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Messages - Vagabond

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1
General / Re: Prednisone Solution after beating the original game?
« on: March 30, 2026, 08:39:04 am »
AFAIK the only other place is Tchortist Bio vendor, if you have enough mercantile to get special merchandise, he sells it rarely.

https://www.stygiansoftware.com/wiki/index.php?title=Investigator_Vuk

It is a shame you can't get more post DC, say if you chose to do HD after the main quest.

2
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: March 12, 2026, 02:58:08 am »
Stealth.

After seeing the recent YT short with lights being shot out and the new dev log on aiming, I've decided to post a post about it, since stealth as a gameplay mechanic is one of the closest to me topics on many levels. It's also the reason I've hold off talking about it in depth as more information about Infusion was needed.

To give a background on my experience with stealth, my major experience with it comes from the following: Splinter Cell Chaos Theory/Conviction/Blacklist, Deus EX HR & MD, Prey 2017, Intravenous 1-2, Hitman: Blood Money, Mark of the Ninja, Shadow Tactics: Blades of the Shogun, Commandos 1.

This also includes, but is not limited to, games that have stealth as an optional gameplay mechanic, like System Shock 1-2, Skyrim, Fallout 3,4 & NV, Metro series, or games where stealth is a supplement to it's main gameplay loop, like RTS games (mainly the C&C series), DOTA 2, Arma 2-3, STALKER trilogy & heavily personally modified Anomaly. In these cases it's mostly about stealth adjacent tactics, like guerilla warfare, sniping, RL psychological warfare (mainly shit talking your opponent in DOTA :D).

So I come to stealth with a passion to say the least and therefore what I am about to say comes from the years of personal experience in a variety of stealth mechanics. Whether or not what I say will be useful is up to Styg & Co.

___________________________________

With the preface done, let's get into Stealth itself.

Stealth can be divided into two major and one minor categories: Pure mechanical stealth and sociological stealth for major, and stealth supplementary for minor. There is no official name, so I made them up.

Pure mechanical stealth is self-explanatory. It's the visual and auditory side of hiding. Your SC Chaos Theory and Thief. It's the ghillie suits in MW1 and Arma. It's the classic game of Hide and Seek.

Sociological stealth is the disguises in plain sight. Your Hitman, your DnD campaign Charisma checks in disguise, your Fallout NV faction uniform, your way and methods of acting out and hiding in public.

Stealth supplementary is anything that utilizes the concept of stealth to any degree, but isn't the main force. Your RTS games commando spec ops missions and stealth units, your "Stealth is optional" missions, your stealth is an option until you get caught (i.e. Brutal Doom).


So what use is this info for Infusion?

It depends on how Infusion wants to implement stealth, and in that lies the tricky part. With the detailed gameplay mechanics we keep seeing in every dev log, one might rightfully assume that EVERY gameplay aspect of Infusion will be as detailed. How true is that, only time will tell. But I always assume less until proven otherwise.

Except for stealth.


What I say now is the idealistic version of implementing stealth. It's how I see it being done correctly in a CRPG genre like Underrail. And therefore it is entirely open to criticism and being completely wrong.

First thing is the level of realism. Which is about near sim level.

With dynamic lighting, sound levels, LOS, different stances, environment interaction, different camo (if the screenshots are to be believed) etc. Infusion does imply a realistic approach to stealth. The pure mechanical kind. This does include the utilization of the Stealth skill.

Standing still in a completely dark room in the most basic of skin covering gear should make you invisible to the naked eye without even knowing what Stealth is. In practice this can be implemented through an innate Stealth Score. Alternatively it can be called Visibility Score.

It's a basic calculation of light levels, movement, camo (or lack thereof), surface color (dark textures vs light textures). The score goes from 0 to X. 0 being completely invisible like in the completely dark room and X being whatever number for full visibility.
Now the specified attributes are picked because they are universal AND each can affect the overall score differently, of course there can be more and the ones already said can have different names, but the main jist is there.

Take the opposite of the completely dark room, a white room. How do you become invisible there? Cloaking Device. So while light levels can be maxed out, Cloaking Devices can alter the numbers for surface texture and camo, and/or add additional modifiers where even in a white room, you'd appear invisible.

But then you ask, where does the Stealth skill come in? And I say, what does it represent?

Understanding stealth means understanding how you are perceived by everyone else on the visual and auditory side. Knowing how to move, to hide, to be aware of your own surroundings, to understand how noisy your actions are, to understand how perceptive your adversary is.

And in that comes the reason why I called it innate Stealth Score. Because you can only be stealthy to a certain degree, there is a limit where even the most legendary ninja is seen, unless short of having an actual invisibility potion.

Stealth skill is just a modifier for the Score.

But then you ask, well what about Stealth Mode? How can you differentiate between the innate Stealth Score and active Stealth?

Good question!

The answer lies in the second category of Stealth: sociological stealth. If Agent 47 were to hide in plain sight, does he need to activate a Stealth Mode? No. But he does need to do that if he tries to quietly walk up to someone.

I've always found it odd that turning on Stealth Mode in Underrail never raised any questions for the neutral NPCs. No response like "Why are you up to no good?", otherwise why would you try and sneak around?

So while with the Visibility/Stealth Score your character has this dynamic stealth number constantly on, which should also help in combat (both before and during it). Stealth Mode is when that is being used to it's fullest potential.

Ideally, stealth usage as a whole, both for those that spec into it and not, should be environmental awareness. Similar to how one plans a trap or escape routes for combat encounters, so too must one be aware of all the aspects for stealth. All light spots, floor tile sound levels, cover amount, additional routes and passages.

This solves the crutch of Stealth that deviates from logic, like being able to stay unseen under direct light a few meters away from an enemy and not be insta-spotted or NPC AI knowing where you are at all times unless they are at Yellow detection level. Those things are crutches and limitations of Underrail 1. Something Infusion is aiming to fix imo.

The point being made is that the current showcased level of detail in Infusion actively supports the notion of dynamic Stealth, similar to that of SC or Intravenous, rather than a binary on/off. That's actually one way I see the new combat, in how action heavy RPGs are turned into turned based atomic roguelike timescale, rather than classic RPGs like Fallout 1, 2 turned into roguelikes.

And as an example, lets use Gray Army Base as a test.

A fully lit, bright, clean military base, the moment the alarms go off, the lights are dimmed, but let's make it pitch black for our case, with only emergency lights blaring in the dark.

Now you are in the completely empty barracks, while Gray Army is off to some other part of the base, they don't know you are there, so you are currently not in stealth mode and are walking around in the complete darkness with simple NVGs on. Your Visibility/Stealth Score is near 0 because of that and anyone without Darkvision doesn't see you, lest you move near light sources. You enter the Main Hall and see a couple of Spec Op behind sandbags, their backs turned to you.

This is where you decide to turn on Stealth Mode. Notice that it isn't crouch, because crouching doesn't make you more sneaky (in certain cases its the opposite), but it does reduce your profile. Stealth Mode in this case means you are "turning on" all your stealth skill knowledge and experience, making your actions more deliberate and slow, but at the same time increasing your carefulness, to make sure you aren't more easily spotted. It represents those special stances that Agent 47 and Sam Fisher can do in their respective games, only simplified to a button press.

In the case of Gray Spec Ops, your high Stealth skill allows you to not make noise, a separate and very primitive feature that can be copy-pasted from previously mentioned stealth titles. But, alas, one Spec Ops is a Paranoic and turns around.

Here we come to a second part example of how the ideal Stealth implementation can turn out.

The first one being that the distance between you and the Spec Op was more than enough and in that distance between were some obstacles, be it pillars or crates or other misc stuff. So while the Spec Ops technically has a LOS to you, it's partial, because you accounted for such things and used a more long, but safer and more concealed route. Which is why when you stood still, the Spec Ops didn't notice you hiding, all because you Visibility Score accounted for all those variables, including LOS. And so as the Spec Ops turned back, you sneaked by.

The second one is if there was nothing between you and you are standing there, wide open, and despite you having a super high Stealth Skill, your Visibility Score was poor and you were easily seen by the Spec Ops. Combat ensues. However, you have smoke grenades on you and higher initiative, so you break Stealth Mode and somehow evade into the nearest cover and pop smoke. It does take time to expand, and in the meantime Spec Ops are approaching your last seen position, maybe even preping infrared grenades. You can't wait and use the partially expanded smoke to run to a different cover, bullets fly past or graze you, but you manage to escape their LOS. Now you have a multitude of paths to take to hide.

This is where the AI comes into play. Specifically expanded AI which looks like it searches for you, instead of have a wallhack unless you reach a certain Detection level, now actively seek out in a logical pattern. The most recent amazing example is Intravenous 1 and 2. If that type of AI can be implemented, alongside agitation states, where after exiting a relaxed state into combat they don't go back into relax mode for a VERY long time, then it would make Stealth so much more immersive and interactive.

Alas I can just say copy-paste all the good shi from other games, but that's a handwavy approach. Unfortunately, there is a character limit, so I can only convey the thoughts in broad strokes. But for now this should be enough.

3
Development Log / Re: Dev Log #16: Targeting and Projectiles
« on: March 10, 2026, 04:38:30 am »
Dragon Breath rounds confirmed! Yippie!

4
Bugs / Re: Console Command Error.
« on: February 21, 2026, 03:21:30 pm »
The parameter must be case sensitive, try NPCHealthModifier or NpcHealthModifier. Also, "," (not ".") is used for float, otherwise the command will reset it to the minimal value.

This worked!

However, for "," & ".", using "." and setting it to 2.0 works (200% HP), while using "," (for example 1,5) instead sets it to it's maximum setting (1000% HP). I've tested the last part and, honestly, don't know why it's the opposite for you. Could it be tied to keyboard layout?

5
Bugs / Console Command Error.
« on: February 21, 2026, 11:57:22 am »
Title.

I've attached a screenshot. Basically, started a Mutant Difficulty, wanted to change from 150% to 200% NPC HP, tried console, only managed to get list.

In the input region I've left what I was typing in.

6
Development Log / Re: Dev Log #75: Custom Difficulty and Console
« on: February 14, 2026, 01:08:53 am »
We love you Styg!

Question, will the Encounter Difficulty modifier affect the NPC intelligence? Is there a potential/possibility for NPC intelligence to have it's own separate option, or is it tied directly to difficulty?

7
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: January 07, 2026, 08:02:15 pm »
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.

I have to clarify that I specifically refrained from using personal vehicles in the description, and what I meant was having something like the Heavy Duty train interior combat, but instead of being motionless, it's during movement of the train (or any similar large vehicle). Think Mad Max Fury Road, but in Underrail, even if it's a semi-scripted event or part of a story mission.

8
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: January 07, 2026, 12:33:33 am »
After the several new Infusion videos and dev logs I am doing an intermediate, short wrap up of the Megatopic, this is also to justify the small amount of ideas I want to add and the alteration of previously proposed ideas given how we now have a clearer picture of Infusion.

-Modding - Unconfirmed.

-Character Building and You - Unconfirmed/Pending. With the new combat system it is yet to be seen how accurate the idea is to the implementation.

-Hexagon - Denied. From what I've gathered, we are in Middle Underrail. Solidon. This also means no VR testing room :(.

-Best Defense is a Good Fence - Resounding Confirmed. Styg basically manifested what I was thinking. Bolt Cutters for fences. Getting on top of boxes, moving them. More mobility. With the new combat system, there are more degrees to exploration and approach to battles. I have no doubt there will be more added, so even if it's not 1-to-1 to what I wrote I am already happy.
This is where I add a small new idea - cover usage and psi. With the addition of crouching too, it seems all the more reasonable to have both our player and AI to utilize it further. Like for example steady position buff when resting weapons on cover, it reduces recoil, enhances accuracy but limits angle. As for psi, this is a friends idea, but it fits. Basically utilizing psi abilities beyond combat, like using Metathermics to melt padlocks (or even aforementioned fences), or like Bison was using Psychokinesis to deblock the railway.

-Damage Types for Every Type - Semi-Confirmed. I did see Slashing, Piercing and Crushing damage types.

-(De)buffs And Where To Get Them - Unconfirmed. Aside from changes to healing, there wasn't much new info I managed to see.

-Having a Role in a Play - To Be Seen. Too early to tell. We only have, what, two screenshots of dialog options.

-Gameplay. Feats. Skills. Items. Bucket List.
=Companions/Co-op - Semi-Confirmed. Game will be solo, companions will be temporary.
=Ironmode - Unconfirmed
=Espionage - Unconfirmed
="Day/Night" Cycle and Sleeping - Potentially. No confirmation, but we now have time, date and days of the week. Semi-related is that shops have physical inventory! for more immersion.
=Dark AF Locations - Unconfirmed, But Semi-Implemented. Infusion looks way darker, in a good way. Will darkness have ties to difficulty? To be seen.
=Horror - Potentially. We now have ambient noise and sounds from entities like the player, so it wouldn't be out of the ordinary to expect.
=Filler/Timed Missions - Unconfirmed.
=Export/Import Chars from Underrail 1. - Denied. Phew, guess I don't have to lose one of my balls.
=Fortress Infiltration - Unconfirmed. This was partially implemented with Heavy Duty Compound. Now take The Compound and combine it with Black Sea Pirate Bay+Lemco+Fetid Marshes+Pirate Cove near Nexus, and that is pretty much how I was envisioning it.
=Better AI - Unconfirmed. We only had a handful of battles shown, not much to judge.
=Tripwire - Unconfirmed. There is potential for it, but unlike others there is no currently know and provable feature to be certain about it.
=Enviro Haz - Potentially. We were able to lower and rise water levels to gain access. Highly likely chance of this being a utility feature for combat.
=Thermal Vision Goggles - Confirmed. Frame hunting latest video, one of the items sold was a Thermal Imaging Monocular, quote: especially useful for detecting warm-blooded creatures and other warm objects.
=Item Quality - Denied. So far quality will decide the weapon's damage. Shame. Oh well. I much prefer if barrels had quality, rather than frames. Makes more sense to me, and is more realistic in deciding the final damage output, not counting bullets themselves.
=Skinsuits (the idea it represents, not the skinsuit itself) - Resounding Confirmed. I am Randy Marsh covered in ectoplasm from how it looks. If skinsuits are actually implemented...
=Carrier Vests (and the idea going with it) - Resounding Confirmed. Color me surprised, I wasn't expecting Tarkov level of gun customization and depth. That or Stalker Anomaly with Mags Redux.
=Crafting - Confirmed to Super High Potential. With the way armor is implemented and weapon craft too we are looking at a new batch of unique builds and gear sets.
=Weapons list - Confirmed to Partial Confirmed. Hell, we got Rocket Launchers now, who's to say what we can make in Underrail.
=Different Bursts & Body Group Targeting -Confirmed to Partial Confirmed. Styg, from what I managed to read is still deciding on specific body part targeting. In the meantime I want to add that Combat Stances feature is a prime target for feats, like Military Tactics or Combat Drills. For example, one feat would allow to "move and shoot", it's similar to strafe with the small difference that having a Battle Ready stance (like in Arma 3) gives you better combat bonuses (better movement aim accuracy, duh), but it decreases movement speed, momentum and increases stamina drain. This is a rough example. On another note, I wouldn't mind having a hold turn option. Basically this is a continuation of cover usage, only in this case you can choose to NOT use your action time and wait for the enemy to appear and act on that enemies turn.
=Realistic chambered weapons - Resounding Confirmed.
=Expanded ammo crafting - Potentially.
=Critical Power - Unconfirmed.
=100% Accuracy - Highly Unlikely. Styg sneekly changed the hit chance percentage to vague wording. Why? Who knows. Maybe to prevent min-maxing accuracy.
=Stasis - He-he-he. TM is aimed to be in a DLC anyways.
=Enemies with unique combat interaction - Unconfirmed.
=Cybernetics - Confirmed. Separate tab for it.
=Raids - High Potential. Styg did mention that NPC can roam across the whole map, meaning no more Random RNG encounters, but a living world, therefore I am assuming it is highly likely to see Raids happen.
=Hybrid XP - Unconfirmed. Latest video shows Classic XP gain.

So, short list done. Now unto two small ideas that didn't fit the OG list.

Vehicle combat and Enhanced Chemistry.

First one is mainly about vehicular combat on sizes bigger than an ATV or Jet Ski. Like inside a train or barge, while that is moving. Don't know how hard THAT will be, but I decided to throw it in, seeing the effort made already (could be a DLC for all I know).

As for enhanced chemistry, this is something that inspired me after I saw how Hacking is implemented, now I want a similar detailed feature for chemistry, where you need to follow the recipe proper, but also have room for experimenting. Closest example is hand loading, you know, as a complimentary to the realistic ammo and mags.

Now, if you want to make ammo, you need casings, bullets, smokeless gunpowder and primer (percussion caps), instead of TNT and RDX. On top of that you can also overload your ammo by adding more powder, how? Glad you asked. You see, the solution is semi-simple, you make a sandbox game within a game. And I mean literally a Sandbox game: https://store.steampowered.com/app/2179380/Sandbox/. Sure, sure, not AS detailed and indepth, but the concept of using a miniature version of the Sandbox for chemistry just sounds too good not to suggest. You can make your own components by getting cellulose from mushrooms for smokeless gunpowder, and mercury fulminate with nitrocellulose, well, with all the metals and acids, maybe we can repeat the "success" of Hank Wardell XD. Doesn't matter if it's pseudo-chemistry like in Breaking Bad, where all the mixing, boiling, reduction, condensation etc. is done with artistic license or actual chemistry practices.

9
Suggestions / In light of Crafting rebalance.
« on: January 06, 2026, 02:58:02 am »
Seeing how Crafting and INT now need proper investment if you want top tier gear, alongside the newest additions of RLs, here are a bunch of ideas (some are old but remade).

-Reinforced Greaves.

From personal and read experience, I've never seen the usefulness in Greaves.

Theorycrafting says they should fill the role of Metal Boots for Sure Step users. But the recipe is underwhelming even at top tier quality. Defense stat wise, despite having visually more coverage, they provide less, while Kneecap Shot and 20% chance immunity is so-so and super situational. On top of that, the additional utility Boots and Tabi provide far outweigh it at the same levels. The other thing is Greaves being a substitute for Metal Boots for Exoskeleton Armor users.

So, I suggest Reinforced Greaves. There are several versions to it's implementation.

1. Combine Metal Boots and Greaves into one item at a huge investment of Mechanics and Tailoring.
A new recipe which can be learned after having Boots and Greaves BP. It combines the component requirement to craft both metal boots and greaves.
Or a recipe that just requires combining Metal Boots and Greaves, this allows to combine two items into one.

The result should be a heavier with more armor penalty item, but with the benefits of both Metal Boots and Greaves, alongside higher defenses.

2. Simply buff Greaves recipe by adding two more slots for metal plates. This will result in Greaves having the pure defense superiority niche compared to boots and tabi.

-Thermate.

Yes, thermate, not thermite. After the addition of White Phosphorous, I looked up my other favorite incendiary chemical, jk, my only favorite incendiary chemical. And surprise-surprise, I caught eye of thermate, or to be more specific thermate-th3. Since we have magnesium already, why not have two more grenade types?

One is a WP gas grenade that acts as chemhaze with it's instant spread. It has the same cooldown as Gas Grenades with Grenadier, BUT, it's just smoke. The recipe is Thin Grenade Case, 2 Starter Mixtures and WP. Alternatively it can spread as a normal Gas Grenade, but the recipe requires 1 Starter Mixture, however the gas spreads out faster compared to normal Gas Grenades.

There is no ignition of enemies on impact in either case. Also, the smoke is less dense initially than that from the rocket. The intent is to use it as it's semi intendent purpose, and that is to smoke out enemies from cover.

Recipe: Thin Grenade Case, Starter Mixture (1 or 2), WP.

The other is obviously Thermate Grenade.

Recipe: Thin Grenade Case, Magnesium, 2x Thermate-TH3.

This is a unique recipe. With the Drones getting the RPG-7, I thought that Protectorate should have it's own unique weapon.

The idea is simple: Combining HE and Incendiary into one, but at a smaller radius (2 tiles) and more emphasis on direct hit. Since all other weapon's ammo slots are filled, this is currently the best alternative I can think off.

Stats:
120-160 heat damage.
Ignores 60% DR/DT on direct hit (center tile) with higher ignite chance 55% and bigger burn damage, 180% of the original damage.
DR/DT ignore is reduced to 45% on indirect hit and ignite chance is 40%.

There can be additional versions of it, like having Bonding Agent, Starter Mixture, TNT and Hexogen be used a 4th component for additional effects.

These two grenades obviously have high chem requirements. As for Thermate-TH3, I'd put it at 75-90 chem req range. It's not as dangerous to handle as WP, but it is more potent and harder to ignite.

-Unique Armor Crafting.

Last but not least is a topic I did mention in one of my old posts, it was tied alongside the Unique Weapon upgrades. So, after this much time, I think it's time I tackle a small part of Unique Armors as an example, them being the Compound Exoskeletons.

They are underwhelming, to say the least, with only Technomedic being an obvious choice. But you see, I do not like that it is an obvious choice all because of the stat boost. What's the point of wearing the other versions?

With Exoskeletons it's easy, just follow the same rules as Fusion Cannon. Disassemble the Exoskeleton of your choice and receive the following:
-X Exoskeleton Suite (Inspection gives blueprint)
-X Exoskeleton Frame
-X Exoskeleton Blueprint

Since Compound Exoskeletons follow Metal Armor closer in their stats, using metal plates as main upgrade material is the most obvious choice, more so that players will use their high quality Super Steel.

Exoskeleton Suite, the components are Plasma Core, High Efficiency Energy Converter, Bio Vest (and additional Galvanic Vest for Psychophract)

Exoskeleton Frame remains unchanged and acts just like Fusion Cannon Frame. Although, Industrial Exoskeleton exists, so, hint-hint, wink-wink.

Exoskeleton Blueprint is Suite, Frame and 4 slots for Metal Plates.

The result should give us an upgraded Exoskeleton, with better defense and energy consumption, especially Psychophract with added Energy Res. Worthy of endgame gear and the effort to obtain it. Obviously with high Crafting skill reqs in mechanics, electronics, biology.

This is just a simple example. But imo the same can be applied to other unique/non-craftable armors. Like my favorite Spec Ops armor and helmet, or everyone's favorite ever useful Regalia. More niche armor, like CAU or Tesla most likely don't need such upgrades, as they succeed in their niche role with just a proper set of boots.

10
Builds / Re: Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« on: January 04, 2026, 07:18:36 pm »
Update to the build after anniversary patch.

I've modified the build to include Polymath and Specialist.
https://underrail.info/build/?HggGBgMIBQoewqBLAAAAAMKgUEYAMsKCeDxQeAAAAABGAEslOTsmFcOeSgIvwoLDon9FFsK2fCTDl8Kdw5zDmeKijQPip4IC4r68BeK-vgXfvA

Now I've ditched CON for INT. On top of that I raw dogged DOM with this updated build, went in blind after a huge pause, so I didn't polish it and min-maxed it further. On top of that top, I also speedran to the MG3-42 and unlocking all crafting reqs I needed for my gear, such as workbenches, SSRD, Oculus etc. On top of the top of the top, I also sacrificed a bit to test out the new Rocket Launchers.

So, now I am at Black Sea, at level 28 and decided to stop, because this is the third time i'm on the same build and have a huge backlog of other builds I want to play. Conclusion: It dominates. DOM difficulty doesn't even feel difficult after I got the MG. The hardest part was the start: Saving Newton with Azure Beetles and GMS, not even Depot A was hard. Only Silent Isle was an issue during Junkyard, but that turned out to be a specific quirk of Silent Isle itself (I am talking about the noise).

Everything I said in Pros and Cons still applies to a degree. Here are just some quick notes before we get to the build itself in small additional details.

-Core City Warehouse was an issue because of Snipers hitting you out of sight. I chose Praetorian for the Chemhaze and I kinda regret it. Should've went with Coretech for better electronic gear. Praetorian's warehouse mission is harder than Coretechs also.
-RL are amazing, in particular N202, it's like a Napalm grenade every turn. Perfect for blocking off passages or small sized corridors. White Phosphorus is also good, better at igniting and the heat smoke has the benefit of not preventing AI from going through it, unlike flames.
-Polymath rules, the extra skill points really help early on as I didn't need to ration them as seriously. Maxing out hacks and lockpicking (to the req skill check) made Depot A a breeze. Plus extra leftover skill points later on.
-I didn't really use Metal Armor because most I found was either complete underleveled garbage (be it components or the armor itself) or Tungsten with 9 STR, I only had 8. So I only crafted one at Lvl 26, before that I was running either Regalia or Tac Vest.
-Specialist is even better. 30 Spec Points is no joke.
-The experience boost from INT is noticeable. I ditched the run at 28 out of boredom from repetition. I still had all of Heavy Duty, the Guns blazing and Electronics route for Uni. I haven't touched any of the Waterways in Lower Caves. I haven't genocided(yet) the pirates and natives, Deep Caverns, Upper Caves, Ironheads are still alive (for now) and a bunch of other small nooks and crannies I forgot for XP farm. I do play on Classic, so take that in mind.

These are just from the top of my head things I noticed most of all.

As for the build itself. In the builder Ninja Looting and Shield Arm are obviously a placeholder for Polymath and Specialist. With the extra Skill and Spec Points there are more ways to modify this build, depending on the feats you like or want. In my case my secondary feats are Quick Pockets, Grenadier and Tricky Trajectory. These are dependent on the Base Abilities I initially had. I will ignore some mistakes I made in my playthrough, where I mistakenly spread the Ability Points and had to pick Strafe very late, as they are just that - planning mistakes. So for example, if you don't think you need on DOM to spam early on grenades (which is why I put 6 Dex for grenadier), you can drop it down to 5 and get 7 Agility instead, so you can use Hit and Run along with Sprint. If you aren't aiming to use GLs and RLs, or use them in a limited capacity, then you can ditch Tricky Trajectory for Trap Expert. Or you can ditch all three. You have 3 extra Feats to choose whatever you want.

With Polymath and Specialist you can easily now spend 40 points on Pickpocketing to get the radio off the snitch in Black Sea, and it is totally worth it. With enough points - start Expedition, trap the beachhead, finish the battle, get your reward, activate the fast travel, finish the Mutie Refuge mission, steal the radio, report, go to bed, voila, you now have direct access to Pirate Cove, Nexus, Fetid Marshes and LEMCO from which you can quickly jet travel to Health Center near the lighthouse and stroll over to Pirate Bay fast travel. Now you have ground access to all of South Black Sea and no Jet Ski is needed, which means no Native invasions. The huge leftover skill points I aimed to spent on Throwing and Traps.

And Specialist? 30 Spec Points means you can max out Concentrated Fire and Full-Auto and have spare points to max out Bullet Trance and Opportunist Slow Damage. I personally ditched BT extra duration for more Armor Sloping bonus. 35% Armor Penalty Metal Armor is sweet (with Nimble and Body Training), about which. If mobility isn't something you are aiming for, you can ditch another three feats from 26-30.

All of this for the price of 3 CON, which means you need to be extra careful near high damage enemies and early on.

For early game, I highly recommend to get stealth gear and adrenaline shot to bypass the STR check for Unique Bren, it is your only for quite a while decent damage LMG, until the circuit board is retrieved. Stock up on 8.6, bear traps, caltrops and nades in the meantime.

That's about it for the update after anniversary.

11
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.

12
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.

13
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.

14
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.

15
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.

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