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Topics - Tygrende

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Let's Plays / Crowbar Build
« on: August 06, 2021, 07:52:35 am »
After a long and grueling journey, Underrail has been beaten with nothing* but a crowbar on DOMINATING difficulty. I documented fights I deemed most interesting in the playlist below, but rest assured, this is how the whole game was played, from the very start to the very end, no exceptions whatsoever. I want this to be the ultimate proof that there's no such thing as "unviable". Enjoy!

*crowbar was the only thing I was allowed to use to interact with enemies. So no dirty kick, no taser, no grenades, no utilities at all, not even blades on metal armor to proc taste for blood, etc. I was however free to buff myself with drugs/psi and to use enviromental hazards.

Bugs / Pneumatic hammer incapacitation doesn't make enemies lose sight
« on: August 06, 2021, 07:26:41 am »
Unlike all other incapacitation sources in the game (pretty sure I checked all) pneumatic hammer doesn't drop detection to empty orange eye. It stays at full red, meaning it's impossible to restealth until it drops to orange after about 2 turns, if the target is still incapacitated. Doesn't seem intended.

Bugs / Commando Specialization - negative AP and more!
« on: February 23, 2021, 12:44:01 am »
Commando with 3 specialization points should award 9 AP after killing an enemy with a burst. This is what usually happens, but there's a few weird interactions with other AP sources that make it award less AP or even take AP away from the player. There's only two that I was able to find out and reproduce without fail:

1. If the weapon has a rapid reloader, triggering its AP bonus within the same burst as commando (but before commando, not after it) causes commando to award only (burst AP cost - rapid reloader AP bonus). Example:

The player has an SMG that has a base AP cost of 8 with the rapid reloader equipped. 7 after the DEX reduction. This means their burst AP cost mentioned above is 14.
The SMG also has a 25% chance of giving the player 4 to 8 AP on each shot.
The player uses their 9-shot burst, the rapid reloader gives them, say, 6 AP on the 2nd shot. The enemy is killed on the 6th. The player should be awared 9 AP regardless of what the rapid reloader gave them - but, because of the bug, will only get 8 AP instead, because 14-6=8.

Picture of this actually happening in-game:

Note: This would not happen if the 6th shot killed the enemy, but one of the remaining 3 shots triggered the rapid reloader AP bonus after the kill. In that case, 9 and 6 AP would be awarded.

2. The same will happen if one gets the rapid reloader refund with a sniper rifle (or by using Dragunov) while having the shooting spree active. Since the rapid reloader bonus can easily get over the burst cost of an SMG, this can result in negative AP "bonus" from commando. Example:

The player has the same SMG equipped, but also the Dragunov in the other hand. The player activates Shooting Spree, uses Aimed Shot with the Dragunov, kill the enemy - 30 AP is refunded by Shooting Spree, 15 from rapid reloader. The player then switches to the SMG and gets a kill with one burst - since 15 AP is more than the 14 AP required to burst, the player is awarded -1 AP, which does in fact reduce his total AP by 1.


Note: This doesn't happen without shooting spree active. No idea why.

Bugs / Expedition endings
« on: August 04, 2019, 08:34:59 pm »
1.  "After its acquistion" - the expedition never acquired the Acorn. My PC did, yes, but as far as they are concerned, it wasn't found.

2. I never gave any medical supplies to muties, but I did fix their lights.

Bugs / Ezra and Acorn
« on: August 04, 2019, 07:12:49 pm »
When talking to Ezra about the Acorn, choosing the "Let's talk about something else" option sends me to the dialog about Beast and bladelings. Specifically, the "what about plasma weapons", "how come you know so much", "you mentioned something about adapatations" and "I'll get going".

Bugs / Six and the torch
« on: August 01, 2019, 05:56:41 pm »
When talking to Six for the first time in Deep Caverns, there's a "let's talk about the torch again" option, despite the fact that we never talked about it yet. I'm pretty sure I actually missed out on him explaining what it is.

Bugs / Missing map connection
« on: July 23, 2019, 08:15:17 pm »
There's no orange line connecting cvw8 and xpbl_rig2 after you move between them.

Bugs / Lance's Skimmer
« on: July 23, 2019, 06:52:57 pm »
Has 0 battery and, what's more interesting, 0 durability.

Bugs / Hunchback Intimidate sound effect
« on: January 01, 2018, 08:16:16 pm »
When mutant hunchbacks use Intimidate, the "human laughter" sound effect plays instead of the "mutant shriek" normal mutants have. Doesn't seem intentional.

Bugs / DOMINATING the self-replicating Ironhead Demolisher
« on: December 19, 2017, 08:11:17 pm »
In Warehouse Block Beta, on map where Balor is, in the room with a power box, there's an Ironhead Demolisher standing in a corner. If killed, a new one will spawn when re-entering the map.

Bugs / DOMINATING GMS neutral sentry bots
« on: December 12, 2017, 01:27:15 pm »
New sentry bots at GMS are neutral rather than hostile. They don't react to the player at all, except for investigating a destroyed camera.

Bugs / DOMINATING HP modifier and hypos
« on: December 11, 2017, 08:31:10 pm »
DOMINATING has the same HP modifier and hypos as Normal- 90 HP at level 1 with 5 CON, basic hypo restores 80 HP with 6 turns of cooldown. Don't think that's intended, the in-game description seems to suggest the modifiers are supposed to be even harsher than on Hard.

General / Leather overcoat with green goggles
« on: September 26, 2017, 09:00:20 am »
I made a small mod/sprite replacement that changes the color of goggles in the leather overcoat sprite from red to green. I figured I might as well share it.

Copy all files inside the XNB folder to your pl_rg folder. If you have the game on Steam, it should be located in Steam\steamapps\common\Underrail\Data\Locale\Creatures. No idea about GOG, but it shouldn't be too hard to find. I recommend you make a copy of the original files in the pl_rg folder, in case you want to use the original sprites again.

I also included a custom portrait that goes well with those sprites. I did not create said portrait, credit goes to Zepposlav ( All I did was change the color of the goggles from red to green.

Let me know if you like it or if you find some issues with it. I will most likely post an updated version once the unique energy/chemical pistol sprites are in the game.

Bugs / Bipod move penalty
« on: July 20, 2017, 11:49:34 am »
The way bipod always worked was that its 10% precision bonus was lost when not focused, even though the tooltip didn't show this. I noticed that now the weapons with bipod show 10% more move penalty in their tooltip.

I assumed this is nothing more than a cometic change meant to show the player that the bonus is lost when not focused, but now that I'm playing it seems this penalty is added on top of losing the bonus. I was using an assault rifle with a bipod, chance to hit was 58% when focused, 33% after moving. That's 25% less precision, 5% from the default move penalty ARs have, 10% from the added move penalty of the bipod, 10% must be the lost bipod bonus.

Is this intended to work this way? It seems a bit harsh given that bipod already has an AP penalty.

Bugs / XAL-001 and corrosive acid vials
« on: May 23, 2017, 07:31:55 pm »
After some testing I think I figured out how the "leaking acid" mechanic of XAL-001 works.

It basically copies the attack against the enemy and applies it to you. So if it misses you are not going to suffer any damage either, if it hits you are going to suffer the exact same amount of damage as the enemy (what's more, you are even going to suffer bonus damage from feats like Opportunist if the enemy meets the conditions, even if you don't met the conditions yourself), if the acid entanglement procs you will become entangled yourself, etc.

Sadly I don't have 100% acid resistance to test with, but I think it would also apply corroded debuff to the PC even though he effectively resisted all the damage. That's really bad as corroded is going to lower said resistance.

What's funny is that the combat feed actually shows as if you are attacking the enemy twice instead of attacking yourself, so it's a bit confusing.

On top of that it also spawns an additonial layer of acid puddles all around you regardless of if you hit or miss. The trouble is, it's always a standard acid puddle. So if you shoot corrosive ammo out of it, you end up surrounded with one layer of standard green puddles and one layer of corrosive puddles. Doesn't make much sense, but from what I understand the mechanic was implement long before corrosive ammo was a thing.

Another thing is that the gun doesn't leak at all when used with special attacks such as Aimed Shot, Kneecap Shot and Point Shot, only on regular attacks.

Also, arelated question- I'm wondering why chemical pistols can't be unloaded. It's not like we are pouring pure acid/cryoliquid/incendiary directly into the gun, we are loading it with self-contained vials. Also, reloading an acid blob pistol with corrosive vials while it's loaded with standard vials (or vice versa) gives the standard vials back, so it is possible to get the vials out of a loaded gun. Bit of an inconsistency here.

Also, this one is more of a suggestion, but I can't say I'm a fan of the entire mechanic to begin with. It basically punishes you for improving your damage. There are ways to achieve +/- 95% DR against acid and immunity to immobilization with CAU armor and very high quality infused siphoner tabis, or even 100% with mutated dog leather tabis, but it still doesn't feel right. It also seems prone to many issues in general as stated above.

In my opinion static acid damage dealt to the player with no entanglement/corrosion debuff would work out much better and probably less prone to issues/bugs. The gun would still require highly dedicated gear to resist this damage while top quality crafted acid blob pistols have much bigger chance to proc acid entaglement and will deal more secondary damage, especially with Mad Chemist (44% and 110%/220% damage with 120 quality dispenser, XAL has only 30% and 100%). Not finishing the quest means less XP, too.

I think those things are a good trade-off for higher base damage and 9 AP less to shoot. Chemical pistols really could use some love.

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