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Messages - harperfan7

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1
Bugs / Re: Report spelling/grammar errors
« on: Today at 03:47:45 pm »
I think she means "mommy" unless she intends to buy her father some boots

2
Suggestions / A random encounter idea
« on: January 14, 2026, 02:03:02 am »
A lategame encounter that can happen somewhere with train tracks or roads.

A stealthed gunslinger standing in the middle of the road/tracks who will start conversation with the player upon detection and moving within optimal pistol range and challenge them to a duel.  They can use persuasion to talk him out of it (like "Im simply no match for you", "If you draw, I won't; it will be an empty victory", etc), bribe him out of it (1k-2k charons) and mercantile options to lower that price to as much as half, or one of two intimidation options (the lower skill one will give the player a bonus on initiative when the duel starts via shaking his nerves, the second higher one will scare him out of the duel entirely).  Maybe a special option where the player can offer him the magnum or wasteland hawk as a bribe instead if they have either of those with them.  Maybe throwing around your Invictus status could do something for the player.

The persuasion, bribe, and higher intimidation options start a scene change where he disappears so the player can't just initiate combat themselves afterwards.  The lower intimidation option starts combat immediately with the gunslinger having the penalty (and no stealth bonus).  Failing to get out of the duel while trying to refuse it will start combat normally (with him condescendingly insulting the player first).  Accepting the duel triggers an arena style cutscene that places the gunslinger and the player in the middle of the "road" or wherever they are, activates their shields, then starts combat with no special initiative modifiers, and the slinger has a dialogue bubble "Draw!". 

The gunslinger is skilled and experienced, level could vary with difficulty (up to you if he's a "boss" or not), but at 30th he'd have the following feats:  gunslinger, paranoia, steadfast aim, aimed shot, kneecap shot, rapid fire, point shot, recklessness, bullet time, sharpshooter, critical power, nimble, sprint, evasive maneuvers, uncanny dodge, scrutinous, and yell.   I don't know if npcs can use bullet time or evasive maneuvers; if not give him trigger happy and expertise.

High or maxed guns/throwing/dodge/evasion/stealth/intimidation.  5 str, high dex/agi/per.  Root soda active (perhaps laylow?), an amplified high shield, smart NV goggles (maybe give him darkvision), soft-padded black-cloth hopper leather armor, a bullet-strap belt, hopper or ninja tabis, and a high-quality laser sight extended mag .44 hammerer (lubed?) loaded with w2c ammo, with another 10 .44 w2c at least in his inventory, an adrenaline shot, a super health hypo, two more root sodas and an empty bottle. 

Activate shield > adrenaline shot > yell > uncanny dodge > sprint (up to optimal range if not already there) > evasive maneuvers > special attacks > regular attacks.


3
Bugs / Gladiator items low durability
« on: January 11, 2026, 10:56:15 pm »
On my current run, I noticed that some of the weapons the arena gladiators were dropping were at low durability.

Also, can I suggest that surgeon have a sharpened poisoned knife? 

4
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« on: January 11, 2026, 11:06:22 am »
https://cannedbean29.github.io/UnderrailBuilderRemake/

its finnicky, though
like for specialist, you have to level to 16, take it, then level the rest of the way
probably need to take polymath at first then level as well

5
Morphine and nervo don't stack; nervo is just a better version of morphine like a super health hypo is a better version of an advanced hypo. 

Mech resist from armor can go to 95%, for other damage types it goes to 100%.  Reduction is 90% for mech and 100% for everything else. 

6
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: January 09, 2026, 02:32:40 am »
Ah, okay.  A long time ago I talked about how cool it would be to have a quest that takes place inside a train while its moving, and you could jump or get knocked off/out of it at certain points, in which case you would be deposited in a railway map between two towns and take some amount of damage depending on your armor/agi/evasion. 

7
Bugs / Re: Heavy Metal Feat Doesn't Have A Melee Requirement
« on: January 08, 2026, 01:54:41 pm »
if it was heavy guns OR melee, like high-technicalities, that would be nice

8
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« on: January 07, 2026, 04:31:47 pm »
Hit & run is half; 25, then presumably 12, 6, 3, 2 or 1
specced its 40, 20, 10, 5, 2 or 3, 1

9
Suggestions / A unique silenced revolver
« on: January 07, 2026, 12:30:10 pm »
https://en.wikipedia.org/wiki/OTs-38_Stechkin_silent_revolver

These are really neat.  For infusion, if you intend to do real-world uniques in it.

10
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: January 07, 2026, 02:26:41 am »
Styg said a long time ago that infusion won't have personal vehicles.  However, he also said that expedition wouldnt allow sledges or sniper rifles on jet skis and then he later changed his mind.

11
Suggestions / Re: In light of Crafting rebalance.
« on: January 06, 2026, 03:50:36 am »
Greaves are for heavier-armor melee characters who still intend on having mp.  Even if you have escape artist, it still has a cooldown; greaves give you a chance to not get entangled while its on cd.  If you're relying on sprint and hit'n'run to have some mp during your adrenaline rush or whatever, greaves keep some asshole from critting you for 1 damage with a kneecap shot.  The crit-chance reduction is a nice little bonus. 

12
Builds / Re: I need Universal build help pls
« on: January 06, 2026, 12:55:33 am »
It's not a good idea to play around using all types of weapons; it's always better to focus a build.  I do have a build for doing everything in the game, but its very spread out and I would never expect a newbie to know when to level up what skills, or when to use certain items.  It's a thought control + sniper rifle build.  That said, I think the best build for doing pretty much everything aside from will/psi-related stuff is an xbow build.  Xbow + traps is solid, and I suggest it for a new player.  You can add psi to an xbow build, every school has some nice synergy with xbows, BUT, the optimal xbow build is pretty tight on feats already without adding polymath or psi feats.

My best advice for a new player is to figure out what your ideal playstyle is and build around that, and play blind.  You can always look stuff up on subsequent runs, and if you like the game you will play it again.  Some of us have beaten this game dozens of times. Just do what your character would do and don't worry much about missing out on things. 

There are ability checks in this game, which use your ability scores (like strength or intelligence) alone, and there are skill checks of course, but there are also dialogue skill checks, and not just the speech ones like persuasion or intimidation.  Some questlines are mutually exclusive, as are some oddities and some random quests and dungeons and a few other such things.  There are some random items that you may or may not find in a given playthrough.  There are a bunch of unique weapons and a few unique wearable items (like armor).  Some dialogue options aren't present if you havent seen or done certain things or received previous dialogue from other people. 

For a new player, who wants to do as much as possible while still having a solid build, I suggest xbows.  Build for 7 dex, 7 agi, 10 int, with the rest in perception, and start with 10 int; int lessens the exp required to reach the next level so its best to have it from the start.  An optimal xbow build has no room for spare feats, so if you want polymath or any of the psi feats, you'll have to give up something.  If you insist on polymath, you can afford to max out a psi skill; any of them are good with xbows, thought control is the least good with xbows but it opens up the most lore/dialogue of the four schools.  As for psi feats, premeditation is good no matter what school, and cryogenic induction (and to a lesser extent pyromaniac, but only if you have ambush) are good if you take metathermics, if you take temporal manipulation you'll want psychotemporal acceleration. 

I'll attach a pic of the build below, but it won't have the various item boosts you'd need to reach the optimal values for skill checks or crafting.  Don't open it if you want to come up with your own build.  As for when to level what, I'd say go 5 dex, 6 agi for 1st level, raise dex to 7 first, then agi to 7.  With skills, just play by ear.  Ignore crafting for a few levels so you can be solid with your subterfuge skills and persuasion, and as you go you'll notice when your subterfuge skills are more than what you need for where you are, then you can start focusing your crafting skills for items you'd like to make, then just carefully go back and forth as you progress.  Mercantile and evasion are the least important; level merc after the rest and level evasion last.  Xbow is the one build where I do take traps and dont take throwing, because special bolts compete with throwing items for your utility slots, and theres another non-throwing non-special bolt utility item you'll want to use as well.

If you really want to try all the various weapons in one playthough, you'll need good strength, and you'll want the versatility feat.  High strength + maxed melee skill + versatility is probably the way to go, though light weapons want good dex to lower their action point costs.  It'll be pretty unsatisfying, just so you know. 

13
Suggestions / Re: Nice spot for a new agility check
« on: January 05, 2026, 04:06:45 am »
Maybe a really high one here.  Would let players know that checks can go that high.  "Mushroomcoves"

14
Suggestions / Re: Nice spot for a new agility check
« on: January 05, 2026, 03:59:27 am »
Here as well, CV2.

15
Suggestions / Nice spot for a new agility check
« on: January 05, 2026, 12:39:26 am »
Very minor; its an out-of-the-way map and would only get you a single mindshroom, but it'd be a nice little touch regardless.  The map is CV11, near the lower entrance to omega.

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