, the art could be more hi-fi for Underrail 2, without changing the art style. There'd be no toning down of the art assets as there was in Underrail 1.

You could use the same engine, even, and still get more defined art.

Second, an area for improvement could be lighting. The lighting system is great, but the use of gradient squares to indicate light availability is a bit mechanical. The gradient / dithering could apply more smoothly, and a square grid could be overlaid based on user preference. If using a new / updated engine, I think that lighting would or should be a key priority.

Third, there could be greater transparency and area effects for lasers, torches, and the like. Maybe a more subdued palette [gray/blue like most of underrail] but with a greater emphasis on smooth lighting. Instead of garish colours to denote everything.

2. Stealth and suspicion

Underrail has one of the more functional stealth systems, but it could still use improvement. Enemies could have more levels of escalation between found/not found. Styg added a level of escalation, high suspicion, in recent builds, which is great. The suspicion level of enemies could give them a greater array of responses and patrolling behaviours.

I remember in early release builds when enemies would not really react much to seeing their friends suddenly dead. It was all too easy to learn enemy patrol routes and eliminate an entire base one-by-one.

Multiple levels of alert and suspicion could add variety and realism.

Some users have also said that they would be happier with more indicators of their stealth status than just the portrait / stealth rating.

There are also some weird quirks with the existing stealth system, involving coming in and out of stealth. Like, you can't eat while stealthed, because that is too noisy. But you could change outfits while remaining stealthed!

The annoying part, for me, was that going in and out of elevators automatically took you out of stealth, removing all the hard work you did getting there. Isn't it possible to enter an elevator quietly, somehow? Maybe that needs to be implemented.

More important, using a console gets you out of stealth. This is a big one. Someone on Steam remarked that one of the best parts of using stealth in Underrail is hacking a terminal or something while hiding from the enemy gaze. It's very time sensitive and satisfying. So why can't you do that with a computer? I remember in DC it was so annoying that I'd stealth my way through that robot building, and then in the Eastern section I'd have to use a terminal, and so I'd come out of stealth and the freaking robot in another room would see me through the glass. Surely, I can use a console while stealthed? It should just reduce your stealth rating, or make hacking less efficient, or something.

Finally, stealth is too easy if you have a high rating. I can take my character with 180 pounds of gear and stealth them through populated, guarded areas. Shouldn't all that crap you are carrying affect stealth? There could be a more common-sense approach. You need to be light-footed. Not too encumbered, not having too many utilities hanging off you, and needing light, muffled footwear. Maybe even reflectivity should be a concern.

3. Shields

Styg has repeatedly said he wants to alter shield mechanics. Right now, there's not much of a tradeoff. Shields protect you, so it's better to have them on. But I get that he's maybe thinking of a more Dune dynamic [he's halfway there already, with slow weapons penetrating more easily], where maybe it amplifies certain types of weapons against you while blocking others. Or maybe affects your perception/aim, or your own weapons' effectiveness.

It will be tricky to retrofit such changes into Underrail 1, so maybe most of it should be saved for the sequel. A clean slate makes it much easier to rework shield mechanics.

4. Less emphasis on ventilation duct cheapness / More emphasis on duct integration with storyline

I enjoyed sneaking around ventilation ducts throughout Underrail. I often played stealth glass cannons, so hiding from enemies and observing them from the security of the ducts was very fun.

But it got old, to the point where it's pretty much mandatory or expected to run into the ducts as soon as you see them. That's how I felt in the Grey Army Bunker.

It's not supposed to be so much of a cliche.

If we're using ducts in Underrail 2, maybe make them more gradient in terms of their engagement with the rest of the level. Can people outside the duct line hear you moving around, if you are too fast / heavy / unmuffled? Can they hear you shooting rats in there?  Will they open up a duct and throw a grenade in?

Also, if some ducts are hard / impossible to open, could you maybe trick an NPC into opening one by causing them to think there is a problem there? The NPCs could interact with the ducts more.

Look, I understand that ventilation ducts are tied to the lore. We learn in Expedition, and especially from Styg's recent comments, that air purification is a big issue in Underrail. There must be massive systems to generate and purify air. So that's a story advantage. Ducts are important in Underrail, which is kind of shocking that they're so neglected by NPCs and organizations.

Maybe tie them closer into the storyline. Quests involving ducts and air purification. Factions living in / abusing ducts. Make them more part of the story, instead of something neglected and forgotten that you can easily exploit. [The ducts being an easy transit made some sense in GMS compound and parts of Junkyard, since in GMS especially, you are dealing with non-sentient robots on predetermined patrol routes. But human enemies should be more alert to and aware of the ducts].

5. Weapon crafting system

Underrail already has one of the most satisfying crafting systems in existence. So there isn't much to radically rework here. But I think guns in particular would benefit from

-A crafting feat that allows an extra improvement slot [other weapons would benefit from this, as well]

-a more universal silencer system. Not just 5mm, but all calibres, but it reduces damage, and possibly range and accuracy.

-this is more radical, but maybe better weapon part quality doesn't simple scale up your damage / item quality. In real life, you can have a beat-up junker AK-47 that hits just about as hard as a factory-new one. The real-life difference would be in accuracy and reliability. So maybe the base weapon parts affect reliability and accuracy, and also range a little, but not so much in terms of damage.

So I guess I'm talking about realistic gun crafting. The frame components affect the general build quality, modifying accuracy and reliability, and to a lesser degree range. Base damage is less variable in a given calibre and barrel length. And parts could be more meaningful: match barrel, pencil barrel, heavy barrel, short barrel, long barrel would all have their impact.

Likewise, as others have indicated, the type of 'handle' for various melee weapons could also lead to different results, making it more meaningful to include.

Also, it would be cool to be able to 'name' your weapon after a certain point, just like there are legendary weapons in other RPGs.

6. Headwear

There's lots of cool headwear options to pick from. But is it really necessary to lose your goggles because you are wearing a gas mask? Mixing and matching those items should lead to lots of fun. There could be a toggle where you either have no helmet, just a hat + goggles + gas mask [don't have to have all three], or you could have a helmet that integrates the hat + goggles + gas mask options.




In short, even with the existing engine, a lot of this could be implemented. But I think a clean sequel could modify the existing engine, and just utilize more high-resolution art assets. And changes to the lighting system.

Anyway, I'm not the one in charge here, and don't expect this to be taken too seriously. I wonder what other people's priorities are for improvements in the sequel.

14
I'm only partway through Expedition, but I think that there might have been some opportunities to improve or diversify quest design for characters who explore and are paying attention. I'm finding that in certain Expedition quests, there's too much of a brute-force approach or lengthy sneaking that is encouraged, instead of razor-like simplicity for intuitive players.


Professor Oldfield Quest (infiltration)


For example, in the quest to rescue Professor Oldfield, a smart character not strong enough to take on the pirates may wish to look for backdoors into the hideout. Of course, you can land on the shore and sneak your way into the prison and escape through the manhole.

You can find the manhole exit by exploring the island it exits onto, and using high perception. But you can't climb up the manhole until it is opened from above. What if the hidden doorway on the manhole island was harder to discover, and you had to use all the perception aid that you could? But if you found it, you could just enter that way? Or is that too easy?

If you are being clever, you will explore areas near the pirates in order to find a landing site, and that island is on the way from the expedition base. So it's pretty clever as it is now: you can find the manhole exit point, and from there deduce where the pirate base (and maybe prison) is.

But what if finding the island manhole exit was even trickier, and the reward is you just get to quickly snatch the professor and get out? Since there are so many perception helpers in Expedition (the colony jelly stuff), I feel that the game encourages such an approach. Anyway, this is only a minor point.*


The Horticultural Centre

It seems to me that you have to sneak or blast your way through many insects in order to get into the centre itself [if you lack agility], from where you have to sneak or blast your way through many insects in order to discover a grown-over console that needs to be herbicided in order to use. So you have to go to the storage level and get the herbicide and then use it in that area.

Then, if you didn't kill all the above-ground insect nests, you might want to do that in order to make water navigation easier.

But shouldn't there be a more clever solution for people willing to use the deduction / skill investment? Right now, the pesticide system in the base is non-functioning. But what if you could sneak around, get a part for the system, install and activate it using electronics / hack / mechanical skills? Then, you pesticide everything in the base, getting rid of the insects and the overgrowth, allowing you to complete the mission, and remove all navigation hazards above the base?

Sure, that would reduce the need for stealthing or fighting, but it would reward players who are mentally alert and paying attention. They still would have had to put skill investment into the relevant repair skills, and would still have to find the part, so it wouldn't be an easy thing that just any player could do. But it would be a more "elegant" resolution, and I think that Underrail is built around such elegance.


Nexus of Technology

Right now, you apparently have to blast / sneak your way through all sorts of crabs and stuff, and then go into an unmarked, convoluted spider cave system in order to finally make it to the Nexus of Technology.

But the map indicates multiple entrances, possibly, to the NoT. It's surrounded by the fetid marsh on several sides. Couldn't one of those sides have a hidden entrance that is revealed with the help of the perception jelly and/or accessed through an agility jump? [Maybe it does, but I don't have the agility to test it.]

It looks from the map as if the NoT might have multiple entrances, so the game should reward a curious player by allowing them in from an alternate location.



I know I may be off-base here, but it just seems as if Expedition lacks some of the 'elegance' that was possible in the vanilla game, such as sneaking to the console in GMS compound and getting the raiders killed with turrets, or the possibility of getting so much done in Depot A just by sneaking around and getting certain components and switches.

*
(Alternately, you could find a different island doorway / route that takes you through some nasty obstacles and monsters, or obstacles that have to be repaired / blasted through), but if you do it, it takes you into a ventilation shaft or ceiling from which you can drop down into the prison, and complete that section as normal. Including escaping via the manhole. Imagine a bigger island section where there's a one-way "ingress" into the prison, as well as the manhole "egress.") So there's no sneaking, and maybe even no combat, but some environmental obstacles that you have to deal with.)

15
General / Graphite if you have "old" Junkyard?
« on: August 03, 2019, 12:18:54 am »
I recently installed Expedition, and am crafting W2C bullets. But I am low on graphite.

I understand that there is tons of graphite in the Depot in the new expansion. But I'm using an old map (old save). So I understand the depot won't have all that luscious graphite?

If so, where can I get it?

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