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Messages - Vagabond

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1
Bugs / Re: You can wear multiple mining helmets.
« on: December 28, 2025, 12:57:43 pm »
stacked helmets are legit, you can do it irl >:(
in infusion each extra helmet should add extra protection from attacks above head

Le COD Warzone stacking several ballistic plates into your carrier plate vest shieeeeet.

2
Bugs / Re: Fraser prices possibly bugged.
« on: December 27, 2025, 01:46:13 pm »
Adding this after additional playtime, it seems the discount from Mercantile takes effect after you finish the first Epione Lab quest and it increases as you finish more Protectorate quests.

After 1000H of playtime, this is the first time I notice something like this. I've checked it on static value items, like the Rocket Launcher BP, which I've found out is 9775 value, and White Phosphor Rockets, their value was dropping after each mission.

The wiki says nothing about this, but if this is intentional and not a bug, I kinda like it.

3
Bugs / Fraser prices possibly bugged.
« on: December 25, 2025, 11:59:02 pm »
At 135 effective mercantile I get 16150 value Rocket Launcher blueprint from him, however I can buy the same blueprint for roughly 9k from other merchants. Seems a bit too big of a discrepancy for it to be intentional.

4
Go to Leonie, Foundry entrance merchant, she should have an option to smelt Metal Scraps that you get from recycling metal items. They will give you low quality steel.

a back and forth trip to foundry (in most cases) is 50 charons flat (1500 static value), the cost of processing 100 metal scrap (assuming they were all gained through loot instead of recycling more valuable items, which would make it at a loss) is 30 charons (900 value) and including a 30 minute wait time, it is next to impossible to save in these circumstances unless you looted all the metal scrap, walked to foundry, and have a very low mercantile skill. returning to the example of adrenaline, every medical vendor has the resources needed to craft it while standing in front of him while saving money; I think something as common as ammo or other combat utilities' crafting components should share the same characteristics.

How is spending 50 charons relevant to the topic? Especially when you can get to Foundry for free, and fast travel with Expedition for super cheap.

Aside from that, your OP stated:

as the game progresses, low-quality, cheap steel becomes harder to come by and, as a result, quantity producing crafting recipes such as caltrops, bullets, throwing knives, and bear traps increasingly lose cost savings until it's cheaper to just buy said bullets and utilities (unless you want a specific ammo type and/or poisoned utility), this has the effect that these recipies are almost not used at all.

For 30 charons you get low quality steel. If 30 charons is so much that it's impossible to save, then I have some bad news for you. You mentioned for some reason mercantile, well here is the math:

Since 30 charons = 900 value, we use x2 and x1.15 price values from mercantile, in this case we divide (because 900 is the final value).

450-250/7=28Q
&
782-250/7=76Q

This means for 30 charons at 0 Mercantile you can buy 28Q and lower. With discount cap Mercantile you can buy 76Q and lower.

Crafting ammo isn't meant as a substitute to buying, it's meant to give you additional resources, and even ammo hungry ARs and LMGs aren't gonna run out of either ammo or money with half-decent usage. You sell expensive loot, you recycle inexpensive, and with crafting get an additional stream of fuel for committing warcrimes on pipeworkers.

If you were able to save money and continue fighting just by crafting ammo alone, then there would be no point in the economy and skill system as it is. It doesn't take into account metal quality, which means you have to look at it under a different angle. For 30 charons and abundant Metal Scrap you can get MORE metal for crafting, not how much you are spending/saving. Mercantile just increases the amount you can buy for the same price raw.

This is ever more evident on DOM, where you sell items at 25% value, so you can't compensate dumping mags with one Tungsten Armor set sold and resupply at your local gun store.

5
Bugs / Gray Soldier Armor visual bug with Uniques.
« on: December 24, 2025, 02:24:33 pm »
Title. Also in attachment. Tried with normal weapons, looks fine.

6
Go to Leonie, Foundry entrance merchant, she should have an option to smelt Metal Scraps that you get from recycling metal items. They will give you low quality steel.

7
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« on: December 23, 2025, 06:21:08 pm »
I'm currently retrying my Jin-Roh build on DOM from square one, ditching CON and it's feats for the new INT ones. First impression - Polymath is amazing alongside hacking, I am never sleeping on it again. But in general, the only difficulty spike I've noticed is with the HP increase which does hit bullet based weapons early on the most, with psi bugs and robots and their high DR/DT, you now need more bullets and I had to switch guns and ammo types a lot, right until I was able to get the Unique Bren. Good thing there is just enough money to stock up on bear traps, caltrops and nades, but it did feel like a F5-F9 slogfest up till Junkyard, after that it was a rather smooth sailing.

8
Bugs / Re: Sound is (possibly) bugged/inconsistent.
« on: December 23, 2025, 08:54:48 am »
Silent* Isle and psi bugs in particular were always weird with reaction to noise and the latter always only react to it only if you're in turn-based mode (not necessary in combat), they immediately lose interest if you go back to real time

Yes, Silent Isle, thanks for the correction and for the clarification. Seems I never noticed throughout all this time, I used to just Stealth my way past. Guess it's just Rathounds in this place in particular that needs a slightly different approach.

For the future if anyone stumbles to a similar issue, I tackled this by bear trapping the Psi-bug route as far as possible, just enough to win time to kill the Rathounds. Then it was the usual combo of beartraps+caltrops for the PER bridge and a Molly to catch the rathounds (if you are too far away for them to start combat). With the info now learned, I'd save a flashbang or nade to catch the Psi-bugs attention in turn-based and just Stealth, otherwise it's a vertical hill battle against several Goliaths.

9
Bugs / Sound is (possibly) bugged/inconsistent.
« on: December 22, 2025, 11:22:01 am »
With the update I finally have a reason to go from square one on my Jin-Roh build on DOM, with the new sprites and what not.

But, it has been a long time since my last playthrough and I kinda forgot how AI reacts. But was the sound propagation nerfed/changed when outside combat?

Here is the thing, I've double checked the sound noise range of items and had this strange experience with Rathounds and Psi-bugs on Strange Isle.

As you know, Strange Isle has a small island on the Rathound side to which you can PER check and get on. So? I used that to my advantage and bear trapped the route along with caltrops. So? Well, I had 4 grenades on the ready, a Frag, HE, Flash and Moly, and thought, hey, lets toss a nade right nearby to get the Rathounds attention, which were right around the single huge rock formation (which is right before the PER check). So?

It was a literal coin toss on whether or not the Rathounds would investigate the explosion, sometimes they would group up together, other times it would be just 1-2, sometimes zero reaction. And mind you I was just right around the corner waiting for them to see me. Worse being the other coin toss of Psi-bugs getting alerted. Sometimes they would, sometimes they won't. I don't remember this happening before, if at all, and I did look through past updates and patch notes, doesn't seem like where any fixes or additions. I only found a slightly similar topic here on Muties, that's it.

Am I missing something or misinterpreting, or is this a bug?

10
Development Log / Re: Dev Log #15: Steam Page Launch & New Gameplay Video
« on: October 30, 2025, 05:26:57 pm »
New goal in life: Survive till Underrail 2 Early Access!

11
Development Log / Re: Dev Log #10: Lockpicking and Hacking
« on: October 27, 2025, 01:03:54 am »
I was holding off on saying anything in recent dev logs because I love each and every one and it gets me more hyped by the day.

However, in the particular case of Hacking, I needed a video example to understand what it will be like, and the recent Hacking video on Youtube blew my mind.

I don't know how to code, and yet I am eager to figure out how hacking works because this is exactly the s*** I wanted to see in other games like Cyberpunk or Immersive Sims like Prey or Shadow of Doubt (give or take in the complexity). A completely detailed, in-depth additional and optional gameplay mechanic that adds a whole new layer to the main game, that you can entirely miss because of it's complexity.

That being said, I do wonder if besides the terminal and, paraphrasing Styg, GUI hacks, if we spec properly into a hacker+techie we can make our own "hacks" and "hacking tools" like cyberdecks (yes, it's actually a real thing). I can envision there being a dedicated forum thread specifically to all this, where everyone on top of their builds, share all the hacks they made. Like maybe a simple bruteforce codebreaker for simple 6-digit electronic locks. Or a self-destructive scan virus that gives you a full "map" of the system before deleting itself without a trace. Maybe besides hacks, we can make biometric scans of ourselves and (possible) companions that can be on us at all times to insert into hacked/disabled robots. The possibilities end with the imagination and the complexity of the system.

There is also a thought that can be a best of both worlds for those that don't want to go into the deep end, such as with higher hacking skill, the whole process gets easier, without changing the complexity at all, by having tooltips and thought bubbles appear. Something that can alleviate the burden of coding for the general public, while still keep the core essence intact and not dumb down or give outright answers and solutions. Think of it as turning the hacking from a meta-skill based to a hybrid skill & puzzle based system. You still need to find the solution like in an immersive sim.

12
General / Re: Make a mushroom doughnut
« on: May 26, 2025, 11:26:02 am »
Cooking crafting skill in general.

1.Crafting Cooking components:
Universal Broth, made with Filtered Water, Bones from Bisons, Pigs/Boars, Poultry, and other potential vertebrates, like the Serpents, also veggies like carrots and potatoes. Could be split into their respective broth types for different buffs (e.g. Beef/Pork/Chicken/Fish broths).
Sugar, both brown and white. Salt, probably not kosher. Vinegar. Herbs and Spices. Syrups. Butter.
Root Noodles.
Unique, highly sought after mushrooms from Pre-Descent era, like the Boletus, which are grown in specialized locations. (They require tree roots to grow).
Exotic edible ingredients, like the Marsh Honey from Black Sea, be allowed to use as bonus ingredients for unique effects.
Rice and Soy beans. (If Coffee is grown, then its possible for them too), which means Rice and Soy Bean based products, which are luxury products due to difficulty of production.

2. Mushroom Cream Soup. Cream from Bison Milk + Canned Mushrooms (or homegrown special ones) + Universal Broth. Herbs and spices added accordingly.
3. Energy Drink. Sugar, Fizzy Water, Taurine, Caffeine Substitute/Tablets, Vitamin pills to keep the doctors happy. Can be further experimented with to make truly outlandish mixes. So more of a bases of an Energy Drink.
4. Adding to previous ideas. Full range of methods of cooking meat. Roasted, BBQed, Grilled, Simmered, Boiled, Smoked, etc. Could result in Briskets, Ribs, Jambalayas, Pork Belly Candy, you name it. Not sure what kind of coal is used for campfires, but maybe the scientists at Dis altered it in such a way to be food safe.
5. Matrix food slop. *Insert quote from the movie about what it is*
6. Sustenance Bars. Don't ask what's used for the Protein, human meat would've been preferable.
7. Crawlermeister. Highly sought after liqueur by professional hunters, collectors and mixers. Rumored to be made by Leprechauns, in truth, the brewery constantly changes location, which is known only to a handful of reputable roaming sellers. Made of exotic herbs and spices collected throughout the whole Underrail. One bottle will set you back a decent amount, but the liqueur itself, be it mixed or drank neat gives a buzz which can only be described as soul opening. *Not recommended to mix with The Juice*
8. Crawlerbomb. Bar and upper class party drink done by pampered obnoxious rich kids or equally rich hardcore hardheads, who are imitated by the rich kids. Kicks in instantly, drank in moderation, lest risk a nasty high and hangover.

13
Development Log / Re: Dev Log #9: New Combat System
« on: March 11, 2025, 01:55:44 am »
After a long pause I come back to see the new dev logs and demo, and it's just...

I am speechless. If this is an early-alpha build, I am 100% buying early access and getting a copy for my friend. I've re-read the previous and new (lockpicking & hacking) dev logs, I've re-read my old suggestion posts, and it's like a dream come true.
The amount of potential I see, the amount of content I saw, this is some new era RPG getting slow cooked to perfection. It's like Styg and team is adding everything I wanted and even more, some of which I didn't even think would actually be added!

It's so good that the only issue/critique I had was the lack of clarity in how much time does a (or any) action cost. That's it! Everything else removed any doubt I had whatsoever about Infusion that I had, leaving only questions if certain things are possible to be done.

14
Builds / Re: Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« on: December 23, 2023, 01:30:24 pm »
Sorry but i don't think this build is very good.
You need an unmodified armor suite of over 50% armor penalty to proc Juggernaut (Total health increased by 25% while wearing armor suit with (unmodified) armor penalty of 50% or higher)
You also have metal boots so thats another 15% armor penalty.

Assuming you take nimbler (reduce penalty by 15%), then you are at 50% armor penalty.
That's a 50% penalty on your stealth, so you are done from 200 to 100 stealth effective.

No PSI in build... a simple 50 points in temporal manipulation and you get Psycho-temporal Contraction (Increases target's action points by 15 and movement points by 30 for 2 turns)
50 points in temporal manipulation and you get stasis...

And lastly, you are heavily reliant on super-steel plates for armor, which in dominating difficulty are virtually impossible to get because they are so expensive.
By the time you save money for super-steel plates, you've basically finished the entire game.

I see that you've managed to synchronize the build so it somehow works well at level 30.. But by level 30 you've already finished the game and it's pointless.
Besides missing out on all PSI schools is a big con.

Overall i would probably not try this build or recommend it to others.

1. 4 plate Super Steel Metal Armor with Armor Sloping gives 64% Armor Penalty. Unmodified means just that, it will proc no matter what as long as the armor has 50% or more Armor Penalty, doesn't matter if you can reduce the final Armor Penalty score to 0%.
1.1 107 effective stealth (which is what you'll get with this build) is enough for a 52% crit chance with Ambush. That is before drugs and gear, meaning add another +30% (Focus Stim and 15% Seeker Googles) for 82% crit chance. Cloaking Device also boosts it further.
1.2 You can just swap to Stealth gear when you need to sneak by.

2. If you'd have tried to read carefully, then it's written that the build "Doesn't require knowing psi". Which means it doesn't need psi to be good. Even so, you can easily adjust it to YOUR preference as written right below 'Doesn't require psi.', something you intentionally ignored.

3. First of all, the build isn't reliant on Super Steel Armor. Out of all feats, only Juggernaut requires heavy armor. Super Steel is the mobility option that fits the theme best. You can use ANY armor you want.
Second, it's a thematic build, you can go full butt ass naked for all I care and it will still work, otherwise read the first argument.
Third, Dom is for veterans, so getting 9k for Super Steel Armor isn't hard if you know how. 20k can be acquired as soon as Level 18. 100 mercantile + Jon's Special + Hypercerebrix + Waist Pack give ~140 effective score. If you don't care about the Expedition camp, speedrun Nexus and Health Center to get access to Joint Security, bring a cheap small jet ski battery and engine (stolen from the free jets given), hijack the Reef Glider and sell it to Ray for 20k. Your biggest concern is getting soft locked in Joint Security. Selling expensive Jet Ski parts is a backup option if you don't want to do all that. You're welcome.
Fourth, getting 4 Super Steel Refining Data is more of a hassle than Reef Glider. Depending on whether you joined Protectorate or Free Drones you'd have to gain access to University of Tchort, otherwise you risk visiting Waterway Facility and/or Marshes which themselves will put the camp at risk.
Fifth, this all can be done properly during midgame and you still have content left.
Sixth, the build relies on MG3-42, which you can get immediately after Depot A, there's a reason it's called thematic and Jin-Roh.
Seventh, if I wanted to do a generic Tin-Can LMG Dom build, I'd have done that.

4. One, the build works well the moment you get Concentrated Fire at level 10, almost like any AR/LMG build. Everything after is just amplifying the damage with utility and spec, and giving it additional mobility, also almost like any AR/LMG build.
Two, you can get level 30 on Classic by farming Void Creatures at Abyssal Station Zero with the Ethereal Torch. Since ASZ is opened after Joint Security, having Super Steel armor helps tanking the Energy damage. For Oddity, read argument One.
Three, psi (and TM in particular) is not required at all to win DOM, nor in make builds. Styg gave enough skill points, items, utility and space to finish everything without psi. Deal with it.

15
Builds / Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« on: December 03, 2023, 05:04:27 pm »
Simple build imitating the iconic Kerberos Corp. You can find associated Portraits drawn by me on the Custom Portraits thread.

Full build:
https://underrail.info/build/?HgsDBgcIBQY8wqAyAAAAAMKgVUYAI3hkVV9kAAAAADwAZCY7UMOdFcOeSsOgw6FFAjkkVcKzf3zDl8Ocw5nip7QK4r68A-K_mgLfvA

Please ignore the 60 points in Guns, those are for Concentrated Fire. More on Guns skill later.

Initial Base Ability:        Base Ability Increase per each 4th Lvl:
Str:10                          Str:+1 at Lvl 4.
Dex:3                           Per:+1 at Lvl 8.
Agi:3                            Agi:+3 at Lvl 12, 16, 20 respectively.
Con:6                           Con:+ 1 at Lvl 24
Per:7
Will:5
Int:6

Full Breakdown.

Pros:
At max level you have both mobility and near max resistance against the majority of enemies, including bosses.
Can tackle both single and multiple targets equally efficiently with minimal effort, quickly and within impressive range.
Being caught off guard is rarely a death sentence.
Doesn't require knowing Psi.
Build itself can be adjusted to personal taste easily.
Is efficient from the start, albeit with hiccups due to ammo scarcity.

Cons:
VERY expensive. 18k just for Super Steel Plates + getting all 4 Refined Data, all this on top of Ammo costs.
LMGs are ammo guzzlers. MG3-42 with maxed Mag Dump in particular. 7.62 is pretty common and you still will run out, unless you are very careful and group up a lot of enemies all the time.
Refurbished MG3-42 is relatively hard to get. Rare 100-ammo belts are either found in hard to reach places or from fully unlocked high-tier Merchants (e.g. Fraser).
Heavy. All the ammo, metal armor, medicine and utility leaves little room for loot during exploration. Better plan ahead until you get a full carry weight set (Rathound Regalia, Infused Pig Leather Boots, Large Waist Pack, Power Fist, Pentapus Barbeque/Outwork).
As with all tin cans, even mobile, Thought Control users are a b****. Equal to TC users are Electricity and Acid users.
Low initiative. Root Soda and Twitch help a bit.

Silver Lining: With experience and even a little prep, almost all Cons can be either avoided or downright countered.

~~~

Gear:
Regen Vest Super Steel Armor Suit and Boots. Bullet Strap Belt. Headwear and Second Hand are free slots. MG3-42 as only main weapon. Shield slot to your liking.

I use Seeker Googles and Tchortist Bioscrubber. Also I carry around CAU and Biohazard Boots to counter pesky gas and acid.

Additionally, I've crafted high quality Galvanic Infused Pig Leather Striders for use with Tesla Armor against Coil Spiders and for regular loot strolls. With Expedition DLC, the Abandoned Waterways has a reliable spot in the third region where you can get a quality Galvanic Foam Padding. It's enough for total 100% Electricity Resistance.

For Utility it's Cloaking Device, Taser, Poisoned Caltrops, Napalm Molotovs, Mk3 EMP, Chemhaze and Gas Grenades. Rarely used Mk5 nades.

For Second hand slot I tried out using GLs as backup. Milcore and Punisher are both either hit or miss. Thumper on the other hand fits right in. 40mm ammo is far better than 25mm and the 25AP cost for Thumper works very well with MG's 25AP cost. Punisher is good only for lobbing Incendiary to light up targets for Ambush.

Skills:
The only thing to say is that I've put 20 points into Guns midgame to effectively use Milcore and Punisher sooner for testing purposes. That's it. All other skills are min-maxed for crafting and skill checks, including those in DC (but not in Heavy Duty Compound), leaving only Throwing and Traps.

35 Traps is enough to use all Traps you can craft with Engineer Suit, Trap Belt and Jackknife for an effective 95. Trap Detection is decent, but not quick, so be careful in respective territory. All leftover skill points I dumped into Throwing, imo more useful.

Feats:
Excluding essential feats, I'll address the reason for picking certain ones.

Fast Metabolism + Gunner's High. At first glance 12HP heal isn't much, and that may be true on lower difficulties. On Dom however, that is equal to a bandage heal, and it adds up. With a 140Q Regen vest + Regen Mixture you get: 62+12+25=99HP heal per turn. With a 537HP at 7 Con at Max Level, that's almost 1/5th of the players HP. This heal also works outside combat and can stack with normal bandage, therefore even if you got heavily wounded, you can patch up quickly.

Ambush. At 160 Stealth with Armor Sloping + Nimble + Body Weight Training I got 107 effective Stealth, which equals to 52% crit chance, top that with Cloak Device and Seeker Goggles, pop a flare (or molotov, or 25mm Incendiary) and go brrrrt. Hoddurform helps with shadows too. Also, it helps against evasive enemies. Also, also, Ambush's icon looks way too similar to how Kerberos Corp was shown in the storm sewer, therefore it was a must have.

Sprint is a must have on any mobile tin can, better to have extra movement points than waist AP.

Juggernaut because it fits well with LMG base ability requirements and extra HP is always welcome.

And lastly Strafe to perfectly counter the move and shoot penalty of MG3-42.

Spec wise, maxing Concentrated Fire is a must, after that you have 5 extra points to spend on whatever you like. I chose Mag Dump and Bullet Trance.

~~~

Test Results, Theories and Thoughts:

During tests I was thinking about making a version using Stoicism and Conditioning, but after testing out the current build in action on DOM, albeit in New Game+(Imported Character), the results surprised me. I easily survived all my encounters. And good thing too, as Stoicism's 7 Will requirement would've messed with the whole mobile tin can part, forcing me to ditch Strafe and Sprint. That being said, you can dump Dex and Agi, get rid of Sprint and Strafe and pump all of it into Per up to 11(with Veteran feat), add to that Brute Aim for a 307% damage, but you will be essentially immobile, which goes against the whole theme. To me, it's not worth it, I didn't need the extra damage either, your mileage may vary.

So, main test results (Note, this is the exported max level on DOM, didn't use SSD):

Carnifex: Easily survived attacks from him, as long as I didn't get broken ribs. Bullhead is a must. Taser failed. Fire did the trick (making him panic and run away). Used normal 7.62. Should've brought throwing nets, but my skill is low, didn't want to risk it. Yell reduced hit chance to 10%, survived until it's removed and attempted to kite. Forgot crawler caltrops, would've done the trick. Twitch is useless, so is Root Soda, but only this once. If ideal conditions are met, then it takes about 2-3 bursts to take him down. Worst case is risking 10% hit chance while running away and using drugs.

Arena Masters: After doing a little bit of recon and wasting caltrops (didn't knew they had metal boots) on them, I baited with GL and Gas. Used the building at the south for cover. Went down easy. Should've brought bear traps.

Native Assault: Peppered the beach with bear traps and caltrops, focused on the East side, using the rock near the Plasma Turrets as cover, they barely made a scratch.

Native Genocide: Brought about 3k ammo. 2k normal 7.62, ~800 Micro-Shrapnel, and 300 W2C, also Chemhaze and Gas grenades, 25mm Concussive & Incendiary + Bear traps for Bone Boss. With pre-med of Jumping Bean, Irongut, Focus Stim and Aegis before entering instant combat moments on zone transition I managed to clear three regions. Died once because of my stupidity post combat (forgot to switch to CAU when under Acid Entanglement). Restarted once on Blindfold Boss because of BS angle abuse where Natives can throw a net over you and attack, but you can't in return, which results in everyone pilling on you in one turn (in this case it's better to just stand in the open). That and Acid Entanglement were the biggest threats. All three bosses were respectively easy. Blindfold Boss died from 1-2 bursts. Bone Boss died from W2C and me abusing blue zone transition with bear traps. Lizard Wizard and the gang got baited with C4 before getting mowed down, while the Sea Wyrms were finished off in CAU and Biohazard Boots. By the end of clearing out Lizard Wizard I was out of ammo, aside for ~200 W2C left behind and literally 1 Micro-Shrapnel in chamber. Used up all 10 Advanced Mech Repair Kit and 15 normal ones.

4 Nagas: Swiss cheese. Plopped 3 Mk3 EMP Mines, pre-med, triggered combat start, threw one MK3 EMP nade into 4th Naga and a molotov into middle to activate the mines. Went up close, one-two burst killed one after another. Tested several time to see how well does my Super Steel Armor holds up without shields. A lot less damage. Was very satisfied.

All in all, I love this build. Will do a full pure Dom run with it.

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