Underrail Forum
Underrail => Bugs => Topic started by: Albert Altmann on January 16, 2026, 09:41:14 am
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When I use Psycho-temporal Contraction (with Psycho-temporal Acceleration feat), Expert Sprint and Vitality Powder, bringing my AP to 105, then pass the turn, instead of 115 AP I'm supposed to have next turn due to 10 AP carry over and the aforementioned buffs still affecting me, I only have 110: https://youtu.be/isT95NPron4
And even if I spend all 105 AP, to exclude 10 carry over AP from the equation, next turn I still get only 100 AP.
I have a weird theory on what might be causing it, based on the fact that replacing Vitality Powder with Adrenaline Shot makes me start the next turn with 110 AP, as it should. With Adrenaline and other two AP buffs, I start the next turn at 100/110 AP just as expected (10 carry over AP somehow doesn't appear to have any impact on this so I will be omitting it altogether), because 100 is exactly double the base AP and so the game has no problem with it. However, when I'm supposed to start a turn with more than double the base AP - 105, for instance - the 5 AP that goes over double the base value mysteriously disappears.
This restriction might be an intended mechanic I'm not aware of, I guess?.. Carry over does allow to start a turn with 110 AP though, so I'm not really sure.
I also tried all combinations of applying only two of the three AP buffs, in case the issue lay with one of them specifically, but the AP I was starting further turns with was invariably correct, so I don't think that the buffs themselves are to blame.