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Messages - Sarokan

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Suggestions / Re: Custom Difficulty: Let Us Raise Attributes
« on: February 22, 2026, 06:11:09 pm »
Using console commands is not the same as a real gameplay option. Opening the console every few levels, typing in commands and adjusting stats by hand is clumsy, breaks the flow and most players will simply not bother with it.

Custom difficulty exists to put this kind of thing into the front end. We already have sliders for enemy health, damage, experience and level cap. An attribute option belongs in the same place.

That is why I am asking for an official attribute setting in custom difficulty, not a “just use the console” workaround. The console is fine for testing and experiments, but a proper menu option would make these extreme runs practical and attractive for many more players.

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Suggestions / Custom Difficulty: Let Us Raise Attributes
« on: February 22, 2026, 01:29:37 am »
Hello Styg,

I really appreciate the new custom difficulty box – it massively boosts Underrail’s replay value and was a great call.

What I don’t quite understand is why you didn’t go one step bolder to further increase player freedom and replayability.
Without even touching mods, there’s a huge opportunity here: let us customize base attributes as well.

Concretely, I’d love to see an option in the custom difficulty menu to set how many attribute points the player gets at each usual allocation step (instead of being locked to the standard progression). That way, we could intentionally create runs that push certain stats close to their maximum, just to see how the system behaves at the extreme.

Of course this would be strictly limited to custom difficulty. But for people who want to go crazy: if we’re already allowed to crank bosses up to +1000% HP, it feels like a missed opportunity that the player side can’t go equally wild.

This would open up completely new playthroughs on top of the existing game – the same world, but a totally different experience, and a big extra boost to Underrail’s already strong replay value. In other words, take the handbrake off in custom difficulty and let attributes and a few more parameters off the leash, so every player can truly build the kind of run they want – whether that’s unlimited money, absurdly tanky bosses, or a deliberate David-vs-Goliath power fantasy.

I’d really appreciate it if you considered something like this for a future patch.

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Bugs / Re: Interrogate the Professor – trigger doesn’t fire?!
« on: January 25, 2026, 01:21:46 am »
That's not a bug. Professor gets kidnapped only if you stay with Aegis (and subsequent negotiations are also the last chance to join the pirates)

Well, is that so? Then the relevant wiki entries are simply wrong and clearly misleading. They state things like “If the player has joined the pirates before the kidnapping, the professor can be interrogated later…” – which clearly suggests that the kidnapping still happens and only the timing changes.

Anyone relying on the current wiki text will expect content that does not exist on this path. It’s about time they fixed this bullshit – I actually trusted the wiki before joining the pirates.

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Bugs / Interrogate the Professor – trigger doesn’t fire?!
« on: January 24, 2026, 12:40:24 am »
I thought that after many Underrail runs nothing could surprise me anymore. This time I decided to go all-in with the pirates as early and as hard as possible – and something weird happened.

Right after starting Expedition and getting the first mission from the Chief, I went to the Aegis landing bay, killed the guards there, stole an Aegis patrol jetski and went straight to the Grim Jetters to join them. Since then I’ve played the pirate route normally: Cleared the Horticulture Center and the Nexus of Technology, and finished “The Rig Attack”. But the professor’s kidnapping and the pirate quest “Interrogate the Professor” never start. Grim has no dialogue option about the professor at all, no matter how often I talk to him after these locations are done.

Some extra info: At the Aegis base, the landing bay is overrun by natives and the Aegis people there are dead, but the inner camp still exists and both Chief and Professor Oldfield are still standing there like normal, as if the expedition never officially ended. So it looks like the “professor kidnapped” event never starts.

Anyone know if this is intended behaviour, or is it actually a bug with the Expedition / Grim Jetters route?

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Suggestions / Power Fist: Match Metal Gloves Scaling
« on: December 23, 2025, 09:15:22 pm »
With the recent patch, metal combat gloves now gain +10% damage per point of STR above 5. Power Fists, however, still only gain bonus damage from STR above 7, while sharing the same 16 AP base cost per hit as steel combat gloves.

Because of that, Power Fists feel a bit behind as a high-STR fist option. I’d like to suggest bringing them in line with metal combat gloves by giving them the same +10% damage per STR point above 5.

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