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Messages - haze1103

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1
Bugs / Re: Zone transition error
« on: March 24, 2026, 05:38:57 pm »
I've hit this issue also after playing temporarily on a separate computer. From reading the log data, it seems to be due to both computers having different locales (one French, one US English). These sorts of mistakes happen often in C#, I can't remember if Underrail is using that. I've been avoiding playing on a separate computer since.

I've solved the issue by rolling back to a save before I started playing on a separate computer, which lost about 2 days of progress.

2
General / Re: New Player Home burglars?
« on: March 17, 2026, 03:08:56 pm »
Cool. I guess I did have a habit of locking my SGS and Core City door for RP in the past for fun, I just didn't bother this run. So security systems are still only for people who want to save the effort? Classic home value

3
General / New Player Home burglars?
« on: March 17, 2026, 01:32:40 am »
I was loading old saves (on lower difficulties) to check the fully upgraded house, and I noticed burglar corpses in front of security features. On my current Dominating run that only has the bare minimum for crafting stations, I noticed items missing from my lockers, and then I got ambushed by a burglar holding some of my items I had stored.

Are these burglar events new to 1.3.0.15? I don't remember getting them before, and now I've gotten it multiple times within 30 minutes of messing around with housing, though across multiple runs.

4
Bugs / Re: Luperchaun Event Exit Bug
« on: March 13, 2026, 05:01:56 pm »
Fwiw I've also got an issue where despite entering the Leprechaun cave from the Lower Underrail map directly to the west of the Lost Vault (with the psi beetles), when I left, I ended up on the Lower Underrail map directly to the east of the "invisible building", from the Rail Crossing station entrance, the river with siphoners hopping out.

Seems like this event has a bugged transition still

5
General / Re: Is Smart Module extremely high skill scaling intended?
« on: March 12, 2026, 10:31:34 pm »
I'm having a similar issue with tungsten steel plates. If I check Leonie's inventory, a 145 quality steel plates will have a 146 mechanics requirement, about 100% progression, but a 131 quality tungsten steel plates will have 141 mechanics requirement, which is 107%. I haven't seen anything go higher than the patch notes' advertised 112% cap, but I'd like some transparency on which items progress faster and why. TiChrome Plates for example seem to have a progression slightly harsher than steel but easier than tungsten. I guess they all end up capping at 112% for endgame anyway, but it's hard to plan around your crafting for middle game

6
General / 9mm cheaper than 8.6?
« on: March 09, 2026, 04:24:14 pm »
I'm currently playing a heavy guns build, so I try to think about the cost of using my weapons. One thing that I assumed intuitively is that 9mm bullets would be more expensive than 8.6mm, so I would do things like use the Brno when I didn't need firepower. From reading the wiki, this assumption is accurate: 8.6mm has a value of 20, and 9mm has a value of 26.

But to my surprise, 9mm is actually cheaper than documented on the wiki in-game, its value is actually 18, between 7.62's 14 and 8.6's 20. All the other calibers match the value I see on the wiki.

Has this changed recently? I verified on multiple saves, this is always true. I can't find any documentation that this has been changed recently, but I might have missed it.

7
General / Re: Reasons to raise a lowered base ability
« on: March 09, 2026, 03:45:06 pm »
You should have another dump stat that you don't care about. If you're so stretched that you need to raise a dump stat to complete your build, your character is probably trying to do too much

8
General / Re: Video discussion
« on: December 26, 2024, 03:07:16 pm »
I don't think the system compares to RTwP at all, since there's no real time mode. The moment the game enters combat mode, nothing happens until you do something - it's a roguelike system, with enemies reacting after every action, which also includes moving one tile. But the video itself does show that sometimes combat starts in the middle of walking and you can waste quite a few turns walking around while the enemy sets up on you. I'm hoping there will be a setting to go on full halt the moment you enter combat.

I guess it's relevant to note that enemies didn't seem to always attack after an action (at least the rathounds seemed slower), so it seems still possible to take actions without immediately taking damage. It's possible the equivalent of this game's Sprint (I know there's a built-in run) will let you rush somewhere as a reaction.

9
General / Re: Video discussion
« on: December 26, 2024, 03:21:09 am »
I buy the point that the old full-turn system was pretty swingy. Lots of builds could manual enter combat and destroys most threats before the enemy had any chance to act. It was easy to put yourself in a situation where your build was quite fragile, but could pass as long as manual combat and initiative was in your favor.

We don't know enough to know how deep the new system can go. I wouldn't like if all the complexity was really just numbers crunching from all the ways weapons can be customized and used. In the current system, you can combine lots of cool perks and active abilities in one turn, and pre-combat drugs can give massive boosts based on encounter type. It would be sad if everything ended up into a strict action economy where most actions cost taking a hit from all enemies, and the intuitive thing is just to trade hits with whatever move your weapon has that hits the enemy best.

I'm interested but I admit I can conceive that it might take some balancing for many years before I start enjoying it. Like how I really didn't like the original psionics, which took many years to turn into a normal build with limitations

10
General / Where's Grampus?
« on: December 21, 2024, 04:15:51 pm »
I'm at the Lower Passages right in front of Core City, and according to the wiki, there should be a ladder here today. But I can't find it.
Should I wait for a 2 hours refresh? Can I use the CheatEngine merchant refresh to trigger it now? I want my barbed throwing nets!

11
Builds / Re: Optimal non-psi hammer build
« on: December 16, 2024, 12:31:27 pm »
I guess I'll finally try Nervosomnifer this playthrough instead

12
Builds / Re: Optimal non-psi hammer build
« on: December 16, 2024, 02:13:29 am »
Mind giving me any clues for why this has 79 chemistry? I get that it goes to 90 with workbenches, 105 with hypercerebrix, but I can't see much use going beyond 45, given that your original post claims not to use hand grenades.

13
General / Re: Coretech Tactical Respirator
« on: December 13, 2024, 12:14:35 am »
I could swear I did a playthrough where I killed Frowning Man and the only guy who cared was Detritus. It's significant if you care about his quest, so I only got the Coretech stuff after that. It's been a while, I don't play that frequently

14
Builds / Re: Optimal non-psi hammer build
« on: December 04, 2024, 10:57:31 pm »
Point taken

15
Builds / Re: Optimal non-psi hammer build
« on: December 04, 2024, 05:46:38 pm »
Currently trying out this build, needed something simple that could beat Dominating.

Would you recommend the new Greaves for this build? Seems appropriate for the build. You do lose the immunity to caltrops, for an immunity to kneecap shot instead. I don't think the 20% resistance to immobilization invalidates Escape Artist, but it might save you a cooldown once in a while. I'm just not sure from the wiki stats yet if they can be reinforced as hard as normal boots, but it doesn't seem so.

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