Underrail Forum
Underrail: Infusion => General => Topic started by: Hedgedog on February 06, 2025, 07:41:19 pm
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Amannamedsquid made a few similar posts, but let's do one for Infusion.
Make up a non-human enemy you'd like to see in Infusion, whether it be wildlife, mutant or robot. :)
I'll start.
Geckos:
- Geckos are giant mutated lizards which make use of the game's new verticality.
- They can keep up with the player by climbing over boxes and ledges. Furthermore, they can climb up fences and possibly even cling on walls.
- If heavily injured, they have a chance to drop their tail (higher on higher difficulties), and gain a permanent agility boost.
- Their biggest weakness is ice damage. Being cold blooded reptiles, ice will make them suffer a temporary debuff and prevent them from climbing.
- Conversly, being burned or even just warmed up will make them gain a massive buff as it warms them up.
- Drops: organs + gecko leather. Dropped tails can also be collected and used as a source of blood.
Variants:
Gecko
- Just a standard gecko. Spawn in small groups and attack by biting the player.
Dragon
- A fire breathing gecko. It's warm, so any geckos near it will get boosted. Also, it can spit fireballs at the player. (yes, it is just a fallout reference lol)
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I did once say I'd like infusion to have fire lizards. Orange and black, drop a leather, maybe look like dimetrodons, and have some fire MT abilities.
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Sounds cool. But why just spit fireballs? Make them fire something like blobs that explode with a delay to make it more interesting.
Also let them pick up and use fist weapons like Fallout 2 geckos.
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Mutants that use a unique type of psionics due to their mutation, Biohazard psionics or something like that. Imagine having your gall bladder being psionically turned into a vicious parasite that devours you from within, or having your cells being remotely ordered to undergo apoptosis en masse, or having blood in your lungs turn into acid, etc. A faction of Biohazardous psions, secretive and hostile to practically everyone, could be interesting, especially if they could somehow be joined.
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A enemy with the ability to gain resistance overtime to the damage type its taking the most damage from in a fight would be interesting.
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Add the Headmonster Biter again and make him canon https://youtu.be/TVnEI29QDmo?t=38
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Somebody else starting the Monster train? Alright, I'm game.
1. Some sort of highly advanced, heavily armed Hunter-Killer robot that's very rare, nobody knows if it was made by Biocorp or someone else and that everyone is absolutely terrified of.
2. Psionic poltergeist miniboss that throws stuff at you and telekinetically fires guns at you.
3. Giant Isopod critter. Bottom feeder, lives on land and in water. Not really an enemy but exists to make the world more immersive like Cave Hoppers. Tastes like Lobster.
4. Ambush-type creature like Cave Fishers from D&D or Scp-7566 from Scp-5k. Not like cave crawler stealth mechanics. Can be spotted while it's hidden either by high perception check or just by paying really close attention to the environment and knowing exactly what to look for.
5. Cyber-zombie. A regular person fitted with a special cybernetic module attached to the nervous system. Starts off fighting like a regular soldier (Firearms, grenades, etc) until they get killed. Then the module revives them and they keep fighting as tough, shambling, melee reliant cannon fodder (all higher brain function and fine motor control is lost on revival). Revival can be prevented by certain methods (Deathblow via Critical-hit, getting fried by pyrokinetics, etc).
6. Rocktopus (Monstrous Land-octopus) boss.
7. The Grizozirg: The bizarre, two headed mutant beast that Kokoschka described from his homeland. How does it fight? How did it come to be? Mutagen? Ancient terraforming project gone sideways? Did The Dude feed catnip to a basket of puppies? Who knows?
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Thought of a few more. Here they are.
1. Psy-dog: One of Biocorp's more successful psionic projects (The details of which are now lost to time). Genetically enhanced canines with a suite of psi abilities (Nothing too crazy, stuff like Psychosomatic Predation, Pseudo-spatial projection, Telekinetic grounding and Force emission). Individually tougher and more deadly than regular and alpha rathounds but packs tend to be much smaller, individuals can also be found alone or rarely leading a pack of regular dogs. Often get into fights with rathounds over prey. Also highly coveted by mercs and bandits as hardcore pets.
2: Manticore: Super deadly ancient bioweapon. So nightmarishly monstrous that nobody knows what exactly was used to create them. Even the Protectorate and the Faceless are scared of them. Rumored to be tough enough to survive on the surface.
3: Lightning ghost: Based on the Avogadro from the Black Ops 2 zombies map: Tranzit. The electrified remans of a person's nervous system that zaps you with electrical psionics. Part of a failed psionics project.
4: "The Caller in the Dark": A sinister, almost demonic entity or presence believed to lurk within the most decrepit and forgotten ruins of the underrail by superstitious scavengers. Said to be able to shapeshift, read minds, mimic voices, cause lights and electronics to go haywire, summon illusions, cause insanity, reanimate the dead and consume souls, among other things. Dismissed by most people as just a scary legend, though plenty of mercenaries and bounty hunters have made attempts to find and hunt it down over the years. Most come back empty handed, others are never seen again.
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A powerful psionic enemy that inherently lacks psi points but can siphon them from the player character (or any other suitable entity), subsequently gaining access to devastating abilities. Maybe it could even briefly steal the siphoned entity's strongest psionic ability to use it against them (like Motor-Cognitive Transference but far more impactful).
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A worm or an insect that wears a shell improvised out of whatever it has been coming across, from trash to crafting materials to actual armour and weapons. A crawling random loot dispenser essentially, the constituents of whose shell affect its defence/offence (I don't know how feasible that would be to implement). If the shell includes metal/ballistic plates or armour suits, it is harder to damage; if it has spikes, blades or melee weapons, it does more damage with additional effects when attacking; it if carries grenades or explosives, it has a chance to blow up upon taking damage, etc. Bonus points if the creature is carnivorous and can dynamically modify its carapace by scavenging stuff from its prey, going from eating rats to eating thugs to terrorising well-armed individuals within mere hours.
this is not a fucked up allegory for how player character must appear to the NPCs
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1. Some sort of blind, eyeless creature that primarily attacks using weaponized echolocation, very similar to the soundwave attacks of the sonocaster and maybe even applying debuffs. Also, being blind but having sensitive ears, they are affected differently by flashbangs, maybe becoming panicked and disoriented and attacking and moving in random directions.
2. More Psimorph adaptations: We've seen them adapt to a mine rich in chromium and turn into nearly bulletproof rock monsters that are immune to burning and crits (and their nearly invincible big brother who is immune to almost everything). We've also seen them adapt to a mushroom forest and turn into mushroom monsters that inflict spore infection and are immune to poison, bio damage and crits. What else can psimorphs adapt to and what will the result be able to do (besides being immune to crits)?
3. Some sort of huge newt or salamander type predator that acts sort of like a crocodile analogue (a bit like some prehistoric amphibians I've read about). They can fight in the water and submerge themselves like sea serpents but they can also be fought on land.
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1. A creature (probably some sort of mutated creature) that's all about rapid healing and regen. It has high-ish HP and passively regenerates HP when it gets injured and some of it's attacks heal it when it hits you (similar to consuming bite and siphon).
Due to lacking a central nervous system (or because it's just so different and mutated), it cannot be stunned or dazed with conventional methods, has high electrical resistance and is immune to thought control abilities. However, it is very squishy and has no mechanical, heat or cold resistance so JHP ammo and fire and ice are the way to go. Also, it's metabolism leaves it uniquely vulnerable to poison, which will cause it to go into toxic shock.
2. Drones: Due to Infusion having more verticality than the first game, flying drones would be an interesting and (at least I think so) fitting new addition. There could be the classic kind that shoot at you with built in LMGs or shotguns or lasers, versions that drop grenades on you or just fly at you and explode (like the ones that we have in real life) and a version that flies at you and slices you up (kind of like manhacks from Half life 2).
Different factions could also have access to different versions too: Drones used by bandits and the Free Drones (Heh-heh) might just be civilian grade commercial drones with an SMG or LMG wired up to it or C-4 or claymores duct-taped to it while more organized military factions and abandoned Biocorp facilities might have outdated military surplus drones or the advanced, cutting edge stuff (or both).
3. Cave Moray: I recently saw a nature documentary of a moray eel hunting crabs across mossy rocks and tide pools and despite being a water breather, it was able to slither across the rocks above water like a snake for short periods. Then I thought how awesome it would be if a giant moray eel fought a sea wyrm.
4. Troglodytes: Or just trogs for short. Pale, ghoulish, cannibalistic creatures that were humans that have somehow adapted to the lightless depths to the point that they barely look or act like humans anymore. They will either claw at you, hit you with a rock or stab at you with a sharpened tibia. Sometimes they might even throw a rock at you which can daze you. Spooked by flares and fire, just like rathounds and darkdwellers. Some also have access to some...unusual psionic abilities. And these abilities can be yours as well, you need only follow the trogs back to wherever they came from.
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Mold colony (or fungal colony, to be more precise)
An unseen enemy that infests you if you stand near or interact with corpses and loot containers in dark, damp, poorly ventilated areas (or by coming in close contact with the living infected). Cannot be targeted, persisting as pretty much a debuff, could be fully removed by being set on fire and partially by sustaining AoE fire damage or any damage in general. Deals periodic damage and progressively debilitates the host but cannot deal lethal damage. Represented in several strands - black mold, white mold, etc., - each with its own distinct effects, some situationally beneficial for the host.
Also more mutant variants, more diverse than 'big, bigger & dog'.
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Giant Bat
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Ceiling turrets
a tanky robot that will release a cloud of toxic gas around itself, and leaves a trail of gas as it moves
the sewer abomination done justice; a horrible RE nemesis/DS revenant monster that cant be conventionally killed, it will regenerate back from death and follow the player from map to map
scuba divers, maybe with flechette guns
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I'm late but I really want to have a changeling/skinwalker/mimic enemy, basically something which can surprise a player.
Imagine going through sewers and finding some scavenger/goon who acts normally and moves/shoots like a regular humanoid enemy but when you "kill" them some "The thing" warps/bursts out of their body and starts doing some crazy stuff.
Different scenario, you encounter a rathound or few, they act like normal rats but at som point they just stand up like humans do and transform in some kind of a weirwolf.
Or literal mimic scenario when some regular objects can be an enemy or hide an enemy within, like opening a crate but it has teeth or have some tentacle inside of it.
Or something between faceless and Callidus assasin from 40k, basically an enemy which can change/morph to get an advantage. For example having a nimble and hulking forms which have their own pros and cons, or throwing a flashbang and disguising themselves as nearby friendly NPC. Also lots of posibilites for quests.
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Bilo-Spider Colony
A Bilo-Spider Colony is another offshoot of the shadowborne creatures—akin to shadow crawlers, but even more unsettling in their social and psionic complexity. Each colony is composed of five to six males and a single massive matriarch, whose presence dominates both the nest and the battlefield.
Behavior and Abilities
Bilo-spiders are innately psionic and draw from the Thought Control discipline. Their signature technique is Bilocation, which they twist into creating arachnid doppelgangers—shadowy spider-forms that confuse and harass intruders.
All colony members can fire restraining web projectiles, trapping enemies in adhesive strands that limit movement and make them easy prey.
The Matriarch
The colossal matriarch is vastly more powerful than her brood. She commands an enhanced suite of psionic abilities:
Bilocation
Frighten
Neural Overload
At the start of combat, the matriarch summons two doppelganger shadows of herself. These echoes persist until she is slain or stunned, relentlessly advancing toward their chosen prey. Their movement is slow but inexorable, creating constant pressure and denying safe positions.
Gravelmaw Ambusher
The Gravelmaw Ambusher is a subterranean trap predator that inverts the hunting strategy of the classic ceiling-dwelling barnacle (Half-Life). Instead of dangling tendrils from above, the Gravelmaw lies buried beneath the ground, camouflaged as a harmless patch of rubble or compacted dust. Only the slightest irregularities—hairline cracks, a faint rhythmic tremor—betray its presence, and even these can be noticed reliably only through Trap Detection.
Behavior and Hunting Method
At rest, the creature remains motionless under a thin crust of earth and stone. When a passerby steps within reach, the Gravelmaw erupts upward with startling speed, its circular mouth ringed with keratin hooks snapping shut around the victim’s lower body. This violent ambush:
Inflicts immediate health damage from puncturing barbs and crushing pressure.
Damages armor and footwear, scraping and tearing against its abrasive bite ring.
Leaves the victim Dazed, losing movement and action points at the start of combat.
If the target is not killed outright, the Gravelmaw drags them downward by several centimeters, pinning them in place and exposing them to further danger.
Swarm Response
A Gravelmaw Ambusher rarely hunts alone. Once it has successfully snared prey, the disturbance causes nearby traplings to burst from the soil and swarm the immobilized victim. Their bites are weak individually, but in numbers they can shred unprotected flesh and overwhelm even well-equipped explorers.
The Gravelmaw’s ambush is not merely a trap, but a signal—a subterranean alarm that brings the entire brood into a feeding frenzy.
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1. Sentry bot MK2: A bigger, more powerful version of the standard sentry bot reflecting a different doctrine and design philosophy than the Plasma sentry. It trades the flashbang launcher for better armor and twin 44. machine guns (similarly to a machine gun turret) although it does keep the built-in taser. Also has the suppressive fire and concentrated fire feats. Mainly found in high-priority Biocorp facilities like military bases, top-secret labs and Maximum security prisons.
2. Light combat walker: A type of robot that's sort of an autonomous combat mech. Inspired by the combat bots from Project:Snowblind. Pre-dates the descent. General build has a LMG and a 25mm grenade launcher. Has several different versions that fill different niches:
- Riot suppression walker: Designed to support law enforcement. Moderately armored, standard LMG, grenade launcher fires concussion rounds, built-in taser and either has a strobe light to disorient attackers or spits out chemhaze gas.
- Standard patrol walker: The vanilla version all others are based on. Designed for long range patrol, reconnaissance and fire support. Medium armor, standard LMG, fires frag grenades, a pneumatic tungsten spike for melee and has a lesser version of the TSB-02 Designator's "Laser designation" ability which only gives a 20% boost instead of 50%.
- Prototype walker: An advanced, High-tech, limited run prototype that never reached mass production. Has a laser weapon instead of an LMG, decent armor, it's pneunatic spike deals extra energy damage and it has an energy shield instead of a grenade launcher. Also has an ability that takes 3 turns to charge but fires a very powerful energy beam that allows it to punch way above it's weight class. If the bot gets stunned while charging (such as from an EMP), the ability gets cancelled and the bot takes huge damage.
3. Heavy Combat walker: Bigger, more powerful subclass of combat walker.
- Assault Walker: Designed for sieges and heavy frontline combat. Equipped with a minigun, 40mm grenade launcher, Frag grenades, Heavy armor, Flamethrower, 30% resistance to explosive damage and can deploy a smokescreen.
- Artillery Walker: A hard hitting, long range glass cannon. Inspired by the the catapult mech from Mechwarrior. Medium armor, an LMG as a secondary weapon, and two large 84mm missile racks as it's primary weapon. Has an ability that allows it to bombard an area with 4 missiles in quick succession but takes 2 turns to charge and can be cancelled by stunning it.
4. Biohazard containment bot: Robots usually stationed at laboratories dealing with bioweapons, mutagens and viral agents that you really really don't want getting out. Comes in 2 variants: fire and acid.
- Acid containment bot: Comes with an acid blob launcher, acid rounds and can fire gas grenades. Will also leak acid puddles like acid mutants when it takes damage. More dangerous when paired with other enemies.
- Incendiary containment bot: Comes with a flamethrower, incendiary rounds and 40mm incendiary grenades. Will go off in a spectacular, fiery explosion 2 turns after it dies.