Recent Posts

Pages: [1] 2 3 ... 10
1
General / Console and some commands
« Last post by rararaven on February 14, 2026, 06:27:51 pm »
Introduction
Here I will explain some main useful for average player commands, but first I'll start with how to even access the console.
After starting the game or loading a save just press ~ (button usually below your Escape key and no, you can't rebind it), a console will show up, at the bottom of the screen you should see input field. Don't click anywhere as it will close the console.

Commands
Do note that commands have autocompletion (press Tab key to autocomplete).

listCommands
listCommands or list is the most important command to know and remember as it will show every command available.

playerGiveItem
playergiveitem or pgiveitem allows you to give yourself most of the items in the game, you can find all available items by going to game installation folder /Underrail/data/rules/items/.
Full command will look like pgiveitem <item path> <amount> <quality>
Note that amount and quality are optional, if amount is not added it defaults to 1, quality default to 0.

Here's some examples of the command and explanation:
1. pgiveitem consumables\medicine\supersoldierdrug - using a path to the item, gives you SSD.
2. pgiveitem !supersoldierdrug^1 - gives you SSD, a "shortcut", note ^1 at the end, if you're not using full path and there's multiple items with same name (such as the case with most medicine) if you write it without ^1 you will receive its blueprint instead.
3. pgiveitem !supersoldierdrug - gives you SSD blueprint (see explanation above).
4. pgiveitem !softfoampadding 1 50 - grants you one 50 quality soft padding.
5. pgiveitem !rubbersole 2 - grants you 2 rubber soles.

playerGivePsiAbility and playerRemovePsiAbility
playerGivePsiAbility or pgivepsi allows you to learn any psi in the game also skipping their usual requirements (including needing Psi Empathy though you wont be able to use them without it).
playerRemovePsiAbility or prempsi does the opposite and removes the ability.
Notable mention is pgiveallpsi which grants you every psi ability in the game.

Examples:
1. pgivepsi bilocation - grants you Bilocation ability (you still need to innervate it to use it like normally).
2. prempsi bilocation - removes Bilocation.

playerGiveSpecialAbility, playerGiveSpecialAttack, playerRemoveSpecialAbilty and playerRemoveSpecialAttack
playerGiveSpecialAbility or pgivesab and playerGiveSpecialAttack or pgivesatt allows you to get almost any ability in the game, including those used by enemies, but do note that abilities normally granted by items or vehicles wont be usable without meeting their condition e.g. if you give yourself ability to shoot Devastator's fusion cannon you still wont be able to use it when not riding Devastator. If you grant yourself ability that is usually acquired from feat you only get the ability but not related feat (but the ability will be usable). These commands work in similar ways with one notable difference being where your ability will end in quick invoker, see examples for further explanation.
playerRemoveSpecialAbilty or premsab and playerRemoveSpecialAttack or premsatt just do the opposite and remove the ability.

Examples:
1. pgivesab blitz - grants Blitz and it will be put under "Abilities" tab in quick invoker.
2. pgivesatt blitz - grants Blitz and it will be put under "Attacks" tab in quick invoker (it still works normally).
3. premsab blitz - removes Blitz from "Abilities" tab. Note if ability is in "Attacks" tab it will do nothing.
4. premsatt blitz - removes Blitz from "Attacks tab. Note if ability is in "Abilities tab it will do nothing.

playerGiveXP
playerGiveXP or pgivexp grants flat amount of experience, if you're playing in classic amount will be modified by your Intelligence stat as if you got xp normally.

Example:
pgivexp 100 - grants 100 xp.

playerSetBaseAbility
playerSetBaseAbility or psetstat allows you to change any of your base stat abilities like Strength, Agility, etc.

Examples:
1. psetstat strength 15 - changes your Strength to 15.
2. psetstat dexterity -5 - changes your Dexterity to -5, but effectively it will be at 1.

playerSetSkill
playerSetSkill or psetskill allows you to change any of your base skills like Guns, Mechanics, etc. Note that for two word skills like Heavy Guns or Temporal Manipulation you need to put them in quotes (see examples below).

Examples:
1. psetskill guns 100 - sets your base guns skill to 100.
2. psetskill "temporal manipulation" 0 - sets your base TM skill to 0.

setCustomDifficultyParam
setCustomDifficultyParam or setdiffparam - allows to change almost all difficulty parameters you can change when starting game with custom difficulty while midgame (except for encounter and puzzle difficulty). Unlike other commands note that values have to strictly be written in CamelCase or else you'll get an error.

Examples:
1. setdiffparam CarryCapacityMod 10 - changes carry capacity modifier to 1000%.
2. setdiffparam carrycapacitymod 10 - returns error.

Conclusion
That's all the more important commands you're most likely going to use often but not all of them entirely, as mentioned at the start you can use list command to see all of them. There are some other interesting commands like plistcd and prmcd which lists all your current cooldowns (if any) and allows to instantly reset any cooldowns you have respectively.

Thanks to Styg for making the console public.
2
Bugs / Re: Report spelling/grammar errors
« Last post by Phr3ak on February 14, 2026, 12:07:41 pm »
Another pass over "dialog"; previously I skipped lines starting with "::".

characters/cc_alex.txt
  • =>q46_original: lenghty -> lengthy
  • =>q49_original: you?:: -> you.::
characters/cc_cornell.txt
  • =>q46_original: hesistates -> hesitates
characters/cc_jonthebeautiful.txt
  • =>q237_original: emegency -> emergency
characters/cc_knight.txt
  • =>q111_original: deparment -> department
characters/cc_sophie.txt
  • =>a71_original: squakey -> squeaky
characters/cc_tchortistinterceptor.txt
  • =>q2_original: renerative -> regenerative
characters/cc_vivian.txt
  • =>q113_original: managable -> manageable
  • =>q115_original: managable -> manageable
characters/ch_fred.txt
  • =>q21_original: laughting -> laughing
  • =>q27_original: laughting -> laughing
  • =>q29_original: laughting -> laughing
characters/dun_lowlevelbunker4_diedrick.txt
  • =>q30_original: forhead -> forehead
characters/dun_lowlevelbunker4_noz.txt
  • =>q34_original: forhead -> forehead
characters/dun_lup-a_fred.txt
  • =>q30_original: finnaly -> finally
  • =>q30_original: Hoplessness -> Hopelessness
characters/dun_lup-a_hannah.txt
  • =>q67_original: Mubmles -> Mumbles
  • =>q79_original: adresses -> addresses
characters/dun_lup-a_threelurkers.txt
  • =>q10_original: enviroment -> environment
  • =>q12_original: precission -> precision
  • =>q23_original: precission -> precision
  • =>q29_original: casuing -> causing
  • =>q51_original: adresses -> addresses
  • =>a81_original: Persuation -> Persuasion
characters/dun_lup-a_tina.txt
  • =>q49_original: pressence -> presence
characters/fd_laser.txt
  • =>q9_original: occassional -> occasional
characters/fd_marcella.txt
  • =>q64_original: reduntant -> redundant
characters/fo_dan.txt
  • =>q91_original: evenutally -> eventually
characters/forger.txt
  • =>q6_original: Igores -> Ignores
  • =>q22_original: condition3 -> condition
  • =>q38_original: semblence -> semblance
  • =>a369_original: Sing -> Sign
  • =>q393_original: cruching -> crunching
  • =>q805_original: Ironhead's -> Ironheads'
  • =>q806_original: Ironhead's -> Ironheads'
characters/harland1.txt
  • =>q2_original: uninteligible -> unintelligible
characters/jy_grover.txt
  • =>a15_original: youself -> yourself
characters/lucas1.txt
  • =>a47_original: fourty-four -> forty-four
characters/lux_uwa_lunaticguard.txt
  • =>a30_original: thoughs -> thoughts
characters/pb_case.txt
  • =>q30_original: unconfortable -> uncomfortable
characters/quinton.txt
  • =>q125_original: ocassionally -> occasionally
characters/rc1_doc.txt
  • =>a18_original: anitbiotics -> antibiotics
characters/xpbl/as_todd.txt
  • =>q999_original: predecesors -> predecessors
  • =>q1029_original: tolate -> tolerate
characters/xpbl/cc_ray.txt
  • =>q435_original: sligthly -> slightly
characters/xpbl/ferryman.txt
  • =>q1138_original: occassionally -> occasionally
characters/xpbl/kirill.txt
  • =>q85_original: youself -> yourself
characters/xpbl/kl_vitek.txt
  • =>q36_original: occassionally -> occasionally
characters/xpbl/le_briggs.txt
  • =>q3_original: mildlly -> mildly
characters/xpbl/le_jeremy.txt
  • =>q54_original: bying -> buying
  • =>q264_original: Unversity -> University
characters/xpbl/le_oldfield.txt
  • =>q475_original: noticably -> noticeably
  • =>q928_original: glassess -> glasses
characters/xpbl/le_tony.txt
  • =>a280_original: intersted -> interested
characters/xpbl/le_yahota.txt
  • =>q215_original: occassionally -> occasionally
characters/xpbl/ojyc3_kayakrom.txt
  • =>q157_original: stiched -> stitched
  • =>q205_original: outloud -> out loud
  • =>q213_original: agressively -> aggressively
  • =>q213_original: proceedes -> proceeds
characters/xpbl/ojyc3_woundedeel.txt
  • =>q126_original: addtition -> addition
characters/xpbl/pir_donnie.txt
  • =>q290_original: preferin' -> preferrin'
characters/xphw/rag.txt
  • =>q6_original: purposfully -> purposefully
  • =>q91_original: upen -> open
  • =>q105_original: inaudble -> inaudible
  • =>a130_original: profesionalism -> professionalism
combatspeak/xpbl/pirates.txt
  • =>q289_original: eachother -> each other
events/dun_llb4_diedryl.txt
  • =>q7_original: adresses -> addresses
events/xpbl/pir_meetingcaptain.txt
  • =>q302_original: stongly -> strongly
randomevents/lux_luper.txt
  • =>q87_original: Steadilyy -> Steadily
randomevents/mc_wolo.txt
  • =>a20_original: tranqulizing -> tranquilizing
randomevents/xpbl/cc_otto.txt
  • =>q43_original: addresing -> addressing
  • =>q43_original: proceedes -> proceeds
  • =>q69_original: honney -> honey
  • =>q80_original: addreses -> addresses
  • =>q98_original: gowling -> growling
  • =>q98_original: manevours -> maneuvers
randomevents/xpbl/dnd_guards.txt
  • =>q12_original: adressing -> addressing
randomevents/xpbl/dun_cvw_hr_guardsandcommoners.txt
  • =>q101_original: interupting -> interrupting
randomevents/xpbl/gc_prisoner.txt
  • =>q3_original: exalatation -> exaltation
randomevents/xpbl/ww_matriuss.txt
  • =>q98_original: equpment -> equipment
support/tch_messenger.txt
  • =>q35_original: Epsikopos -> Episkopos
support/tch_rassophoreharpocrates.txt
  • =>q15_original: seaches -> searches
support/xpbl/rig_guards1.txt
  • =>a79_original: cpu -> CPU
3
Bugs / Re: Custom difficulty sliders
« Last post by Styg on February 14, 2026, 11:26:21 am »
Should be fixed in 1.3.1.1
4
Bugs / Re: Can't load save that with lvl 31+ character
« Last post by Styg on February 14, 2026, 11:25:59 am »
Fixed in 1.3.1.1
5
Development Log / Re: Patch Notes
« Last post by Styg on February 14, 2026, 09:24:48 am »
Version 1.3.1.1

Bugs
  • Fixed the bug that caused the difficulty setting carry weight capacity modifier to be rounded up
  • Fixed the wonkiness of the horizontal option scroll bars used in custom rules and options window that occurred when the indicator was dragged
  • Fixed the bug that would prevent you from loading a save with a character that is over level 30
6
Development Log / Re: Patch Notes
« Last post by Styg on February 14, 2026, 09:18:45 am »
Version 1.3.1.0

General
  • Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough
  • Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively
  • Beginner difficulty will now halve the health of all NPCs
  • Re-enabled the command console
  • Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)
UI
  • Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place
  • Vehicle status tooltips will now scale properly
Tweaks
  • Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives
Bugs
  • Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms
  • Enraged psi beetles will no longer try to cast Bilocation on each other
  • Corrected the All-in status effect description
  • Fixed Refurbished AKX not having a unique sprite when equipped
  • [Heavy Duty] Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints
  • [Heavy Duty] Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind
  • Fixed various sprite bugs
  • Various minor dialog/zone fixes
7
Development Log / Re: Dev Log #75: Custom Difficulty and Console
« Last post by Styg on February 14, 2026, 09:13:08 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?
It's currently tied to the encounter difficulty. I might separate it later.
8
General / I present to you start savescumming guide
« Last post by YEEART gaming on February 14, 2026, 04:29:15 am »
There is probably more info you can get by skimming through the code. For specific coordinates of random locations you can consult the wiki or look through the code harder than I did.
For example I have no idea where to look for Hopperdrome but it doesn't matter since most people only care for Jet Eater Hunt (unique weapon)

1. Start a new game (pick difficulty, xp system, create character etc.)
2. After the intro export your character (saves time)
3. If you're playing on Dominating difficulty check your email to determine which quest you got (Arena Masters-"Master Skull Smasher"/IceT-"Domination")
4. Save your game and go back to Main Menu. Repeat the process until you have about 10 saves (or however many you want) (NUMBER THEM so that you don't lose count)
5. Go into your save folder and unpack your global.dat by going to underrail unpacker (same address as the build calculator) dropping the file and downloading the result
(for gog version it's My Games\Underrail\Saves\*\global.dat)
6. Repeat the process until you have 10 global.dat (you can name them like global.dat, global2.dat so that they correspond to your numbered saves)
7. Open them in a text editor (or any fancy software you have) and parse through the code by using CTRL+F and lines mentioned below
8. Pick the save you want knowing that you have wasted like 20-30 minutes of your life (it could've been like 100 hours ya know)

TO SUMMARIZE

START THE GAME

FIRST CHECK
- Email (Arena Masters/IceT)
for every save

THEN

Documents\My Games\Underrail\Saves\*\global.dat (or whatever it is)

underrail unpacker

CTRL+F these

gc_gypsy (2 INSTANCES) = Coral
dun_cc_stattoo (ANY INSTANCE typically 8 or sth idunno) = Booth
if neither = ability booster event

xpbl_ww_jetEater (2 INSTANCES) = Jet Eater Hunt quest
xpbl_ww_pretRat (2 INSTANCES) = The tracking device quest

frag_xpbl_ww_dragNDrop_location (...) = Drag 'n' Drop location
cvw1, cvw2, cvw3, cvw4, cvw5, cvw6 = Chancer's Bay
cvw8, cvw9, cvw10, cvw12, cvw30, cvw31 = Rig Periphery
cvw14, cvw28 = Core Ring Protectorate Outpost
cvw11, cvw13, cvw15, cvw16, cvw17, cvw18, cvw19, cvw20, cvw21, cvw22, cvw23, cvw24, cvw26, cvw27, cvw29, cvw32, cvw33 = Core Ring

dun_lowLevelBunker1,2,3,4... = random dungeons
dun_lowLevelCave1,2,3,4... = random caves
(this one is weird - it typically gives you one of each but combinations like 2/0 0/2 1/2 2/1 are possible
I THINK I have seen 3/1 and 3/0 before but PLS DON'T DO THIS TO YOURSELF MAN it's not worth it)

THE ONLY TRACE I COULD FIND FOR Scavenger/Camera quest
dun_wasteWater_corpseGender = Mushroom Cove scavenger quest
NO dun_wasteWater_corpseGender = Camera Problems quest


SIDENOTE
IF YOU HAVE LIKE AN HOUR TO SAVESCUM
You can farm ninja tabi (or any tabi boots) by talking to Old Jonas IMMEDIATELY AFTER switching zones from Level 9 - Cave Tunnel Exit and Docks to Crossroad Watch.
This works only at the start since entering the zone determines his store inventory. You can also get other items such as Waist Pack, various shotguns, LMGs
BUT keep in mind that they will be expensive and you will most likely not be able to buy them before his inventory resets. I have never seen him selling Large Waist Pack and you couldn't afford it anyway.

Now go and destroy your sense of wonder and discovery.
9
General / Ability Booster combinations for 1.3 update (imperfect)
« Last post by YEEART gaming on February 14, 2026, 01:52:10 am »
I haven't seen anyone post them yet. I have not been able to find every perfect combination, but as long you have at least 50 effective chemistry
you're not going to suffer the 20  bio dmg per turn penalty (moderate->minor Mutation Sickness if you have 50 effective chemistry).

Otherwise, you can just suffer by wasting your time and spamming Pasquale heal for 20 minutes (if you survive long enough).

Also I would like to add that Perception is in fact 69°C and that Styg did successfully troll me with chromatography (and not MHMPA) when it comes to Will and Intelligence boosters.
I attach crude .pngs (because I'm lazy).

Edit: OK I guess I'll post it in text because you need an account to see attachments which is annoying.

Strength
Starting substance: booster mixture
Distillation temperature: 185°C
Resulting state of matter: crystalline solid
First purification method Filtration - glass fiber, 0.66um pore size
Second purification method Solvent - 4mg CC-14
Reduction method: dehydration

Procedure simulated successfully! Report:
Booster type: Strength
Administration method ingestion
Side effects moderate


Dexterity
Starting substance: booster mixture
Distillation temperature: 130°C
Resulting state of matter: liquid
First purification method Chromatography - alumina packing, 18um particle size
Second purification method Centrifugation - 700 RPM
Reduction method stirring

Procedure simulated successfully! Report:
Booster type: Dexterity
Administration method injection
Side effects: moderate


Agility
Starting substance: booster mixture
Distillation temperature: 100°C
Resulting state of matter: liquid
First purification method Chromatography - alumina packing, 10um particle size
Second purification method Centrifugation - 500 RPM
Reduction method stirring

Procedure simulated successfully! Report:
Booster type: Agility
Administration method injection
Side effects minor


Constitution
Starting substance: booster mixture
Distillation temperature: 160°C
Resulting state of matter: crystalline solid
First purification method Filtration - glass fiber, 0.22um pore size
Second purification method Solvent - 4mg CC-14
Reduction method: dehydration

Procedure simulated successfully! Report:
Booster type: Constitution
Administration method ingestion
Side effects moderate


Perception
Starting substance: booster mixture
Distillation temperature: 65°C
Resulting state of matter: gas
First purification method Solvent - 3.5mg MHMPA Second purification method: Redistillation - 69°C
Reduction method: vaporization

Procedure simulated successfully! Report:
Booster type: Perception
Administration method inhalation
Side effects moderate


Will
Starting substance: booster mixture
Distillation temperature: 45°C
Resulting state of matter: gas
First purification method Chromatography - alumina packing, 10um particle size
Second purification method Redistillation - 46°C
Reduction method vaporization

Procedure simulated successfully! Report:
Booster type: Will
Administration method inhalation
Side effects moderate


Intelligence
Starting substance: booster mixture
Distillation temperature: 40°C
Resulting state of matter: gas
First purification method Chromatography - alumina packing, 12um particle size
Second purification method Redistillation - 41°C
Reduction method: vaporization

Procedure simulated successfully! Report:
Booster type: Intelligence
Administration method inhalation
Side effects: none


10
Development Log / Re: Dev Log #75: Custom Difficulty and Console
« Last post by Vagabond 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?
Pages: [1] 2 3 ... 10