Underrail

I lost my save it seems and I was already in the Deep Caverns and maxed out. Fucccccckkkkk- I might get the expansion and do a Free Drones [sic] run this time around with a proper build I guess if I can't recover it.
 
So I just survived my first native attack with my pacifist character keeping all Aegis troopers alive (around 12 restarts).

As I've read attacks get harder and harder, but I've seen some ways to prevent them:
-getting naval mines- some posts indicate that they completely eliminate attacks, while others that they merely "kill" some natives before the attack

-genociding the natives- again, it's not consistent. Some mention attacks stopping after killing everyone, others mention killing only warriors and one killing only named chieftains/ shamans.

Does anyone know how this works exactly?
I'd like to go with the option that requires the least amount of killing/ is the safest for expedition.
 
I'm not sure, but probably killing their chieftain Magnar or whatever could be enough.

I just went full Sneering Imperialist and killed all of them though.
 
I am more of a pirate kinda guy - I really like them. Also Katya is one of the best shops to have, so definitely value going rogue there.

I did keep Aegis alive the first time I beat Expedition and it wasn't that special. There is some interesting lore you get by doing that. Siding with the pirates - especially after the professor gets kidnapped, is going to give you another good chunk of lore you wouldn't be able to get otherwise.
 
New content update for Underrail! Also the game is 50% off on steam.

General

  • A completely new way to gain access to the Institute of Tchort
  • Reward items for joining Preservation or Investigation in the Institute of Tchort
  • New dungeons and random fragments
  • Added another way to reach the caves beneath the Mushroom Forest; also dropped some goodies inside the forest
  • Certain NPCs can now consume food and drink items outside combat

Items

  • Tchortist Rassophore Armor resistance bonus vs bullets/shells changed to 100% (up from 75%).
  • Tchortist Rassophore Armor will now also reduce chance for wearer to be crit by psi by 3%.
  • Tchortist Rassophore Armor is no longer marked as unique (purple)
  • You can now add spikes or serrated blades to sledgehammer instead of electroshock module
  • Added a set of new luxury items to the world; some of these are unique
  • Blast Suit: agility penalty reduced from -6 to -3, dexterity penalty is completely removed, but there is now a perception penalty of -2 instead. Also, the armor's weight is reduced from 40 to 25
  • Phase Gun: reduced AP from 40 to 35 and increased energy shield dissipation from 100 to 300; it's also been moved from DC to the Lost Vault
  • Mind Cracker: lowered AP cost from 25 to 22, increased psi burn from 25 to 50 points, chance to apply psi inhibition from 25% to 30%, and replaced the resolve penalty with massive penalties to psi skills, regeneration and max points; also moved it to a mysterious new area
  • Quake: lowered AP cost from 25 to 23
  • Jawbone: Reduced minimal strength from 6 to 5 and increased damage from 25/60 to 30/70; meeting the 7 strength requirement reduces AP cost per shot by 3 (from 25 to 22) and boosts initimidation by 15
  • [Expedition] Industrial Powered Exoskeleton: activating it now gives 3 extra strength instead of 2, 40 MP instead of 25 (to offset the high armor penalty), and the agility penalty is removed. The drill attack AP is also reduced from 40 to 35
  • [Expedition] Makeshift Chrono-repeater: Skill malus no longer affects Temporal Manipulation itself
  • [Expedition] Changed the duration of Hypercerebrix to 8 turns (up from 5)
  • [Expedition] Added spear component that increases thrown damage and range

UI

  • You can no longer see the silhouette of unobtained oddities in their window
  • You can no longer craft in turn-based mode
  • When invoking an ability that targets a tile, it will now always ignore characters and such; it used to work like that, but I broke it at some point

Tweaks

  • Siphoner attacks now bypasses 30% of mechanical threshold instead of being threated as a "knife" attack
  • Siphoner initial siphining hook attack deals 50% more damage, but siphonig is not performed if the target resists all mechanical damage (instead of it only being canceled if the attack misses)
  • Killing the Mushroom Forest boss will now also kill the spore turrets above it
  • Halved the number of spore stacks necessary to dream...
  • Echoing Soliloquy now gets a buff from persuasion (applied at the moment you obtain the feat and remains constant afterwards)
  • Improved the layout of the Gubbins' gang area in Upper Underrail
  • Added a new way to help the rejects (if Nevil survived), and did some general improvements and tweaks
  • Overhauled elevator access areas and increased the loot quantity and quality inside the residential office building. In addition, increased the hacking requirement to get inside the building.
  • Added new loot to the lower passages early game fragment dungeon.
  • Toned down item quality sold by Booth.
  • [Expedition] Added another shortcut to Nexus of Technology for those who have visited Crimson Meadow beforehand
  • [Expedition] Added a unique luxury item to Matriuss Ludenloff.

Bugs

  • Throwing knives will no longer play sound effects when hitting pseudo-spatial projections
  • Fixed the bug that would cause the game to no longer receive keyboard inputs after clicking on some areas of Oddities window
  • Commando specialization will now always properly award extra AP and is no longer limited by the normal maximum for the turn
  • Fixed certain factions resetting from hostile to neutral after the player comes in contact with a very, very bad gas and then reloads the game
  • Fixed Gorsky receiving an endless supply of assault rifles
  • Fixed certain npcs briefly turning invisible when playing custom idle animations
  • [Expedition] Fixed a rare crash when going to the island where the game can be finished in a special way
  • Various minor dialog and zone fixes
 
Interested in that new questline "alternative to joining oligarchs in Core City".

Oligarchs were required in main quest and to progress their questline you have to kill 3 gladiators on the Arena (only humanoids that I had to kill with my "pacifist" crossbowman).
 
I still don't get the Infusion thing. Why not make a new game?
 
I still don't get the Infusion thing. Why not make a new game?
Dunno, ask Styg. But since it's a *standalone* expansion, isn't that practically a new game? Since it should take place in different region other than South Underrail-Black Sea.
 
Infusion must be considered as Underrail 2 right? It's a new engine, a new campaign but the same universe.
 
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