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Messages - Malanir

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1
Builds / Re: Crafting : Skill Points spreading / Leveling
« on: April 20, 2026, 05:30:19 pm »
Hi,

Thanks for your answer.

What i meant (and i think what im asking is bothering a lot of new/returning players)

Is precisions for each stage of the game, i gave an exemple for early game before depot A.

But i'd like to know stuff like :

Once access to Core city : (the followings are imaginary numbers and imaginary takes))

Mechanics : 100 for firearms, armors, dont bother for crafting melee weapons drops are good enough so far.
Electronics : 100 for shields, no need to go that far for pistols vendor have as good offers or not worth investing SP yet in it.
Chemistry : no need to invest unless bio pistols.
Biology :  no need to go further than X unless you wanna craft specific consumables for psi.
Tailoring : X value.

Then another same type of explanation for like access to full Foundry shop, or specific faction etc.

I want to know if its worth to invest in those skills craft wise at lvl 10 and above, how much etc. Or heavily invest in one and do others later, this type of things.

I hope my question is more understandable, i can find easyly guides about the final aim of points to invest for crafting but not through the game different "stages" of what is available for the player.

2
Builds / Crafting : Skill Points spreading / Leveling
« on: April 20, 2026, 04:25:03 pm »
Hi everyone,

Despite some research on the forum i am looking for advices for leveling crafting skills through the game.

I am playing a build with a lot of different skills so the crafting points can very fast be an issue.

The type of answer i am looking for could be like this as an exemple.:

Before lvl 10 :

Mechanics : 50 for rifles, riot armor and more.
Electronics : 15-20 for taser, above 45 for a decent energy pistol
Chemistry : 20 at least for incendiary grenade, 30+ for flashbang
Biology : 40+ to use cave ears poison, craft hypos etc
Tailoring :  50+ for leather armor etc.

Once access to Core city :
Same type of stuff.

Im looking to know what could be decent or needed specially from lvl 10 to 16 where it can be tough SP wise !

Thanks in advance for your precious help !

Cheers.

3
General / Re: Question about the final battle
« on: January 11, 2016, 01:40:29 am »
it has only 3 if you solve it.

you got a message when i you insert the mutagen correctly that says that the system isnt going well.

4
Suggestions / Under Rail 2 Kickstarter ?
« on: January 11, 2016, 01:29:43 am »
Hi dear devs & dear underrailers,

It's all in the topic :

The same way Torment : Tides of Numenera is rising, i'd gladly see your next game with a bigger budget.
 That's why i wonder if a Kick Starter project for a next episode of Under Rail is coming.

You did such a great job for an indie game, congratulations.

Best & sincere regards,

Malanir.

5
Oh gosh that was stupid from me .... was obvious...

Thanks a lot for your help

6
Thanks for such a quick answer !

Well i think i'm missing something else, because according to the solution you gave me, i still can't enter in the building with the camera still "no power"

The only buildings im able to allocate power to are :

Warehouse block 2
Mutagen Tanks A
Caerus Residential Block

Those i cant :

Mutagen Tank B : Node 3 is Offline
Taratarus maxium security prison : Node 11 & 8 Are offline
South Elevator : Node 19 is Offline
Tallas outpost : Node 2 is Offline

I guess i must find those nodes, (i hope that with your allmighty help i can find them faster, i'll look around meanwhile you answer me)

Thanks dear Coaxl

7
Hi dear fellows of the underground !

At the moment i have only one thing left to do is to remain the mutagen stuff of the door.

I repaired it completely with the Bot etc. (which means im done with the arke station ofc), Labyrinth too.
I got more than 10 bio stuff that i looted in different spots.
I finished the quest with Leo

My roleplay gives me :

Ennemy of Tchortists (killed them all in DC)
Accepted of Faceless.

The stuff i have not managed to have granted access are the following ones :

- Electronic door with a code in the Tchortist outpost and the computer with strange symols in the lower level.
- I didnt do anything in the Faceless Camp yet.
- Some spot have doors with "no power" but i think from what i did at the Arke outpost i normally gave power to all the places that need some.

My questions are the following ones from most important to least important :

1) Where the hell do i make or analysis the grenades to remoove the mutagen off the door. Even Leo tells me about a spot with mutagen things & it's as if i m the only one that cant figure where that is. And any details of how i get rid of the mutagen.
2) Is there anything important or necessarry in this Tchortist outpost and if so, how do i get access.

3) Is there anything crucial in the Faceless Camp.

4) If you think im missing something else of the list above, feel free to enlight me :)

I think that's all i've been looking for hours on forum, but i can't find any solution to my problem, so any help will be gladly accepted ^^

Have a nice evening :)

PS : The game is awesome but those Deep Caverns *eeeuuuurgghhh* .....

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