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Messages - deanisi

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1
Development Log / Re: Dev Log #12: Graphical Improvements
« on: September 21, 2025, 03:08:10 pm »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.
I haven't tested it on lower end CPUs, so we'll see when I get to it.

As for GPUs - interestingly, my office PC currently is running GTX 1660 with 6GB and the game runs mostly fine even though it's not been fully optimized yet. Of course, it largely depends on resolution 1080p vs 1440p and how the features mentioned above are configured.

I think this line of GPUs (1650/1660) should be able to run the game on high settings at least on 1080p, but we'll see. We're going to have to test how the game performs when there's a lot of expensive stuff in the scene, but it's also been optimized.

But, in any case, you'll be able to run the game on that GPU for sure. It just remains to be seen at what settings.

I never questioned that it wouldn't run, underrail runs on potato PCs just fine so there would be zero problem with infusion running on mine, I was just concerned being unable to fully appreciate graphics of this game. I usually don't care about graphics in isometric/top view turn based games but infusion looks amazing, even better than BG3 (which barely ran on low settings).

Probably because of lighting and THICC atmosphere/entourage. Just looking at these screenshots/gifs makes me remember all the times when I had helped my dad disassemble washing machines in undeground garage where only source of light was a single lightbulb behind a lone pc fan.

I don't think that CPU will be an issue as well because maps aren't that big and I haven't heard about any complicated systems which will require serious CPU resources, maybe AI but I doubt it. And even if there will be any drops during big fights it's not a problem cause it's a turn based game. I've seen many examples when games have quite big maps and simulate enemy patrols and fights on the whole map even out of player's sight, I doubt that structure/mechanics of infusion will allow something like that.

I really love how everything looks so far and I never saw an isometric rpg look like this, closest game I remember is Wasteland 3 and even then it was quite blurry and not as good graphically. I've watched a gameplay teaser and it looked good back then but the work you guys had done with shadows made it look amazing, and without any rtx stuff like UE5 uses if I understood it correctly.

So yeah, sorry for rambling and thanks for clarifying and being such a cool dude, can't wait to finally play it with my own hands, in fact I'm so hyped about it that I fear that I can fall out of life for a few days playing it.

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General / Re: Make a monster for Infusion
« on: September 21, 2025, 10:39:45 am »
I'm late but I really want to have a changeling/skinwalker/mimic enemy, basically something which can surprise a player.

Imagine going through sewers and finding some scavenger/goon who acts normally and moves/shoots like a regular humanoid enemy but when you "kill" them some "The thing" warps/bursts out of their body and starts doing some crazy stuff.

Different scenario, you encounter a rathound or few, they act like normal rats but at som point they just stand up like humans do and transform in some kind of a weirwolf.

Or literal mimic scenario when some regular objects can be an enemy or hide an enemy within, like opening a crate but it has teeth or have some tentacle inside of it.

Or something between faceless and Callidus assasin from 40k, basically an enemy which can change/morph to get an advantage. For example having a nimble and hulking forms which have their own pros and cons, or throwing a flashbang and disguising themselves as nearby friendly NPC. Also lots of posibilites for quests.

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Development Log / Re: Dev Log #12: Graphical Improvements
« on: September 21, 2025, 10:20:42 am »
Oh my god, it's gorgeous, and a little bit concerning. I know that you don't use an UE5 and you're a master of your engine but I was burned by so many cool indie games which had neglected proper optimization, but I believe that your and your team's brains can handle it.

P.S. I know that nothing is set in stone right now and lots of things can change, but how much do you think this game will need in terms of GPU/CPU/RAM? I want to know that because I haven't upgraded in a long time cause I don't have any games which will justify it, if it works on low then it's fine.  But in this game's case I'm so hyped that I want to experience it without any compromises. If it really needs something beyond gtx 1650 super 6gb and i7-3770 then I need to start cutting on my groceries and other stuff now to be able to afford a new PC.

4
Builds / Re: Do I need sprint and strafe for TM trap sniper build
« on: November 04, 2024, 07:30:40 am »
You need strafe, sprint is nice also but not as important as strafe.

And you should be taking snipe at lv6 not lv18.

https://underrail.info/build/?HAUICAUOAwPClgBkAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

This is a very optimal sniper/smg build that beat DOM without dying, so you can use this for where your sniper feats should be level wise.

 Thanks for advice. Like 2 years ago I almost finished base game as traps + pure sniper build but now I forgot lots of stuff and came back to read what people say about sniper builds.

I took snipe at 18th level because I heard people saying that snipe sucks and you always should go for crits and only thing snipe is for is killing crit resistant enemies.

My usual strategy was starting with placing traps around, then shooting spree + snipe + all AP bonuses, then sprint and run away to traps, then just shooting trapped targets. In my previous build  But I never used ambush in my previous build so crits weren't that important, so that's also why I took snipe so late.

Also main point of sprint was having enough MP after starting combat in stealth to run behind cover.

And do I need to upgrade strafe or 15% is enough and I should stick to reapers if I want to move and shoot? And what's better trap feat to use for sniper build, traps expert or quick tinkering?



5
Builds / Do I need sprint and strafe for TM trap sniper build
« on: November 03, 2024, 12:03:54 pm »
Here's a 6 AGI sprint + strafe  build
https://underrail.info/build/?HgUGBgMQAwfCoAA8AAAAAMKgS1AAemRaNhpkAAAARgAAQSsBOX8nAlN-M8KFSzUqwocWwrXCpDHfvA

5 STR for all sniper rifles except black arrow
6 DEX for trap expert to lay traps faster. Mostly QoL but it helps against patroling enemies
6 AGI for sprint and strafe, also gives bonus to stealth
3 CON because I will be stealthed 90% of the time
18 PER because it's a main stat
3 WIL because it's a TM build and 70 points in it is more than enough for me
7 INT for crafting and gun nut feat

Main idea is to lay lots of traps, including bear and incendiary ones to proc opportunist and ambush, then shoot someone to get attention (if they're not in a bright tile then I'll use snipe of aimed shot). Then run behind cover and waith for enemies to get trapped, then walk in thei line of sight and start shooting. Repeat untill everything is dead. Also I'll use snipe for enemies who can't be critted or recieve lower crit damage.

This build is based around idea that I can reliebly move and shot to abuse line of sight and traps, but I don't want to spend hours to find out that it doesn't work as I wanted.

Also what's better, taking snipe and forget about crit damage feats to have more feats to spare, or taking sharpshooter and ambush?

6
Builds / 5 shotgun builds and questions about leading shot and stealth
« on: November 01, 2024, 06:15:48 pm »
Here are non comnat shotgun builds, so 5 STR is more than enough.

3 DEX Shotgun
https://underrail.info/build/?HgUDCgMPAwfCoAAAAADCoMKgAEtaAABkZAooZAAAAEYAAFArJDnCsFPCkMKPR8KYGV0xKsKHJ8K1wqTCl9-8

5 DEX Shotgun
https://underrail.info/build/?HgUFBwMQAwfCoEsAAMKgwqAAUFoAAGRaCihkAAAARgAAUCs5JMKwU8KWwpAqwphdMRkewocnwrXCpMKX374

6 DEX Stealth Shotgun
https://underrail.info/build/?HgUFBwMQAwfCoEsAAMKgwqAAUFoAAGRaCihkAAAARgAAUCs5JMKwU8KWwpAqwphdMRkewocnwrXCpMKX374

3 INT 3 WILL 10 AGI 6 DEX No Psi Shotgun
https://underrail.info/build/?HgUGCgMQAwPCoABGAADCoMKgAABaWgDCh3MPPMKHAAAAAAAAWiQ5wrAWwpbCkEfCmMKDGTFhJx7CtcKkwpffvA

Weird 10 CON 6 AGI No Psi Shotgun
https://underrail.info/build/?HgUDBgoOAwXCoABfAAA8wqAAVV9GAG5uKG5uAAAAAAAASzliwrAkwpDCj2PCmB4fCDEnUMK1wqTCl9-8

Shotguns require good positioning so they must have enough AGI to move around, agility have good synergy with dodge/evasion and blitz + TM combo. Also shotguns use PER as their stat so to get 10 AGI 10 PER you need to sacrifice DEX among other stats, and only shotgun feat that requires DEX is Leading Shot.

LS is very useful against nimble enemies like frogs for example, but does it really worth lower PER or no Blitz?

Also if you have high AGi it will be a good idea to take stealth as well, but if you start stealthed you can't get enough MP even with sprint to use blitz fully, also with high enough dodge/evade plus initative it isn't needed. Or is it?

Here's a build that sacrifices PER and it's only 14
https://underrail.info/build/?HgUGCgMMAwfCoABaAADCoMKgAFBQAABkWgooZAAAAEYAAFArJDnCsBbClsKQR8KYwoMqXVMZJ8K1wqTfvA

Main idea of this build is high Initiative, Dodge/Evasion and lots of MP an AP. Because of it there's no need for stealth.
I think that this build is the best one but I need your opinion guys.

Here's a 6 DEX 6 AGI 7 INT and MAX PER build:
https://underrail.info/build/?HgUGBgMQAwfCoABaAAAAwqDCjEtQAABkWgooZAAAAEYAAFArJDnCsBbClsKQKsKYwoVdUzEnwofCtcKkwpffvA

Basically it's a build that relies on stealth and evade instead of everything in previous build, but has 18 PER.

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Builds / Re: Question about crossbow builds
« on: October 28, 2024, 06:43:16 pm »
Here's another build idea.
https://underrail.info/build/?HgMFCAMQAwgAADLCoABUwqDCoEFLAABaUDgyWgAAAEYAAForfyI5JwI4woAqakvChUEkMcK1wqTCh-KnvgXisJAK37w

S 3
D 5
A 8
C 3
P 18
W 3
I 8

Basically it's a version of second build where I sacrificed 2 AGI points and blitz for 8 INT to have enough skill points. Also I lowered dodge and evened it out with uncanny dodge.
Very high crit chance and crit damage, enough points to craft everything and enough lockpicking/hacking to open almost anything.

There was also an idea to do this
S 3
D 5
A 10
C 3
P 16
W 3
I 8

Keep 2nd build as it is but taking one point from PER to give it to INT for more skill points.

8
Builds / Question about crossbow builds
« on: October 28, 2024, 05:54:36 pm »
Usually I played as traps+crossbows but recently I thought about replacing deadly snares and traps with ambush and blitz.

My old build was something like this:
https://underrail.info/build/?HgMHBgMQAwgAAADCoAAAwqDCoEZBAHNaUDdGWgAAAEYAAF8rJiciMDk4woAqTGpLwoXCh03CtcKkMeKjsQXip74K37w

It is heavely relies on traps to proc crits, but negates it with high crafting skills and lockpicking/hacking amd mercantile. Basically a classical traps + crossbow build.

Now I have 2 variants of my new build

First one is 5 DEX strafe variant:
https://underrail.info/build/?HgMFCgMPAwcAACrCoADCoMKgwqBGUAAAX1A8NVoAAABGAAAAK38iOScCOEcqasKFwoBLJDHCtcKkwofip5cD4qe-CuKwkALfvA

Because of slightly lower INT this build is kinda starved for skills, so no mercantille.  Also it has 17 PER instead of 18. This build allows to shoot faster, harder and kite enemies. lack of disable via bear traps can be cowered by shock bolts and crawler poison, plus high dodge/evade helps

Second variant is 3 DEX without strafe
https://underrail.info/build/?HgMDCgMQAwgAAADCoADCoMKgwqBLAAAAWlA3RloAAABGAABuKwEnJDkCOEczasKASyrChTHCtcKkwoffvA

This build isn't as skill hungry as previous one and have even higher damage because strafe was replaced with sharpshooter. But lack of strafe is botering me.

I need your opinion on what variation of this new build will work better on practice. For example is strafe more important than sharpshooter? Or is blitz worth not using traps? Or is it efficent ot have hight MP without strafe?

9
Builds / Made 4 GL builds and in need of opinions
« on: October 28, 2024, 12:12:36 pm »
Here are links
No AR use
https://underrail.info/build/?HgYDCgMOAwfCoAAmAADCoMKgwqBLAAAAWlA-I1oAAABGAABkKyQ5UyfDoypHwofChcOiKDFLXcK1wqQP37w

Low AR use
https://underrail.info/build/?HgYDCgMOAwfCoAAAAADCoMKgwqBLAAAAWlo-I1oAAABGAABkKyQ5OybDoydHU0nDosKFKsKHMcK1wqQC4qeXA-KnqgPisZYE4r-kBd-8

Heavy AR use
https://underrail.info/build/?HgcDCgMNAwfCoAAAAADCoMKgwqBQAAAAWlBGI1oAAABGAAB9KyQ5OyYVJ0dKScOiwoUqwodLwrXCpDHfvA

Low SMG use
https://underrail.info/build/?HgYDCgMOAwfCoAAZAADCoMKgwqBVAAAAWlBGI1oAAABGAABfKyQ5OybDozdHKsKFw6LChydTS8K1wqQx4qWfBeKloAXip5cD4r-kAt-8

All of those builds are dodge/evasion/stealth oriented and use grenade launchers, TM and blitz.

First one is pure GLs and mostly about kiting or blowing everything up in 1 turn.

Second one is pretty much the same but ARs used as support weapon for taking out low hp or targets that are too close.

Third one is just an AR build but sometimes I use grenade launcher instead of just throwing grenades.

Last one is something betwee 1st and 2nd, main idea is to supress using lowest AP smg and then start shooting 40mm grenade launcher.

These builds are purely theoretical and I need your input on how those builds would work in actual game and which one is best.

10
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 03, 2023, 02:22:03 pm »
That's a good starting point, I'd first go to 11 str for brute aim then sink the rest of the ability score increases into perception. [...]

Actually, if I'm going versatility LMG/Minigun + Sledgehammer, I should probably put only 80 points in Heavy Guns, fully invest in Melee, and keep Perception at 8 for Concentrated Fire, and max Strength instead. Heavy Guns would probably still be subpar, but I'm wondering if it wouldn't be sufficient. It's just that I can't have both the Command Belt and a lifting belt

You're right about the Con though, gonna redo this char after playing a bit in Depot A

It's better to keep perception at 6, only concentrated fire and tricky trajectory require 8 perception, those feats are good, but you're playing a CON build, so damage isn't your first priority anyway. I think that having 10 constitution is more important for hp, conditioning and thick skull.


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Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 03, 2023, 05:22:56 am »
I was thinking about making a grenade launcher build.

It's 25 AP for 25mm and 35 AP for 40mm, so I need lots of AP or being tanky enough. I choose agility route. Here's my build except It will have practiced parabola, shell shock and tricky trajectory on 6th, 12th and 14th levels respectivly: https://underrail.info/build/?HgcDCgMPAwXCoAAAAMKgwqBQeAAAAHgPNx5aAAAARgDCglorJDlEGXhBR317woXChydLMcK1wqQP4qeXA9--

I don't need dex, will and con, so I dumped them
7 STR for bigger mags, more space for ammo, and intimidation
10 AGI for blitz and dodge/evasion
 5 INT for crafting and some feats
Rest are spent inot PER

Feats:
1)Nimble for more dodge/evasion and MP
1)Sprint for blitz combo out of stealth.
2)Yell for decresing enemy accuracy and damage
4)Hit and run for breaking Los after using blitz
6)Practiced parabola for negating move and shoot penalty
8)Uncanny dodge because I couldn't take anything more useful, plus anti crawler measure, can be changed for pack rathound if needed
10)Blitz for more shooting, woul be comboed with sprint, adrenaline and TM. Spec points into more AP
12)Shellshock for decresing enemies accuracy, damage and evasion. Probably put some spec points here if they'll give good enough numbers
14)tricky trajectory for more damage and less evasion for enemies. Probably put some spec points here if they'll give good enough numbers
16)Blindsiding for more damage
18)PTA for more AP and longer TM
20)Pack rathound for DC
22)Critical power for powerful crits
24)Recklesness for more crits. Some spec points could be put here
26)Increased perception for more gun. Could be swapped for more agility
28)Scrutinous for more crits
30)Evasive maneuvers for some late game bosses, helps with surviving after exiting stasis. Can be changed for literally anything else

Equipment:
Siphoner armor with black cloth and siphoner tabis tabis, balaclava or psi headset.
40mm and 25mm GLs.
For grenades I could sacrifice some intimidation points for throwing. Would use only emp, flashbangs and stingball grenades.

Will this build work? Also what kind of attachments can be used for grenade launchers beyond bipod and airburst scope? Rapid reloader would be very useful.

12
Builds / Re: Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 06:43:18 pm »
Hint: try spikes on sledge and super slam ;)
WAIT WHAT !!!! ??? ? SPIKES WORK FOR SUPER SLAM !!!!

Does it mean that it will be 4 super slams in one?

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Builds / Re: Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 06:29:33 pm »
Yeah, it's more of "fuck it, we ball" build, and doesn't hold itself well on dominating. For dominating constitution builds aren't great generally.

I wasn't specific about crafted armor because you can literally take any armor and you still will be fine. As I said in my second message, you can skip heavy armors and go into agility. Metal armor is here just because I wanted to concentrate on fattness of grease rather than slippery aspect.

Dodge/Evasion is just another layer of defense and can be considered as additional effective health.

Also about armor penalty. We have flat -25 from nimble and bwt, and -39% multiplicativly from armor sloping. Personally I was going for super steel. Super steel armor without addons is 45 - 39%= 27.45, which game counts as 27, 27 - flat 25 = 2% penalty. With 3 additional sheets it will be (45 + 16x3) - 39% =56,73, 57 - 25 = 32% penalty. Tabis have no penalty, preferable headwear is Tchortist Bioscrubber which also have zero penalty. So even with full super steel armor we have 68% of dodge/evasion effectiveness, also we get dodge/evasion from tabis. 
So 241 dodge/evasion − 32% = 163,88, plus some from tabis, and it will be at least 170+, As long as we aren't lit we'll have a not bad chance to evade attacks.
Techincaly you can even make lightning punches tin can in full super steel armor.

About attachments. There's only 2 ways about metal armor attachments: full metal sheets or adding blades for bleeding if you want to take taste for blood. Same for sledges, shock or blades. Spikes are pretty much useless.

Yeah, now I think that I should had mentioned stuff above in first message, but I did now so it's fine. Feel free to correct me if I was wrong.

14
Builds / Re: Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 12:58:26 pm »
Also if you're not a fan of crafting and don't need armor sloping, then you can take points from int and spend them in agility for expert sprint. This way you trade crafting and heavier (metal) armors for more mp and ap (expert sprint plus blitz)

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Builds / Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 12:54:41 pm »
Firstly, this build is named "Grease" hammer because you will be:
  • Hard to kill
  • Hard to hit
  • Hard to run away from
  • 400+ dmg from super slam alone

Here's a first iteration of this build: https://underrail.info/build/?HgsDCgoDAwYAPADCoMKgwqAAAAAAAG5aKFpfAAAAAADCoFAIJDlELQ1jVWBBRUcfGcKyfHHip4IC4qmiCOKrkAXfvw

Now explanation:
This is somewhat RP build, in a way that I don't want uncover any secrets or lore and just dominate everything through pure physical might.
Main idea of this build is being an unkillable pain train that makes people shit their pants, no second thought, no remorse, no cunning shit, just unstoppable greased brick wall of death.
Only weaknesses of this build are some immobilization effects, and resolve based effects.
 
Base stats:
  • 3 dex, wil, per - aren't needed. Only useful feats that can be picked from them are escape artist and stoicism, but it's no psi full con build, so no will. I really want to take escape artist but it doesn't justify spending 4 points in dex
  • 6 int for armor sloping to run and dodge more freely in heavy armors, also helps with crafting
  • 12 con for survivabulty, superslam damage and other cool feats
  • 10 agi for dodging, evasion and mobility
  • 11 str for sledges and their feats

Skills:
  • no psi schools because no psi con build
  • full melee and 60 throwing to don't drop grenades on yourself
  • No subtefuge because we're too cool and chonky for that
  • Crafting skills for making best armor, weapons and drugs
  • Intimidation for further survivabilty and RP
  • Mercantily for getting super steel if needed

Feats:
  • Mobilty feats: nimble, sprint, hit and run, armor sloping, body weight training
  • Survivabilty feats: conditioning, yell, juggernaut, last stand, uncanny dodge, increased con, tempered:electrisity
  • Attack feats: pummel, dirty kick, super slam

Equipment:
  • Head: Shaded metal helmet, Praetorian Lawgiver, Tchortist Bioscrubber (preferable),
    Aegis Sec-trooper Helmet
  • Body: Any armor works, but we have feats for metal armor so it's prefferable, just not tungesteen and not untill we get armor sloping feat. Personally prefer full super steel
  • Belt: lifting belt
  • Feet: super steel boots, pig/cavehopper/bison/siphoner leather boots/tabis, personally prefer siphoner tabi boots
  • Weapon: Sledgehammer :o , Use spikes for main sledge and use super slam with it for 4xSuper slam, for secondary use shock hammer for aoe

This build is based on Tytyger's Dominating Dominator

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