UnderRail released on Steam and GOG

Do you have a link to that Cheat Engine? I want to make sure it is the right one. Walking slightly faster sounds like a quality-of-life improvement as opposed to cheating.
 
Do you have a link to that Cheat Engine? I want to make sure it is the right one. Walking slightly faster sounds like a quality-of-life improvement as opposed to cheating.
http://www.cheatengine.org Here's the link to Cheat Engine. It can be very useful when it comes to using the speed hack in games or moments in games like where you're in that awkward elevator ride that takes ages. Don't forget to go to settings and add hotkeys for enabling it and setting a specific speed so you don't have to alt + tab to do that. :ok:
 
Definitely going to download this. Walking is all fun and games in unexplored territories, but the way back is always a pain. I feel like an option to run/walk would have made this a slightly better game. No complaints though.
 
I agree, DC was easily the weakest part of the game. Even though I ended up somewhat enjoying it by the end, I'm sure my playthrough would've ended there without help.

It wasn't so much being stuck there - it was the obtuse puzzles. I never would've figured the spore thing out, and I'm a dumbshit, so I couldn't get my head around the mutagen puzzle either, without which I wouldn't have passed the final area, because my character wasn't very strong.

And speed hack is invaluable in this game in general, but especially in DC. If you know exactly what you're doing you can get away with backtracking to Arke once. If you don't, you might end up having to go back there half a dozen times. It gets obnoxious quickly.
 
I don't know if I'd say DC as a whole was the weakest part of the game. I think it had some pretty great ideas though some of them were probably not implemented the best way, a few things could probably be spelled out just a little more clearly without being what I'd call hand-holding. But that spore thing, man...

For example, backtracking to Arke isn't so annoying for me in itself, but when you get stuck you start searching through every area with the different places powered up since you don't really have any idea where some of them are. Even then it isn't the worst backtracking in the game, looking at you The Beast and Meet Lenox Pierce.

I think on of the greatest problems might be how different the combat is. No one encounter is really that difficult. Unless you go Tchortist, it sounds like. They're all more or less 'trash' mobs. Many might get a free hit in, some don't even do that (and I had a 1500 HP energy shield and gave zero fucks, every devourer or deep worm or chomper or whatever was just another time I had to press 2 for burst and click on a critter, sometimes shift+4 first to activate night vision for perfect accuracy), but at worst they slowly whittle away at your resources by respawning, in contrast to good set piece combat earlier in the game where one single encounter would be pretty damn hard, but then you could go home and lick your wounds. Now it's a few mobs at a time, no human opponents, many melee enemies, recycled enemies that are way past challenging by this points, etc.
 
You should have been able to just power everything up at once at Arke. Having to go back there repeatedly added nothing of value to the game, it was just busy work to pad out the amount of time spent in DC. At least you had access to the metro when running errands in Underrail.

I straight up did not like the fact that 80% of your time in DC is spent doing a fetch quest to open a door, with each puzzle piece distributed between one of the four corners of the world. Felt like an unsatisfying ending to a good game. There must have been a better way to manipulate the player into exploring DC.

I didn't like the last fight, either, it was just begging for a non-combat alternative, but no, you just have to shoot the thing in the face a bunch of times and hope you can dish out enough damage to beat its absurd regeneration, and God help you if you specialised in metathermics/crossbows or something, because you will never kill it with all of its resistances and immunities.
 
Gate parts
Would probably have been a bit more fun if you found out you needed this and that piece, and then found out there were other hydraulic pumps at location X and Y so at least it wasn't one or two pieces in every location, forcing you to visit everything.

Boss Fight
There are three mutagen tanks, destroy them and you stop the regen and slow the tentacle respawning drastically. The effect is incremental, so you get it in chunks per tank, not all or nothing. Me, I just set the fucker on fire and put 3+ bleeding wounds on it to counteract the regen, but that's build-dependent.
 
Blowing up the tanks kills Tchort's regeneration? Fuck. I had so much trouble trying to skulk around the tentacles and tchortlings in an effort to blow them up that I eventually just started loading, running up to Tchort and spamming aimed shots and rapid fires on it until I lucked out with enough high damage crits to kill it in a couple of rounds.

What kind of build did you use? You said assault rifle/metal armor and I guess crafting, so 8 strength/7 intelligence/10 perception?
 
Yeah, exactly that. Half-assed traps so I could put down some bear traps etc before difficult fights. Throwing, Guns, lockpick, hacking, all crafting skills, but least in biology and not top notch tailoring, just put tailoring for better galvanic vests in my metal armor closer to the end. Also maxed initimidation because LARPing. So 7 round AR burst and made 7.62 smart compensated hornet that you can burst twice on adrenaline, plus one extra if you kill something (pretty much always except "bosses"), add on opportunist and concentrated fire and oh boy. Other gun was a smart bipod anatomically aware scope harbinger quality 125 or so frame that I had from mid-game to the end, fantastic alpha strike with aimed shot. Napalm grenades flashbangs for CC, rarely because fire is OP.

Crafting is really powerful and with an armored character I'm not sure where else I'd want to put the points, really.

Oh, you edited in stats, I had 9 STR, 11 (or 12?) PER, 7 INT just for the crafting feats, 7 CON I think, enough for juggernaught feat... 3 Will, 3 Agility, 6 dexterity (enough for grenadier), at the end of the game. I put 1 point into STR, 2 in PER, 1 in CON and 1 in DEX during the game.
 
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I played a sneaky pistol user/SMG dabbler and just didn't have the points to be able to comfortably invest in crafting (you need 10 perception, 6 strength and every last point of dexterity you can possibly get if you're using pistols, you can't afford intelligence), so I didn't craft. I had a lot of regrets. Really wanted a rapid reloader .44 or something, but you never get the really potent goodies like this unless you can make them yourself. I might play through again just so I can mess around with the crafting system a bit.
 
I somewhat fucked up going for a pistol build I think. My problem was I wasted about 30 points on shit I shouldn't have like that useless fucking crossbow. I skipped Dodge and Evasion and went with shields. I have been relying more on PSI than I like. Basically my guy is a stealthy mage that uses pistols and throws molotovs like a motherfucker. Speaking of molotovs...where the fuck are the blueprints for them?
 
They're part of the Incendiary Grenade blueprint. Someone in SGS sells it I think. Quinton?

Pistols are alright if you specialise in them hard, but you can do much better for much less investment. If you're going for a dexterity/perception build you might as well use SMGs instead, they're much better. Bursts are super powerful and you can end up doing like 3-4 bursts per round with 16 dexterity and Spec Ops, plus another free burst from Commando, it's obscene.
 
DOH! I should have known that. I have used SMGs too off and on. Do we ever get the ability to make ammo? The ammo cases are for something right?
 
You can make special rounds for each caliber. The blueprints are rare and probably don't show up until after certain points in the main story have been reached. Most do extra damage.

.44 = explosive rounds (explodes, duh)
12.7mm = contaminated rounds (leaves a little gas cloud on hit, causing that % extra damage from all sources debuff)
8.6mm = incendiary rounds (sets things on fire, yo. 35% chance)
7.62mm = micro-shrapnel rounds (50% chance to inflict bleeding wound but no outright extra damage)
5mm = electroshock rounds, sadly with no stun effect, but that would've been a tad OP...
9mm = acid rounds, can't remember the on hit effect if there is one, might just be extra damage.

Obviously incendiary and micro-shrapnel rounds are pretty lovely with burst weapons.
 
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My body needs those. In my experience fire fucks a lot of shit up. I never thought I would love caltrops so much either. I don't really mess with bear traps much but I should. One complaint with this game is it needs some gory death animations like Fallout had.
 
Bear traps are great... So long as the enemy doesn't spot them. That's another neat thing about Underrail, they can actually spot your traps and will most definitely avoid them if they can. Caltrops however can be abused like crazy.
I attacked the Faceless base in Deep Caverns and I did it by throwing out paralyzing poison caltrops all over the area, strategically placed so that I could maximize the area they affect (the entire area in front of the entrance), then I threw 2 tier 3 molotovs near the gate and forced the Faceless out. Once they were on fire and paralyzed I threw more grenades and then proceeded to burst fire them down. Didn't take a lick of damage but I used up pretty much all my utilities this way.
 
Creeper poison. I wasn't able to use this very often because no crafting skills, so I only had what I managed to buy or scrounge, but I like creeper poison on area denial. Only problem I had with caltrops is that they're really hard to see and don't go away without being trodden on, so I ended up stepping on my own caltrops a lot.

Incendiary grenades and flashbangs were my main sources of crowd control for most of the game - even basic molotovs I think have the same chance to set targets on fire/cause panic as napalm grenades, so you can never really go wrong with these things. Separate cooldowns too, so you can chuck an incendiary at a group of enemies, then a flashbang to make them all incapacitated and have them stand there burning for a few turns, it's lovely.

I actually got a bit of use out of throwing nets too. Even though most melee enemies by the late game have so much strength that they aren't affected for more than one turn.
 
Creeper poison. I wasn't able to use this very often because no crafting skills, so I only had what I managed to buy or scrounge, but I like creeper poison on area denial. Only problem I had with caltrops is that they're really hard to see and don't go away without being trodden on, so I ended up stepping on my own caltrops a lot.

Incendiary grenades and flashbangs were my main sources of crowd control for most of the game - even basic molotovs I think have the same chance to set targets on fire/cause panic as napalm grenades, so you can never really go wrong with these things. Separate cooldowns too, so you can chuck an incendiary at a group of enemies, then a flashbang to make them all incapacitated and have them stand there burning for a few turns, it's lovely.

I actually got a bit of use out of throwing nets too. Even though most melee enemies by the late game have so much strength that they aren't affected for more than one turn.
Wait, you can get hurt by your own caltrops?
I picked a trait in the beginning which invalidated certain damage types when you walk over them.
 
Or wear metal boots :smug:

I mainly placed bear traps in doorways, avoid that suckas. Caltrops are great. Too bad both of these things weigh so much.
 
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