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Messages - sheepherder

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1
Bugs / Custom portrait system bug
« on: February 03, 2022, 10:06:18 am »
After making a portrait, I make three copies of it: _h, _l and _s versions (200x200, 100x100 and 50x50 size) and placed them in the portrait folder. But when I open the game, the game does not use the _h version at all. I tested it by deleting the _l and _s versions of the placeholder portrait and it no longer showed up when selecting a portrait. I then left the _l version and it was available.
I then made the _l version of my custom portrait 200x200 sized and it was available for selection.

Is this a bug or was I simply doing something incorrectly.

2
Builds / Re: Shiver me timbers - a Shiv build on Dominating
« on: January 12, 2022, 09:57:20 am »
This is old but can you help with the level 1 and the level 10-16 stats of this guide, I always end up getting point allocations wrong and screwing up builds, but really want to try this. Thanks.

It's been a while, so I might be misremebering some of the stuff. This is the build at level 1:
https://underrail.info/build/?AQMJBgkDBQUADwAPAAAPAAAAAA8PAAAPAAAADwAAD2I5378
Stat points go into DEX (lvl 4) > DEX (lvl 8 ) > INT (lvl 12) > AGI (lvl 16) > WILL (lvl 20) > WILL (lvl 24). 7 Will before lvl 26 for Fight Response. Spec point distribution is optimized. Spec CP first, then Ripper. Get Beast Tattoo and Hunter asap. Craft Focus Stim every chance you get.

And for gear:
  • Headgear: Muffled TM psi headband or Death's Grin. Either will work, Death's Grin is marginally better as it provides 2% critical chance bonus, but I like the psi headband too, as it allows me to reach the minimal Contraction backfire chance sooner and cuts down on psi consumption. So I'd use the psi headband for most of the game and then get Death's Grin for endgame.
  • Armor: infused rathound leather armor for a +10% critical chance. That's 44q rathound leather plus ~130q SS. You can go higher, up to maybe 12% with 160q SS, but imo it's not worth the hassle. Craft with soft padding and black cloth.
  • Belt: Medic belt. Buy it, get it from arena or the dorms in Core City.
  • Feet: Whatever black cloth tabis you can find for most of the game and once you get access to SS, craft infused hopper leather tabis. Use the leather from hopper graveyard.
  • Main weapon: Shiv.
  • Backup weapon: Shiv.
  • Shields: Two shields depending on what you're fighting - a High Efficiency high/high and a High Efficiency low/low. Although since it's a SI build, you'd be better off not getting hit in the first place.
  • Food: Hardcore Chips.
  • Drugs: Focus Stim, this means you'll be doing fishing. And jumping beans.
  • Psi: Contraction, LTI, Stasis, Dilation. Rush Stasis at the Lemurian Medical Center.
  • Utilities: Taser, nets, flashbangs, nail bombs, EMPs. Equip what you need depending on what you're fighting.
That's about it I think. I'd still not recommend you play it unless you really know what you're doing. You'll spend a lot of levels being very picky at what you fight. Metal armor wearing human enemies, burrowers, robots, crabs and riot shield enemies will be a major pain in the ass until you get EW.

3
Builds / Shiver me timbers - a Shiv build on Dominating
« on: July 28, 2021, 05:33:22 pm »
The Shiv

Canonically the most powerful weapon in the Underrail cinematic universe. The Shiv defies the law of matter conservation and bends reality around itself:
  • Why does Lucas, the quartermaster of SGS, sell a blueprint detailing how to craft a prison weapon?
  • Why does crafting a shiv require a blueprint in the first place? Why doesn’t the player character know how to wrap a dirty rag on a metal spike?
  • Why do high quality metal spikes require high mechanics to craft a shiv from? You’re still just wrapping a spike in a dirty rag and the stats of the shiv do not change.
  • You can use mechanical repair kits to fix shivs. But how do you even repair a shiv? Freshen up the dirt on the rag and reapply the rust to the metal spike?
  • How does killing a Naga with a shiv even work!?
  • A tungsten spike weighs 1.80 and a rag weighs 0.10, but a shiv made from these two components weighs 0.10! Where does the rest of the weight go!?
  • Where does the power of the shiv come from? Is it the dirty rag or the rusty metal spike that gives shivs the 200% critical damage bonus?
  • Since all shivs have the same stats, does that mean there exists many identical shivs or that there’s one shiv which can simultaneously exist everywhere?
  • Is the shiv omnipotent?
  • If the Shiv is omnipotent, can the Shiv create a zoner that the Shiv cannot shank?
These questions and more will not be answered in this post.


Contemplating the existence of The Shiv

Anyways, shiv is a knife type weapon - base damage is 1 to 7, critical damage is 200% and it costs 7 AP to attack, plus the damage that gets through DR/DT gets increased by 25%. Component quality and crafting feats will not change the stats of a crafted shiv, so you get what you see. All shivs are created equal.
Oh, and in case you didn’t quite catch that, the difference between the minimum and the maximum damage is 700%! I mean, it doesn’t look like it’s a big deal, but after all the damage bonuses get applied, it’s very significant.
Overall, the build isn’t terribly complex. Enough DEX to get 4 Ap attacks, stacked crit chance and damage, as much MP as I can get my grubby little hands on and a dash of TM to tie it all together.


Critical Shiv infrastructure

The 200% critical damage screams “Survival Instincts!” so that’s what I went for. Grabbed Cheap Shots, Critical Power (10 spec points) and Ripper (5 spec points). With this setup, shiv gets an effective crit damage bonus of over 1000% against enemies under 20% HP and a crit chance of 80%-85%. First crit tickles the enemy, second one wounds them, third one murders them. Well, not really... Crit damage alone isn’t enough, we’re still working with a base damage of 1-7.
Oh and some non-crit attacks deal single digit damage. Not much you can do if you roll a 1. Expertise would have been nice, but meh.


The bleeding edge of Shiv technology

To help with that I use Taste for Blood. Shivs don’t apply bleeding wounds by themselves and using another weapon for wounds is too AP inefficient. A bladed metal armor is also out of the question because the build needs to wear infused rathound leather armor for extra crit chance.
Enter Nail Bombs.
Throw one at the start of a fight, rack up some TfB stacks and refresh them with each kill. If fighting high DT enemies, apply EW to an enemy and then throw the Nail Bomb.
Grenade throw is 15 AP, but more often than not, enemies will have 3 or more bleeding wounds applied to them. Meaning that after three attacks you’ll have full or near full stacks of TfB. That’s +50% melee damage.
This damage bonus is very important. If the stacks are lost, the number 1 priority is to get them back, because without TfB, the overall damage tanks hard.

Lategame I'd sometimes see crits go as high as ~500 against enemies with low HP. Not too shabby for 4ap.


Shivalry is NOT dead - its enemies are

There’s 7 Will for Fight Response.
80 AP without Adrenaline, so that’s 20 attacks per turn. 25 on adrenaline turns.
Fancy Footwork combined with 4 AP attacks, plus Sprint and Contraction allows this build to cross the whole map in a single turn.

And that’s about it for the build. It was ass to play up to level 18. Picked up steam at around level ~20 when the spec points in CP started to add up. At level 26 it had no trouble with anything.
Although, the hordes of bots and crabs in Expedition were annoying, since I had to run around in circles, waiting for EW to come off cooldown, but it wasn’t too bad with LTI.
Did p.much everything except DC, I just couldn't force myself to. But by that point the builds would have no trouble there.
I used fart grenades and bear traps during the beast fight, but otherwise no traps or damage dealing grenades or whatever past Newton, except the Nail Bombs for bleed stacks and Flashbangs and EMPs for CC.


Shiv industrial complex

Also, remember how the shiv weights 0.1? And a repair kit weighs 2? One repair kit weighs as much as 20 shivs, so lugging repair kits around for a 0.1 weapon sounds impractical. What I did was head on over to Foundry, buy all the spikes Leonie was selling and craft myself a bunch of shivs. My game was littered with discarded shivs :D


The build

Don’t play it unless you know what you’re doing. This build is also not good to use with normal knives.
https://underrail.info/build/?HgMLBwkDBwYARwDCoCgAwqAAAAAAE20PLV4AAABgAABPK2I5JjEGXMKHEks8E8KIKsKFesKzUcOIGuKnvgriqqgF378


Some screens

4naga: https://i.imgur.com/fdD8EYs.jpeg

Black crawler: https://i.imgur.com/7sqIMJM.jpeg
Note the combat log. One of the attacks is for 10 damage and another is for 500!

The Masters in the sewer: https://i.imgur.com/VZXJRGj.jpeg

Zenith: https://i.imgur.com/ZbqKYu8.jpeg


Shiv: The Movie

Grey Army base in one go, no reloads. Barelly. The very last soldier would have killed me if I hadn't won the Initiative.
https://www.youtube.com/watch?v=p9IQOO7gGZI

Fort Apogee. Also in one go.
https://www.youtube.com/watch?v=PScPWiYFnpI

4
Builds / Re: Casino Underrail - a .44 Hammerer build
« on: July 08, 2021, 04:37:32 pm »
I played it before CP nerf, so the spec in CP was decent back then. Plus, there wasn't much else to spec into, maybe AP cost reduction of Rapid Shot, plus since this build has 85% crit chance, the crit damage bonus saw a lot of use. Now, speccing into CP is still okay, due to how Sharpshooter has been changed. With Sharpshooter active, each spec into CP nets a ~5% critical damage. Although speccing into Bullet time would still be better.

These days I'd probably drop Execute, Opportunist and Ambush and instead get Sharpshooter, Bullet Time and maaaaybe Fatal Throw, to be used with a Throwing glove in the offhand.

5
Bugs / Hopperdome map bug
« on: May 11, 2021, 05:10:53 pm »
This vent is accessible from both sides of the wall, bot just from the front.

6
Bugs / Re: Report spelling/grammar errors
« on: May 11, 2021, 05:09:41 pm »
The Rig, missing a space between "Of course!" and "Meanwhile..."


7
Bugs / Re: Report spelling/grammar errors
« on: May 11, 2021, 05:08:15 pm »
Hopperdome, empty text box.

8
Bugs / Sweep/Off-balance bug
« on: May 11, 2021, 05:05:01 pm »
It seems that Off-balance applied by Sweep does not reduce dodge/evasion to 0. Not sure if it's just sweep or if Pummel is the same.

Here is Carnifex with Off-balance applied by Sweep. In the combat log it is indicated that he evades some damage from a grenade explosion.




And to make sure that it's not some rounding error or whatever, I netted him and exploded again. He doesn't evade anything this time.

9
Bugs / Throwing knife tooltip
« on: April 10, 2021, 08:15:37 am »
Mismatch.

10
Bugs / Infused leather scaling
« on: March 03, 2021, 10:34:23 pm »
If the formula on the wiki is correct (https://stygiansoftware.com/wiki/index.php?title=Blueprint:_Infused_Leather), Infused leather should cap at 160q, regardless of the quality of the base leather used. However, if a leather with over 140 quality is used together with 160 quality Super Steel fiber, this results in 1:1 Infused Leather produced (so a 145q leather + 160q SS = 145q Infused leather) and can go well over 160q.



11
Bugs / Bullet Time AP reduction
« on: February 26, 2021, 04:08:28 pm »
Specced Bullet time on a Versatility pistol build with 18 Dexterity and Gunslinger. Using a .44 Hammerer. Seems too good to be true. Doesn't take Gunslinger into account before applying AP reduction, maybe even Dexterity.

Before activating Bullet Time: AP cost is 12.


After Activating Bullet Time: Ap cost is 4.

12
Bugs / Re: Some bugs
« on: February 25, 2021, 10:46:47 pm »
True, but I don't think even Short Circuit enables Execute, odd that Cryostasis does.

13
Bugs / Re: Some bugs
« on: February 25, 2021, 12:23:51 pm »
And some more. Not sure if bugs, but seem a tad inconsistent.
Split Snare:
Can hit targets which are in stealth, taking them out of stealth.
Can hit targets which are out of player's LoS. Very noticeable when attacking targets which are standing on the other side of a 1x1 chokepoint.
Can curve around corners. For example if I can't target an enemy without moving, but there's another enemy next to it I can hit without moving, Split Snares will also hit the first enemy too.

Opportunist:
Slowing Tchort with Psycho-temporal Dilation does not proc Opportunist, but Suppressive Fire does proc Opportunist.

With Robots: tested this on a Sentry Bot a while back, so I might be misremembering some of it:
Psycho-temporal Dilation does not proc Opportunist.
Nets do not proc Opportunist.
Suppressive Fire does proc Opportunist.
Acidic Entanglement doesn't ptoc Opportunist (not 100% sure about this one).
Industrial Bots are immune to nets and Acidic Entanglement, but I can apply Cryostasis to them and use Execute.

Oh, and you can apply Expose Weakness on targets affected by Stasis.

14
Suggestions / Re: Practice dummy/punching bag with crits
« on: February 25, 2021, 12:14:50 pm »
It can be attacked, but it's immune to crits. Bit harder to measure damage output if crits don't proc.

15
Builds / Porcupine - Throwing knife build on Dominating
« on: February 09, 2021, 06:38:25 pm »
No weapons, no damage grenades, no caltrops, no damage psi, no traps. Just throwing knives.

The build itself is not very complex - 18 DEX plus all the throwing knives related feats sprinkled with some mobility and disables. Playing the build is where the complexity comes from. It’s very fun but weak at the start and slow to get going. Had a terrible time in DC - fuck the Labyrinth.

Only used damage grenades/traps up to Newton, then against the Beast, against Joint Security Headquarters turrets and against the mushroom root.
Snuck past most robot fights, like 4naga and skipped doing Apogee entirely. Any fight with big bots or strongmen was a no-go.

Actually, it’s a flashbang build
This build survives by controlling its enemies:
  • Grenadier and Spec Ops with 2 spec points for flashbang CD reduction.
  • Hyper precise throwing nets for single target disable.
  • Stuns from either a taser or Crawler Poison.
  • Pinning gives every thrown knife a chance to immobilize an enemy for 1 turn. Unreliable, but VERY useful nonetheless.
  • Psycho-temporal Dilation for slows.
With LTI this builds can throw a flashbang every two turns, allowing to lock down whole mobs of enemies and create a traffic jam. Enemies in front of the pack are kept permanently incapacitated, while I pelt their friends at the back with throwing knives.
A rotation of net immobilization, taser stun and flashbang incapacitation can keep a single enemy in a doorway or a 1x1 sized chokepoint perpetually disabled. With LTI spam, if one disable fails, there’s usually another one available, so it’s very consistent.

When dealing with bosses, Crawler poison works very well combined with flashbangs or Psycho-temporal Dilation. Apply Crawler poison, then flashbang a boss and wait out the 2-turn poison duration, after which the boss is stunned for 2 turns. If the boss resists the flashbang (which isn’t uncommon), apply Psycho-temporal Dilation for -15 AP and -50 MP and simply keep away until the boss is stunned.

There’s also Pinning, which is unreliable due to RNG proc chance, but removes a targets evasion when it does proc.

Wait, no, it’s a poison build
Forget about killing enemies with mechanical damage. At the start of the game, single digit damage is what awaits you. While damage output sloooowly picks up with levels, it’ll will never be “good” due to throwing knives incurring 125% mech DR/DT. Oh, and none of the usual crit chance sources work with t.knives, so forget about SI/Focus Stim/infused rat. Thus, poisons are the name of the game and Hypertoxicity is a lifesaver. Or lifetaker, I guess.

Best poisons are:
  • Leper: increases the mechanical damage dealt to organics and deals good bio damage - 8 (16) per stack, stacks 6 times. It increases the target’s mechanical damage reduction modifier, which in turn increases mechanical damage the target receives. Damage reduction is applied last, so you still need to get through mech DR/DT and only the damage which gets past is then increased. 144 bio damage per turn at max stacks and with Hypertoxicity and Cave Ear.
  • Burrower: I used it a lot due to its availability from merchants. 7 (14) damage per stack, stacks 5 times. 105 bio damage per turn at max stacks and with Hypertoxicity and Cave Ear.
  • Cave Ear: +50% bio damage received. Apply after 2 or 3 stacks of other poison is already applied.
  • Blinding: upgrade to burrower poison. Deals the same damage per stack but stacks up to 8 times and lasts shorter. 168 bio damage per turn at max stacks and with Hypertoxicity and Cave Ear.
  • Crawler: 2 turn stun after 2 turns. Invaluable.
  • Heartbreaker: 675 bio damage after 3 turns with Hypertoxicity and Cave Ear, plus some minor damage each turn before the BIG DMG. Obviously, combine it with other poisons. Btw, wiki is wrong, each new stack applied refreshes the duration.

My mistake, it’s a trader build
The most reliable way of getting poisonous knives are merchants:
  • There's one merchant who sells poisonous throwing knives pre depA - Kendrick. Blaine too, but it’s RNG and he doesn’t sell many. Lucas only starts selling poisonous throwing knives after depA, stingy asshole.
  • Once depA was finished, rush Camp Hathor. One of the Freds sells poisonous throwing knives.
  • Kevin, the weapons merchant at Foundry sells poisonous throwing knives.
  • Free Drones merchant Becket sells poisonous throwing knives (crawler t.knives too!) and some poisons.
  • Katia, the pirate healer, sells poisons and crafting materials for poisons.
  • Ola, of JKK fame sells poisonous knives.
  • Over at the institute, Vuk sells poisons.

In GMS, on the storage level, there’s a freezer with Cave Ears. I used those to make some cave ear throwing knives. Not necessary for depA itself but were invaluable when clearing embassy prison. Later, there are some respawning Cave Ears you can harvest East of Camp Hathor.

Natives are a great source of Expedition poisons.

Screenshots

depA mutant areas. Park a mutant dog in front of a door and keep it under control. Throw knives until everything ded. Neither mutants nor dogs have any mech DR/DT.
https://i.imgur.com/DFELfqT.jpg
https://i.imgur.com/lZUvEiV.jpg

Embassy prison. Parked a tacvest guy in front of the door. Other enemies are either too evasive at that level or have high enough STR to reduce net duration to 1 turn. Didin’t have 3 turn CD flashbangs yet, so a 1 turn net was not helpful.
https://i.imgur.com/Q75phnc.jpg

Free Drones mission. You can see the pattern here.
https://i.imgur.com/vYbK8bq.jpg

King, Rathound. It’s like the scene from Benny Hill, when Yakety Sax starts playing.
https://i.imgur.com/GIMM9Wm.jpg

The things I do to for some Crawler poison. That one Crawler at the front held the line for me like a champ.
https://i.imgur.com/FCMMeeq.jpg
https://i.imgur.com/lVE8F19.jpg

Balor. Can you guess where I made my stand?
https://i.imgur.com/ZWD9I5F.jpg

Jookhela. The most trial-and-error fight of the whole run.
https://i.imgur.com/UDtUFQo.jpg

Praetorian Warehouse. Joined the Praetorians for this fight alone, JKK might have had a better merchant for this build, but the Praetorian version of the warehouse fight is my favorite Core City fight.
https://i.imgur.com/J3aTQC3.jpg

Lunatic Mall. Doorway build strikes again. First floor was the longest fight of this run.
https://i.imgur.com/K4B4IPs.jpg
https://i.imgur.com/QPWHgcK.jpg

And the hardest pre-DC fight of this run. No chokepoints, enemies coming from all directions.
https://i.imgur.com/AOz7HBa.jpg


Videos
Carnifex. A dance around the Arena pillars.
https://www.youtube.com/watch?v=t5knwy6cCwM

Magnar. Good fight. Love the fight.
https://www.youtube.com/watch?v=aJfNr92EGS4

And Tchort. Not as bad as I thought it’d be.
https://www.youtube.com/watch?v=I_h1brQNnHo

The build
https://underrail.info/build/?HgMQBgMDBQoywqAAAAAAwqAAAAAATVcVYk0AAADCiwAAPSs5Ji8WG1g3wodeUVzCiD_CvsKzduKktgLiqLoD4qq8Ct-_
Don't play this unless you know what you are doing. i also made a huge mistake of not getting Pack Rathound.

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