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Messages - harperfan7

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1
Suggestions / Sound effect for the beast fight
« on: January 01, 2026, 06:29:16 am »
During the beach invasions, if you go near the native boats, there is a background noise of clamoring warriors.  Something similar would be neat during the beast fight; echoing stampeding feet and bladeling grunts. 

2
Suggestions / Re: Electroinvestigative Belt should lower Reload AP cost
« on: December 29, 2025, 08:12:31 pm »
I also recently advocated for a battery version of a doctors pouch, but this new update changed the game when it comes to crafting.  The electro belt is now a big boost for crafting good electronics, like energy shields.  Giving it the recharge would make it too good. 

3
Bugs / Re: Report spelling/grammar errors
« on: December 28, 2025, 10:16:56 pm »
*on the wiki*, the image of the warthog charm has a typo in the description "wathog"
I cant easily check in-game

4
Bugs / Re: You can wear multiple mining helmets.
« on: December 27, 2025, 09:50:41 pm »
.

5
Bugs / Re: Report spelling/grammar errors
« on: December 25, 2025, 07:35:05 pm »
Rocket blueprints say "rocket" as in singular, implying you are making one rocket, but they make three.  If bullet blueprints say "bullets" and bolts say "bolts", then rockets should say "rockets". 

6
Suggestions / Re: Power Fist: Match Metal Gloves Scaling
« on: December 23, 2025, 09:34:46 pm »
this is a bug

7
General / Re: Underrail on Linux guide
« on: December 21, 2025, 11:14:48 pm »
I switched to mint right before heavy duty came out, when steam said "nuh uh, no more win7". 

For those considering the switch, its truly not difficult.  If a computer potato like me can manage it, you can too. 

This newest update gave us some fancy new shaders for the game, but they dont work right on linux.  You can just use the legacy shaders though (I prefer them anyway). 

8
Suggestions / Let javelins be 1-handed weapons
« on: December 21, 2025, 07:38:22 pm »
They are light compared to normal spears, their spear guard sucks (especially compared to boxing gloves), and you throw them one handed anyway.

9
Bugs / Cold effect did not remove a stack of warmed up
« on: December 21, 2025, 07:32:45 pm »
.

10
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« on: December 21, 2025, 07:31:02 pm »
The changes are good.  Some builds have to actually try now, and there are now alternatives to many of the existing meta builds (mainly, 10 int). 

11
Bugs / Can shoot rockets through a fence
« on: December 21, 2025, 07:27:43 pm »
but not cryokinesis.  Intentional?

12
Builds / Re: Need help with a heavy brawler build.
« on: December 21, 2025, 03:48:28 pm »
Infused sea wyrm boots with spikes will deal more damage than metal boots with spikes.  Id put a serrated tichrome blade on your armor, with two tichrome spikes, and use tichrome spikes on your boots (with soft foam).  Not sure if the boots will prohibit you from getting lightning punches, though; sea wyrm is pretty heavy.  Since super steel can get to such high qualities, you will want to max your mechanics skill all the way. 

Oh, and you can get heavyweight even if your armor penalty isnt that high; its still extra crit damage.  You'll be very tight on feats, however.

Pic attached is probably the best non-psi brawler build you can make.  It's intended for leather gloves however.

13
Suggestions / Rocket metal plate ingredients
« on: December 21, 2025, 03:24:39 pm »
If it says steel plate, it means steel plate, no tichrome or super steel.  Intended?

Also, you need the full mechanics requirement for the steel plate, unlike with other ammunitions which are capped at like 30 or whatever. 

I would change both of these to match other ammunitions, if they aren't bugs to begin with.

14
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: December 20, 2025, 06:41:57 pm »
"Final Revision"  lol jk

Alright.  So, obviously, the crafting points shown aren't going to get you as good of stuff as they did last week.  You'll be using lower quality super steels, electric components, tichrome knives, and foams/cloths on the armor.  Can still craft the same headbands, though.  Don't turn in any ss data; you'll screw yourself.  You can take a handful of points from throwing, lockpicking, and pickpocket, as they were somewhat above the usefulness cap (extra throwing to offset sometimes being intimidated, extra lockpicking to hit that 160 check in the compound just because, and extra pickpocket so we can get Ethans amulet; we can do without all of that).  Some people don't care for persuasion (they're wrong), so if you're a wrong person too, you can take those points for more crafting. You hit diminishing returns the higher you go, though, so keep that in mind. 

The build itself barely changes; we're just going to rearrange our spec points a little bit.  We drop the point in Blitz CD, the premed points, and 1 point from FO, and put them all in fancy footwork.  As it works now, fancy footwork gives you 8 mp, then 7, 6, 5, 4, 3, 2, 1 (36mp max per round).  If we spec it, it becomes 10, 9, 8, etc (55mp max per round); a notable difference.  I noticed that I didn't use premed as aggressively as I could have; didn't need the spec. 

The stasis change hurts the most, I think.  1700ish hp at max (and they always get opportunist) isnt that much against two turns; you'll have to be a lot more tactical in how you use it, where and when.  If your stasis gets killed before the 2nd turn, you act in the 2nd turn if you're still alive.  Your energy shield will not protect you while in stasis, but neither will it get damaged; you'll just drain a couple turns worth of charge.  However, at least your energy shield will be on if your stasis gets broken and you have to suffer more attacks before your turn.  Speaking of shields, efficient gives about 25% less capacity now, and amplified is MUCH better than it was; still not sure which we'll be maining, but we'll have both for various situations, probably one each for low and high. 

You'll start using enriched hypos as soon as you get the belt now; sell your old ones at that point, or use them for after-battle healing if you want.  Speaking of after-battle healing, I've been considering carrying around the lightest possible regen vest just for that. 

I don't think I'd even bother with the kukri now that its only 12% vs bots.  I did use it during the quad naga fight; now I dont think I'd bother.  Maybe shoot the ground with the srpg with a tandem rocket instead (you can buy them both from beckett). 

5th native invasion solo went out the window.  It was glorious while it lasted.  The compound will be much much harder now as well; the exos all have over 1k hp and they'll wreck your stasis in no time. 

Enjoy your weeb sword sprite, everybody.

EDIT:  shields do NOT protect you while in stasis


15
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« on: December 20, 2025, 04:53:36 pm »
You dont need high int to use the best components, but you do need to dump a bunch more skill points for it.

I think the best melee builds are still the old ones, but now there is a valid high-int alternative. 

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