Underrail

Underrail

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Jul 21, 2020 @ 3:02am
Version 1.1.2.0 - Waterways and Psi Update
We made some major changes to the psi mechanics and added a lots of new content to the waterways.

View full event information here:
https://steamcommunity.com/ogg/250520/announcements/detail/2745457986863587256
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Showing 1-15 of 552 comments
None Jul 21, 2020 @ 3:21am 
Finally, the psi nerf we've been all waiting for
AnAppleAday Jul 21, 2020 @ 3:32am 
RIP psi users
mindless Jul 21, 2020 @ 3:35am 
Originally posted by Styg:
Initimidation now scales off either Strength or Will (whichever is higher)
[Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
[Expedition] Increased the damage of all jet ski weapon attacks
Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
Wow, I never thought that Styg would show us so much generosity.

Originally posted by Styg:
[Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
I told ya!!!

Originally posted by Styg:
Spearhead sniper rifles will now have base action points of 32 (up from 30)
Whooops, I know at least one sniperguy, who won't like these changes xD

Originally posted by Styg:
Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
bye-bye 1000% crits =(


P.S. RIP pure psi builds.
Robineus Jul 21, 2020 @ 3:43am 
I don't suppose you could make an experimental version that has all the stuff except the psi re-balance? Yes it's overpowered, but so is almost every encounter in relation to you having to solo everything, didn't want these changes.
Narakhin Jul 21, 2020 @ 3:50am 
"You can now zoom the game in by holding shift while scrolling the mouse button"

I was really waiting/hoping for something like this. Too bad it's only 100 % /150 % / 200 % and nothing in between, but it's sooo cool to have this feature. Great work and thanks!
Premier666 Jul 21, 2020 @ 3:53am 
This is the worst possible way to balance psi-users. Instead of actually balancing the abilities, this will just kill the weak ones completely and now everyone will just keep using the best 6. I guarantee that using psi will not be any harder, it will just be more boring.
Mead Champion Jul 21, 2020 @ 4:06am 
Thanks for the update. I've been meaning to replay the game with a shotgun build.
GamerRoman Jul 21, 2020 @ 4:37am 
Way to go nerfing things according to discord ragers on a multiplayer game.
Glad i've played the ♥♥♥♥ out of psi builds before the idiotic "git gud" crowd got into creator's head.
godChild Jul 21, 2020 @ 5:08am 
Will this affect my current (and first) play through of the game as a pure psi user? I'd really rather finish the game with the build that I've spent a hundred hours on then have it play completely differently in the end game.
Sollaire Jul 21, 2020 @ 5:09am 
Fuq i had started a playthrough again looks like im going to have to restart it to play psi now
markelphoenix Jul 21, 2020 @ 5:13am 
Did anyone actually want this? I...every time I think about picking this game back up, I see some balance tweak to a single player game that just seems...weird.....

Hate the 'balance over fun' mentality, ESPECIALLY for single player games. At least I'll be able to save hard drive space by not bothering with this game or any of it's sequels/DLCs.
Dimitri Filichkin Jul 21, 2020 @ 5:16am 
This is some really nice stuff, especially the quality of life changes, but then you absolutely decimate an entire playstyle and I can only ask why it was advertised and hyped up like it was. It's less a Psi update and more a Psi funeral. Full psi is now dead and gone, 100%, but hybrid psi gets the short stick too with the enervation slot limits. If you don't minmax your int, you'll not just be limited to one school of psi but also limited in your abilities.
Well ♥♥♥♥ , my last playthrough was a psi sniper on hard and i found it pretty balanced in difficulty and i know the game pretty well.
Just glancing over these changes i feel that going psionics without going all in is going to be awful, you already pay max hp and stretched stats/skill points for access to the psi stuff.
Force field was op and thermodynamic destabilization was very strong but the overall changes are going to kill hybrid psi.

I do agree that pure psi was amongst the strongest ways to play however but did we really need to take psionics out back and bury it?
Last edited by Stoner's pot palace; Jul 21, 2020 @ 5:17am
Waladil Jul 21, 2020 @ 5:27am 
I was coincidentally reinstalling to do another playthrough yesterday before I had any idea this was happening. As a "casual" who enjoyed playing psionic, I'm really not sure how I feel about all the psi changes. Maybe I need to just have some faith and give it a try, but it seems like most of them are really just going to force more min-maxed builds than anything.

There's a couple of contradictions in how you assess psi skills, and also how you go about addressing them. First, you claim that psi takes no consumable resources, but then you add a restriction and penalty that will dramatically increase the need for psi's extant consumable resource -- psi boosters. You're not going to spend 5x your max psi in most fights unless you use a lot of boosters, you just don't regen fast enough. And if you use multiple psi skills, your psi costs are skyrocketing, which means you'll need to use more boosters.

To really lean on psi, you have to use a lot of boosters -- sure you can TK punch your way through the small skirmishes quickly, but the second there's 5 enemies coming at you, you just burn through your pool and have to boost. Popping a psi booster is like reloading your gun already.

I think the base HP cost for going psi needs to be removed if these changes stick. As of now you can't play pure psi across several schools -- 3 schools is a 30% increase to all psi costs, 4 is 45%. Without a dramatic increase to the psi pool, you're going to be tapped in seconds flat.

Without going pure psi, that leaves hybrid builds. Hybrid builds are restricted by their requirements from several "classes" -- you need str/dex/per for your chosen weapon, you need int/will for your psi, and you lose 25% base HP so you need con. Want to dodge at all? Thats agi too.

How about the synergies? Skill synergies are a major part of the draw to pure psi. The more you invest in ALL the skills the more powerful you are. What if instead of synergizing with each other, psi skills instead each synergized with specific things outside of psi entirely. Psychokinesis -- exertion of physical and electrical fields -- could synergize with melee (TK brawler) and electronics. Thought Control synergizes with all 3 social skills as you use psi-empowered words, metathermics synergizes with chemistry and throwing: fireballs all around! And temporal control... I'm not sure. I honestly haven't played with it too much. Mechanics, maybe?

The core behind this idea is to reduce psionic solipsism. To really reach full power in individual psi schools, you have to look elsewhere for mastery. It reduces the draw to going full psi and encourages hybrid builds. I'd still cut out, or reduce, the base HP cost.

Oooh, what about instead of spending 25% base health to unlock all psi, you instead have to spend 5% per school? That makes dipping a toe into psi cheap but non-zero cost.
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