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* DisappointingLastLevel: The Deep Caverns is much more of a slog than the rest of the game, with even more backtracking than the rest of the game and forcing you through endlessly respawning enemies. It was bad enough that a patch added several ways to DungeonBypass a lot of the areas for those with high skills. The epic FinalBoss does make up for it somewhat.


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*TheScrappy: Coral. A fortune teller and travelling merchant who can read your palms. Her inventory mostly consists of low-quality hopper skins and she offers you the incredibly useless charms, which do not tell you what their effect is, sometimes have a negative effect, and work at random. The really infuriating part is that the far more useful and far cooler mutie tattoo artist, Booth, will not appear in games where Coral does and there is no way to tell if your game will include Booth at the start because coral only shows up randomly at each bar. Fans won't even complain about using a cheat engine if it is used to check if you will get Coral at the start.
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** However, all of them pale in comparison to the Fetid Marsh. Filled with GoddamnBats in the form of locusts as well as [[DemonicSpiders Serpents of every type]. It also has a confusing layout that is difficult to navigate and large uncrossable water ways that can put all the serpents just out of reach of most weapons.
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Per TRS. Just For Pun was turned into a Just For Fun page and renamed to JustForFun.Punny Trope Names. Moving any humorous potholes to Pun or its subtropes.


* BaseBreakingCharacter: [[spoiler: Rahm-Umbra, a [[SufficentlyAdvancedAliens Godman]] who you officially meet in the Deep Caverns or potentially earlier]]. Players either find him to be CreepyAwesome or a MrExposition who [[JustForPun derails]] the plot to InfoDump you.

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* BaseBreakingCharacter: [[spoiler: Rahm-Umbra, a [[SufficentlyAdvancedAliens Godman]] who you officially meet in the Deep Caverns or potentially earlier]]. Players either find him to be CreepyAwesome or a MrExposition who [[JustForPun [[{{Pun}} derails]] the plot to InfoDump you.
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* TheyWastedAPerfectlyGoodPlot: The Oligarch questline is required to proceed with the main plot, and the Oligarchs are a major part of Core City's backstory, but the game does very little with it. They award you with a house for your trouble and they allow you to use the company story to obtain high-quality gear but there is very little else you can do. There is also no way to unravel the mystery of the Coretech Warehouse attack, though you can gather enough StoryBreadcrumbs to reveal [[spoiler: Ola, the JKK agent]] is behind it. The Praetorian Questline even tells you to look for a motive behind the attack, and allows you to learn from Jon the Beautiful who may be behind it, but gives no additional dialogue when you report in. Trying to TakeAThirdOption and bypass the Oligarchs entirely through [[spoiler: Phreak]] is considered even more lackluster.

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* TheyWastedAPerfectlyGoodPlot: The Oligarch questline is required to proceed with the main plot, and the Oligarchs are a major part of Core City's backstory, but the game does very little with it. They award you with a house for your trouble and they allow you to use the company story store to obtain high-quality gear but there is very little else you can do. There is also no way to unravel the mystery of the Coretech Warehouse attack, though you can gather enough StoryBreadcrumbs to reveal [[spoiler: Ola, the JKK agent]] is behind it. The Praetorian Questline even tells you to look for a motive behind the attack, and allows you to learn from Jon the Beautiful who may be behind it, but gives no additional dialogue when you report in. Trying to TakeAThirdOption and bypass the Oligarchs entirely through [[spoiler: Phreak]] is considered even more lackluster.
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Not ymmv


* SituationalSword: Sniper Rifles can be incredibly powerful when used properly. However, they're almost useless for turn-based man-to-man combat; they take a steep penalty to hit chances against targets who are anywhere close to you, and firing once will eat up most of your AP bar, if not all of it. They're intended to be used against distant targets as an opening shot, or to pick off immobile targets such as Turrets from outside of their effective range.
** [[TimeMaster Temporal Manipulation]] is a random assortment of useful abilities ranging from putting yourself or someone else in Stasis to making yourself or an ally faster, but the discipline itself is regarded as having many situational abilities that might likely never be used.
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* AuthorsSavingThrow: Unique weapons used to be AwesomeYetImpractical weapons that were outstripped by craftable weapons as soon as they were available, but were greatly buffed in an update, not just improving their base stats but adding refurbished variants that improve their abilities even further. This makes them decent sidegrades to endgame weapons the player crafts but usually vastly exceed whatever merchants sell, making them good choices for players who want to forgo putting skills into mechanics or electronics.
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** Coil Spiders use electric attacks that can stun easily kill you if you do not have any electric resistance, and they can be dealt with by turning on your shield to protect against electric attacks. Sounds simple, right? Enter the [[EliteMook Greater Coil Spider]], which on top of Electrokinesis also casts an EMP attack that will ''[[KungFuProofMook drain your shield]]'' (and every electronic device if playing on Hard and above), making you vulnerable to their attacks. On top of that they live in heavily-webbed places full of hidden web traps that will most likely spell your doom if you fall in one, as it will not only stun you but also ''alert every Coil Spider in the area''.

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** Coil Spiders use electric attacks that can stun and easily kill you if you do not have any electric resistance, and they can be dealt with by turning on your shield to protect against electric attacks. Sounds simple, right? Enter the [[EliteMook Greater Coil Spider]], which on top of Electrokinesis also casts an EMP attack that will ''[[KungFuProofMook drain your shield]]'' (and every electronic device if playing on Hard and above), making you vulnerable to their attacks. On top of that they live in heavily-webbed places full of hidden web traps that will most likely spell your doom if you fall in one, as it will not only stun you but also ''alert every Coil Spider in the area''.
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None


* AuthorsSavingThrow: Unique weapons used to be AwesomeYetImpractical weapons that were outstripped by craftable weapons as soon as they were available, but were greatly buffed in an update, not just improving their base stats but adding refurbished variants that improve their abilities even further. This makes them decent sidegrades to endgame weapons the player crafts but usually vastly exceed whatever merchants sell, making them good choices for players who want to forgo putting skills into mechanics or electronics.



* ThatOneLevel: Depot A is the part of the game most people get stuck on. The place is huge, filled with several powerful mutants and is laden with traps everywhere. Infected Dogs act as serious roadblocks to your progress and the sheer amount of enemies coming at you at once is impossible to deal for certain builds. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal [=AoE=] damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.

to:

* ThatOneLevel: Depot A is the part of the game most people get stuck on. The place is huge, filled with several powerful mutants and is laden with traps everywhere. Infected Dogs act as serious roadblocks to your progress and the sheer amount of enemies coming at you at once is impossible to deal for certain builds. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal [=AoE=] damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.skill.
** The Nexus of Technology in the Black Sea pits you against several dozen Strongmen and Handmaidens, NFT androids with a whopping 70% reduction in mechanical resistance and high cold and heat resistances. This can be nigh unbeatable if you don't have access to mountains of [[AntiArmor W2C rounds]] or [[AcidAttack Chemical Pistols]]. Anyone trying to do a pure Psi or melee build will also be absolutely stuck as robotic enemies are immune to thought control and melee attacks incur additional reductions in damage from armor, though at least the latter has access to [[ShockAndAwe electrical tipped weapons]] and [[LaserBlade Energy edge blades]] if they had the foresight to spec into crafting.
* TheyWastedAPerfectlyGoodPlot: The Oligarch questline is required to proceed with the main plot, and the Oligarchs are a major part of Core City's backstory, but the game does very little with it. They award you with a house for your trouble and they allow you to use the company story to obtain high-quality gear but there is very little else you can do. There is also no way to unravel the mystery of the Coretech Warehouse attack, though you can gather enough StoryBreadcrumbs to reveal [[spoiler: Ola, the JKK agent]] is behind it. The Praetorian Questline even tells you to look for a motive behind the attack, and allows you to learn from Jon the Beautiful who may be behind it, but gives no additional dialogue when you report in. Trying to TakeAThirdOption and bypass the Oligarchs entirely through [[spoiler: Phreak]] is considered even more lackluster.
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* DifficultySpike: The early game up to Junkyard is fairly easy, but Depot A is very challenging on a first run. Numerous traps, Infected Dogs that stunlock you, Mutants that deal tons of Bio damage, and a mazelike design all make Depot A into the most difficult part of the game. This is an enforced example, since players who fail to beat Depot A will struggle to complete the rest of the game, which is similarly challenging but to a lesser extent.

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* ColbertBump: Courtesy of '''[[WebVideo/SsethTzeentach SsethTzeentach]]'''.
* ComplacentGamingSyndrome: On lower difficulties, this is somewhat downplayed. Every single build a person makes has to be smartly made to even ''survive'' the midgame, but following that the rest of the game is rather susceptible to multiple different buildpaths and an unoptimized character. On the higher difficulties, this is enforced, and it's difficult to progress past even the early game without managing to construct a gameplan and the knowledge necessary to enforce it. Whether you're going [[MightyGlacier "Tin Can"]], [[GlassCannon long range sniper]], [[LightningBruiser Psionics]] or anything inbetween, you need to have a clear goal in mind for the endgame of your character and be aware of your limitations more than any other CRPG.

to:

* ColbertBump: Courtesy of '''[[WebVideo/SsethTzeentach SsethTzeentach]]'''.
* ComplacentGamingSyndrome: On lower difficulties, this is somewhat downplayed. Every single build a person makes has to be smartly made to even ''survive'' the midgame, but following that the rest of the game is rather susceptible to multiple different buildpaths and an unoptimized character. On the higher difficulties, this is enforced, and it's difficult to progress past even the early game without managing to construct a gameplan and the knowledge necessary to enforce it. Whether you're going [[MightyGlacier "Tin Can"]], [[GlassCannon long range sniper]], [[LightningBruiser Psionics]] or anything inbetween, in-between, you need to have a clear goal in mind for the endgame of your character and be aware of your limitations more than any other CRPG.



** The final boss of the Arena is a force to be reckoned with. [[spoiler: [[MagikarpPower A fist weapon]] wielder with many feats under his belt such as [[DamageIncreasingDebuff Bone Breaker]], [[CycleOfHurting Cheap Shots]], Yell, Combo and [[DamageReduction Conditioning]], as well as huge combat stats including defensive ones, who starts combat at a very high initiative by throwing a net at you that is very likely to land before rushing you in one turn and likely ''killing you in one turn'', and to top it off massively decreases your combat stats by Yelling, making him extremely difficult to hit with regular weapons, while most grenades barely do any damage against him.]] Expect to reload a LOT.



** Dan, the laid back guard at foundry who will help you fight the beast solely due to boredom.

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** Dan, the laid back guard at foundry who will help you fight the beast solely due to boredom. [[spoiler: He can also be recruited to help Gorsky take out the Black Crawler gang.]]


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* ThatOneBoss: In a game full of these, the final boss of the Arena deserves mention. [[spoiler: [[BareFistedMonk A fist weapon]] wielder with many feats under his belt such as [[DamageIncreasingDebuff Bone Breaker]], [[CycleOfHurting Cheap Shots]], Yell, Combo and [[DamageReduction Conditioning]], as well as huge combat stats including defensive ones, who starts combat at a very high initiative by throwing a net at you that is very likely to land before rushing you in one turn and likely ''killing you in one turn'', and to top it off massively decreases your combat stats by Yelling, making him extremely difficult to hit with regular weapons, while most grenades barely do any damage against him.]] Expect to reload a LOT.
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None

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* BaseBreakingCharacter: [[spoiler: Rahm-Umbra, a [[SufficentlyAdvancedAliens Godman]] who you officially meet in the Deep Caverns or potentially earlier]]. Players either find him to be CreepyAwesome or a MrExposition who [[JustForPun derails]] the plot to InfoDump you.


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* ColbertBump: Courtesy of '''[[WebVideo/SsethTzeentach SsethTzeentach]]'''.


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* EnsembleDarkHorse:
**Al Fabet, for being an AffectionateParody of RPG players who [[KleptomaniacHero take anything not nailed down]].
**Vivian Young, the player's MissionControl when following the JKK questline. A PluckyGirl with a unique character model who [[spoiler: is KilledOffScreen by JKK for being a coretech double agent.]] Many players will avoid JKK altogether[[spoiler: to prevent her death]].
**Dan, the laid back guard at foundry who will help you fight the beast solely due to boredom.


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**In the expansion, Handmaidens and Strongmen are disguised as statues when not in use and will spring to life when you pass by them. Even the 12-foot tall Naga Protector looks like an innocuous part of the scenery before it activates.
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* ThatOneLevel: Depot A is the part of the game most people get stuck on. It's main issue is the opening segment involving a veritable ''swarm'' of infected dogs which come at you down a long, wide hallway. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal [=AoE=] damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.

to:

* ThatOneLevel: Depot A is the part of the game most people get stuck on. It's main issue The place is huge, filled with several powerful mutants and is laden with traps everywhere. Infected Dogs act as serious roadblocks to your progress and the opening segment involving a veritable ''swarm'' sheer amount of infected dogs which come enemies coming at you down a long, wide hallway.at once is impossible to deal for certain builds. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal [=AoE=] damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.

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Is there an issue? Send a MessageReason:
None


* ThatOneLevel: Depot A is the part of the game most people get stuck on. It's main issue is the opening segment involving a veritable ''swarm'' of infected dogs which come at you down a long, wide hallway. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal AoE damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.

to:

* SlowPacedBeginning: The early game is widely considered to be the worst part of the experience. You're relatively weak, have to use mediocre weapons to get by, the majority of encounters will kill you easily, and if you don't build properly the game can be extremely difficult. Once you clear Depot A, the rest of the game becomes smooth sailing as great gear, better weapons, and useful crafting supplies begin flowing your way. As well, this is around the point where most builds begin to solidify themselves, meaning combat generally becomes far easier.
* ThatOneLevel: Depot A is the part of the game most people get stuck on. It's main issue is the opening segment involving a veritable ''swarm'' of infected dogs which come at you down a long, wide hallway. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal AoE [=AoE=] damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.
Is there an issue? Send a MessageReason:
None


* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion. Of course, for the finished game, it's just normal {{Foreshadowing}}.

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* DemonicSpiders: Crawlers are where the game decides to abandon any pretense of fairness. They are the MasterOfAll the game takes great pains to prevent players from becoming; they have no real weaknesses to speak of, other than cheesing them with bear traps. They have a two-turn stun, heal 20 HP every single turn unconditionally, are almost impossible to legitimately detect before they reach you, will nearly always get the first strike, do very high damage, can teleport while stealthing, and higher-level variants will prevent the player from using any medicine, including antidotes, forcing you to eat the two-turn stun.
* GameBreaker: ''Underrail'' takes a lot of care to make it so that you can't be a MasterOfAll, as every build has their strengths and weaknesses. The one aversion to this are Psi builds, which can be built so many different ways that you can have a build that can cover almost any problem by itself. Ranged damage? Get some Psychokinesis skills. Need area of effect damage? Get Metathermics. Need crowd control? Get Thought Control. Need support skills? Get Temporal Manipulation. 2020 saw a substantial {{Nerf}} to Psi abilities (specifically targeting the ability to get skills from multiple Psi schools) that brought Psi more in line with it's contemporaries, but even then the sheer versatility and applicability of Psi over almost every other build makes the game much easier.

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* DemonicSpiders: And '''how!''' The game does not pull any punches when it comes to deadly enemies, often forcing you into unconventional tactics to deal with them.
** Azuridae beetles hit hard for early-game characters, especially when in groups where they gain access to more powerful abilities, but it gets worse when you face the [[EliteMook Azuridae Goliathus]], a far larger, far more armored and far more deadly variant of the psi beetles that deals incredible amounts of damage with even deadlier abilities at its disposal, while starting every combat encounter with [[DoppelgangerSpin Pseudo-Spatial Projection]], allowing it to dodge a large amount of initial attacks until all the clones are dispelled.
** Enemies with [[MindRape Thought Control]] are widely regarded as being the most infuriating variant of psionic enemies to fight, either because they use [[ArmorPiercingAttack Neural Overload]] or the dreaded [[ThatOneAttack Bilocation]], summoning an enemy that is invincible against conventional attacks, has a very low AP cost for attacks, and deals massive irresistible damage against characters that do not immediately run away for several turns, on top of body-blocking characters and triggering laid traps with no consequence. Enemies with Mental Breakdown (an ability that doubles any Thought Control attack against affected characters) will often cast it first and then summon ''two'' dopplegangers, making short work of players.
**
Crawlers are where the game decides to abandon any pretense of fairness. They are the MasterOfAll the game takes great pains to prevent players from becoming; they have no real weaknesses to speak of, other than cheesing them with bear traps. They have a two-turn stun, heal 20 HP every single turn unconditionally, are almost impossible to legitimately detect before they reach you, will nearly always get the first strike, do very high damage, can teleport while stealthing, [[KungFuProofMook and higher-level variants will prevent the player from using any medicine, including antidotes, antidotes]], forcing you to eat the two-turn stun.
** The final boss of the Arena is a force to be reckoned with. [[spoiler: [[MagikarpPower A fist weapon]] wielder with many feats under his belt such as [[DamageIncreasingDebuff Bone Breaker]], [[CycleOfHurting Cheap Shots]], Yell, Combo and [[DamageReduction Conditioning]], as well as huge combat stats including defensive ones, who starts combat at a very high initiative by throwing a net at you that is very likely to land before rushing you in one turn and likely ''killing you in one turn'', and to top it off massively decreases your combat stats by Yelling, making him extremely difficult to hit with regular weapons, while most grenades barely do any damage against him.]] Expect to reload a LOT.
** Coil Spiders use electric attacks that can stun easily kill you if you do not have any electric resistance, and they can be dealt with by turning on your shield to protect against electric attacks. Sounds simple, right? Enter the [[EliteMook Greater Coil Spider]], which on top of Electrokinesis also casts an EMP attack that will ''[[KungFuProofMook drain your shield]]'' (and every electronic device if playing on Hard and above), making you vulnerable to their attacks. On top of that they live in heavily-webbed places full of hidden web traps that will most likely spell your doom if you fall in one, as it will not only stun you but also ''alert every Coil Spider in the area''.
* GameBreaker: ''Underrail'' takes a lot of care to make it so that you can't be a MasterOfAll, as every build has their strengths and weaknesses. The weaknesses, but psi used to be one aversion to this before it was nerfed in 2020. While pure psi builds were massively nerfed, builds that only partially used psi were made even stronger.
** "Burst Fire" builds
are Psi builds, builds that use MoreDakka with the [[ExactlyWhatItSaysOnTheTin Burst Fire]] ability, which can be built so many different ways benefits a lot from feats such as Spec Ops (reduced action point cost), Suppressive Fire (applies debuffs to every enemy caught in the cone of fire), Commando (a free Burst Fire attack after killing an enemy with a Burst Fire attack), and Expertise (bonus damage per bullet equal to your level, up to 20), allowing you to kill entire groups of enemies in one or two turns with the only downside being that you can have a build that can cover almost any problem by itself. Ranged damage? Get some Psychokinesis skills. Need area need plenty of effect damage? Get Metathermics. Need crowd control? Get Thought Control. Need support skills? Get Temporal Manipulation. 2020 saw a substantial {{Nerf}} to Psi abilities (specifically targeting the ability to get skills from multiple Psi schools) that brought Psi more in line with it's contemporaries, but even then the sheer versatility ammo and applicability of Psi over almost every other build makes the game much easier. [[BreakableWeapons repair kits]].


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** [[TimeMaster Temporal Manipulation]] is a random assortment of useful abilities ranging from putting yourself or someone else in Stasis to making yourself or an ally faster, but the discipline itself is regarded as having many situational abilities that might likely never be used.
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Misuse


* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion. Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.

to:

* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion. Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.{{Foreshadowing}}.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpiders: Crawlers are where the game decides to abandon any pretense of fairness. They are the MasterOfAll the game takes great pains to prevent players from becoming; they have no real weaknesses to speak of, other than cheesing them with bear traps. They have a two-turn stun, heal 20 HP every single turn unconditionally, are almost impossible to legitimately detect before they reach you, will nearly always get the first strike, do very high damage, can teleport while stealthing, and higher-level variants will prevent the player from using any medicine, including antidotes, forcing you to eat the two-turn stun.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SituationalSword: Sniper Rifles can be incredibly powerful when used properly. However, they're almost useless for turn-based man-to-man combat; they take a steep penalty to hit chances against targets who are anywhere close to you, and firing once will eat up most of your AP bar, if not all of it. They're intended to be used against distant targets as an opening shot, or to pick off immobile targets such as Turrets from outside of their effective range.
Is there an issue? Send a MessageReason:
None

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* BrokenBase: In July of 2020, the developer released a large, sweeping change to Psi builds with the intent to bring them more in-line with other builds due to Psi being somewhat of a GameBreaker. While the nerfs didn't ''completely'' tear apart Psi, they certainly nerfed it to the point where Psi builds are no longer the strongest type of build in the game, with many Psi-purists decrying these changes as taking away the fun of the builds somewhat. The biggest change is that bringing multiple abilities into your build from different Psi schools incurs a very heavy penalty, meaning that Psi players are now forced to pick one or two schools and stick with them rather than become a MasterOfAll.


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* GameBreaker: ''Underrail'' takes a lot of care to make it so that you can't be a MasterOfAll, as every build has their strengths and weaknesses. The one aversion to this are Psi builds, which can be built so many different ways that you can have a build that can cover almost any problem by itself. Ranged damage? Get some Psychokinesis skills. Need area of effect damage? Get Metathermics. Need crowd control? Get Thought Control. Need support skills? Get Temporal Manipulation. 2020 saw a substantial {{Nerf}} to Psi abilities (specifically targeting the ability to get skills from multiple Psi schools) that brought Psi more in line with it's contemporaries, but even then the sheer versatility and applicability of Psi over almost every other build makes the game much easier.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ComplacentGamingSyndrome: On lower difficulties, this is somewhat downplayed. Every single build a person makes has to be smartly made to even ''survive'' the midgame, but following that the rest of the game is rather susceptible to multiple different buildpaths and an unoptimized character. On the higher difficulties, this is enforced, and it's difficult to progress past even the early game without managing to construct a gameplan and the knowledge necessary to enforce it. Whether you're going [[MightyGlacier "Tin Can"]], [[GlassCannon long range sniper]], [[LightningBruiser Psionics]] or anything inbetween, you need to have a clear goal in mind for the endgame of your character and be aware of your limitations more than any other CRPG.
Is there an issue? Send a MessageReason:
None


** ''Expedition'' brings us Locusts, which pour out of giant hives and spit needles at a distance.

to:

** ''Expedition'' brings us Locusts, which pour out of giant hives in swarms and spit debilitating poison needles at a distance.distance, which "infest" you and make baby locust spawn from your flesh.
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None

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* GoddamnBats:
** Burrower Spawn, always in the company of their toxin needle-spitting parents, who are also eager to keep making more.
** ''Expedition'' brings us Locusts, which pour out of giant hives and spit needles at a distance.
Is there an issue? Send a MessageReason:
None


* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion. Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.

to:

* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion. Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.ObviousInHindsight.
* ThatOneLevel: Depot A is the part of the game most people get stuck on. It's main issue is the opening segment involving a veritable ''swarm'' of infected dogs which come at you down a long, wide hallway. Without careful preparation it is quite literally impossible to beat this section, since you either require a ton of powerful explosives to deal AoE damage to thin the herd, or else tons of bear traps to create a wall between you and them, allowing you to pick them off one by one. Either way this place is a serious drain on your resources, especially if you came here without any points in the Traps skill.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: The [[https://www.youtube.com/watch?v=ftWRSvRbUV0 soundtrack]] by Josh Culler is a diverse set of mesmerizing ambiance that ranges from relaxing to foreboding, giving the locations a sense of immersion.

to:

* AwesomeMusic: SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=ftWRSvRbUV0 soundtrack]] by Josh Culler is a diverse set of mesmerizing ambiance that ranges from relaxing to foreboding, giving the locations a sense of immersion.
Is there an issue? Send a MessageReason:
None


* NightmareFuel: Imagine you're walking through long abandoned tunnels that once, a long time ago, were filled with people using transportation. Today, the corridors are dark, silent places that are accompanied by the scary soundtrack. You enter one of the control rooms, empty, believing yourself to be safe, when suddenly, out of nowhere, a gang of stealth assassins jump on you and kill your character with one critical stealth backstab.

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* NightmareFuel: Imagine you're ParanoiaFuel: Generally speaking, walking through the long abandoned tunnels that once, a long time ago, were tunnels. Once filled with people using transportation. Today, transportation, the corridors are dark, silent places that are accompanied by disturbing ambiance. What brings up the scary soundtrack. You enter one of the control rooms, empty, believing yourself to paranoia is that they can be safe, when suddenly, out of nowhere, a gang of filled with stealth assassins jump on you assassins, crawlers that can go invisible, and kill your character with one critical stealth backstab.other enemies that will use the element of surprise to ambush you.

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Cliffhanger already adressed in Production Foreshadowing. And Rathounds are still a consistent danger.


* CliffHanger: Every. Single. Alpha. Version. For those not involved with early access, this is reduced to barely noticeable points of ToBeContinuedRightNow.
%% [[GoddamnedBats]]: Goddamn Rathounds

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* CliffHanger: Every. Single. Alpha. Version. For those not involved with early access, this AwesomeMusic: The [[https://www.youtube.com/watch?v=ftWRSvRbUV0 soundtrack]] by Josh Culler is reduced a diverse set of mesmerizing ambiance that ranges from relaxing to barely noticeable points foreboding, giving the locations a sense of ToBeContinuedRightNow.
%% [[GoddamnedBats]]: Goddamn Rathounds
immersion.

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No potholes in trope names before the example. Also, needs context, so commenting it out.


* [[GoddamnedBats Goddamn Rathounds]]

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* [[GoddamnedBats %% [[GoddamnedBats]]: Goddamn Rathounds]]Rathounds



* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion.
** Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.

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* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion.
**
conclusion. Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.
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None

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* [[GoddamnedBats Goddamn Rathounds]]

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* NightmareFuel: Imagine you're walking through long abandoned tunnels that once, a long time ago, were filled with people using transportation. Today, the corridors are dark, silent places that are accompanied by the scary soundtrack. You enter one of the control rooms, empty, believing yourself to be safe, when suddenly, out of nowhere, a gang of stealth assassins jump on you and kill your character with one critical stealth backstab.

to:

* CliffHanger: Every. Single. Alpha. Version. For those not involved with early access, this is reduced to barely noticeable points of ToBeContinuedRightNow.
* NightmareFuel: Imagine you're walking through long abandoned tunnels that once, a long time ago, were filled with people using transportation. Today, the corridors are dark, silent places that are accompanied by the scary soundtrack. You enter one of the control rooms, empty, believing yourself to be safe, when suddenly, out of nowhere, a gang of stealth assassins jump on you and kill your character with one critical stealth backstab.backstab.
* ProductionForeshadowing: The game's world and story were slowly revealed to early access players through 10 major alpha versions, with each one dropping hints towards the next one and slowly building towards the release version's conclusion.
** Of course, for the finished game, it's just normal {{Foreshadowing}}, some of it perhaps ObviousInHindsight.
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Added nightmare fuel entry regarding stealth enemies in dark tunnels.

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* NightmareFuel: Imagine you're walking through long abandoned tunnels that once, a long time ago, were filled with people using transportation. Today, the corridors are dark, silent places that are accompanied by the scary soundtrack. You enter one of the control rooms, empty, believing yourself to be safe, when suddenly, out of nowhere, a gang of stealth assassins jump on you and kill your character with one critical stealth backstab.

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