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Messages - harperfan7

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1
Suggestions / Re: Barbaton as a spiked sledgehammer
« on: January 22, 2026, 01:38:56 pm »
It is a doubly-serrated hammer already

2
Bugs / Re: Report spelling/grammar errors
« on: January 21, 2026, 04:19:50 pm »
The sprite composition button in video settings says "Allows to displaying"
it should just be "Allows displaying"

3
Bugs / Re: Very strange and worrisome bug
« on: January 20, 2026, 05:37:27 pm »
I think your PC has turned into a monolith and is attempting to communicate with you psionically.
Don't resist. Absorb the truth.

I *almost* said that flottsurmir was trying to come through my computer.

4
Bugs / Very strange and worrisome bug
« on: January 20, 2026, 03:15:52 am »
I've been having some scary bugs this past week.  The game will start having strange visual bugs, like a huge square around my character fading in and out while I'm stealthing instead of just my characters silhouette, and this happens while I'm pressing tab.  Then visual assets on the screen will start to disappear, like decorations or ladders.  Then if I go to save the game, my existing save files won't have pics, just black windows.  The save will fail, then when it brings me back, I have the exit menu floating over some random shit on the screen.  This has happened twice so far.

Since the last update, any time I close the game, it freezes my screen so I have to restart my computer.  These two instances of the bug I'm talking about have both deleted the current save when my computer gets back up.  THIS time I have been making two saves every time I save so I was fine, but still this is a serious bug and I've never heard of anything like it.

The first screen showed thumbnails or something from youtube videos I had watched that day.  The second one showed some of your spritesheets. 

5
Suggestions / Flaming corpses
« on: January 19, 2026, 08:25:35 am »
I just realized that when a character on fire dies, the fire immediately goes out.  With the exception of characters in water, I think it would be fitting if the corpses stayed on fire for the rest of the duration.  I realize that may be tricky to code, so if its not worth it thats fine.  When you want the light from the fire for accuracy or other mechanical reasons, it sucks when it suddenly disappears like that.

6
Bugs / Re: Razor still has no knife at one specific point in the game
« on: January 19, 2026, 05:43:48 am »
Its for the best that he doesnt use his shotgun in the cabin fight; he'd hit his allies.  Shotgun AI is really bad about that.

7
Molotovs, basically.  Quinton always sells five iirc, and somebody at sgs (often two people, I think) sell gasolines to make your own. 
If you're psi, use your ranged damage options as much as possible to kite them, and you can force them to sit still with nets. 
The riot gear in the underpassages, if you can pick the lock and handle the stalker and rats, is great against beetles.  If you keep them in melee (preferably with nets), they will keep their heads closed and just bite you. 
Insulated riot armor is the best armor option, but failing that go for rathound leather since it has cold resist as well as mech.
You can sneak past the beetles outside if you're careful.  Inside, you have a door and can make good use of caltrops and traps if you like. 

8
Bugs / Re: Report spelling/grammar errors
« on: January 16, 2026, 03:47:45 pm »
I think she means "mommy" unless she intends to buy her father some boots

9
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.


10
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? 

11
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

12
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. 

13
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. 

14
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

15
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

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