Recent Posts

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Bugs / Re: Specialisation bug
« Last post by Lowin Bayrod on Today at 06:58:20 pm »
Also I could only put one point per specialisation per level, you can't put two on the same specialisation. Probably a leftover of the way specialisation was coded in expedition. ???
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Builds / Re: Please help a newbie choose a build
« Last post by DoctorCucumber on Today at 05:23:51 pm »
thanks you a lot
will try your build
but I won't refuse other options
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Builds / [1.3.0.17] Energy pistol Builds
« Last post by jujax on Today at 03:10:52 pm »
Hello,

I'm seeing more and more character concepts centered around energy pistols in the context of the new patch, with players struggling to define and structure their character builds.
I won't go into detail about Plasma concepts here, but rather focus on character designs for Plasma Pistol, Electroshock Pistol, and "The Stunner."
The goal is to offer three possible concepts around these weapons in a "dominating" run. There are no restrictions on the use of grenades, traps, and other useful tools, which are essential for these characters before level 12.
The first character is built as a melee fighter with a knife, while the other two are designed as gun users.
I'm currently playing the first character, which seems to have the best potential at higher levels but is the most difficult to play at lower levels (low accuracy, reliance on close combat for a significant portion of the early game). Things that I consider useless: Polymath, because with high dexterity and intelligence, our skills will be very high and we'll quickly be overwhelmed by a mountain of points.
In my opinion, we should focus on crowd control as much as possible and not rely on dodging with 3 agility. Therefore, Grenadier is exceptional and essential for these builds.

CORE FEATS are  :
Grenadier : DEX 6 : THROWING 30
High-Technicalties : INT 5 : GUNS 25
Practical Physicist : INT 7 : ELECTRONICS 35
Power Management : INT : 7: ELECTRONICS 15
Recklessness
Critical Power : Weapon 75
Specialist : INT 10 Level 16 : aim is to have Versatility 10 or major crits and crit damage PERKS

Bad feats for this build :
POLYMATH : it seems counterintuitive because you can take it with high INT, but it will cost you one feat Vs skills points and with your high int and dexterity, we have largely enough skill points for our build.
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Level 1 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
https: underrail.info/build/?AQMKAwkDAwkADwAPAAAPDw8AAAAAAAAAAA8AAAAAD2Io374
GUNS : 0, Crit +30%
Level 1 : High DEX, PER, INT, augmentation triple – Best Crit Perks build
https: underrail.info/build/?AQMKAwMKAwgPDwAAAAAPDw8AAAAAAAAAAA8AAAAADwEx374
GUNS :  22, Crit +7%
Level 1 : High INT, High CON and  PER,  moderate DEX High Technicalties  + Crit focused
https: underrail.info/build/?AQMGAwkIAwgPDwAAAAAPDw8AAAAAAAAAAA8AAAAADwFi374
GUNS : 21, Crit +30%
------------------------------------------------
Level 4 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
https: underrail.info/build/?BAMLAwkDAwkKHgAeAAAeHg8AAAUAFAAKAA8AHgAAD2IowqMW374
GUNS : 28, Crit +30%
Level 1 : High DEX, PER, INT, augmentation triple – Best Crit Perks build
https: underrail.info/build/?BAMKAwMLAwgeHgAAAAAeHg8AAAoAGQAKAA8AHgAADwExK8KDFt--
GUNS :  47, Crit +7%
Level 1 : High INT, High CON and  PER,  Moderate DEX High Technicalties  + Crit focused
https: underrail.info/build/?BAMGAwkJAwgeHgAAAAAeHg8AAAoAGQAKAA8AHgAADwFiMRbfvg
GUNS : 42, Crit +37%
--------------------------------------------------------------------------------------------------------------------------
ACTUAL PROGRESSION BEFORE DEPOT A :
https: underrail.info/build/?CgMMAwkDAwkZJAA8AAA8KSQeABQeJQAPAA8APAAAD2IowqMWwpoxKd--
-----------------------------------------------------------------------------------------------------------------------------

LEVEL 30 THEORYCRAFTING MY DEX / CON / INT  Crit versatility Energy Weapon build
Level 30 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
The aim is to go to 16 DEX to have 12 AP with energy pistol and 16 AP with electroshock pistols
Take specialist at level 16 and go versatility, high technicalties and critical power and fatal throw action points
https: underrail.info/build/?BAMLAwkDAwkKHgAeAAAeHg8AAAUAFAAKAA8AHgAAD2IowqMW374
GUNS : 258,
Crit:
-30(SI) + 15(focus stim) + 10(the stunner) + 19(seeker headset) +7(recklessness) + 10 (infused rathound leather= 91 %
You can take SI critical chance to go to a perfect 95% but I think it is too much

Perception is a pain because you need to scout with motion tracking goggles then destroy with night seeker googles, but apart for this , it goes well.
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Bugs / Re: Graphical Glitch With Advanced Shaders Proton/linux version of Underrail
« Last post by Alt on January 14, 2026, 10:06:16 pm »
I used Lutris to install without configuring anything. It's using Wine. I can turn on legacy shaders and play without these graphical issues which I intend to do, but if I tried that ProtonGE method, then how do I use that alongside starting the game through Lutris?

try wineGE instead
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Builds / Is there any reason to get more than 105 effective mercantile?
« Last post by NumberTJ47 on January 14, 2026, 07:29:40 pm »
I was doing some testing earlier today and, if I'm understanding the wiki correctly right, mercantile only reduces the cost of buying items until you reach 85 effective skill. My own tests did seem to line up with this, but it's a bit confusing because the wiki also says the highest mercantile skill checks in the game require 105 effective skill. Even with 3 INT, you'd only need 117 skill to reach 105 effective without any buffs. With just a Jon's Special and Large Waist Pack you'd be able to unlock all special merchandise and have access to trades at their lowest cost with just 95 skill points in mercantile.

So I guess either I'm wrong, or there is never a reason to put more than 95 skill points in mercantile, even if you really badly wanted to roleplay as a trader and take Salesman & Major Supplier.
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Localization / Re: Awesome Spanish Translation, in course!
« Last post by metalwar on January 14, 2026, 05:23:21 pm »
Updated first post:

Preliminary Version 0.6 - *All text translated* - WIP: Under revision and consolidation

Next?
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I used Lutris to install without configuring anything. It's using Wine. I can turn on legacy shaders and play without these graphical issues which I intend to do, but if I tried that ProtonGE method, then how do I use that alongside starting the game through Lutris?
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Suggestions / Re: Snake bandits random event
« Last post by Amannamedsquid on January 14, 2026, 09:44:09 am »
Maybe a small, newbie pirate gang or a group that splintered off from the Grim Jetters that's camped out in their own little corner of the Black Sea or somewhere near the entrance. They specialize in crossbows, spears and bladed weapons lathered in various poisons like leper, heartbreak, and blinding poison and they all wear sea serpent attire. Some of them fight on jet skis while others fight on foot.

They also tried to raise a leper serpent to use as a guard animal but that didn't quite work so now they use it as a venom dispenser and garbage disposal.

They aren't dumb enough to try and attack the Grim Jetters or the Natives but they do raid merchant boats and skirmish occasionally with the Black Eels. The Black Eels think that they are extremely annoying and very creepy and will pay you to kill them all.
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Suggestions / A random encounter idea
« Last post by harperfan7 on January 14, 2026, 02:03:02 am »
A lategame encounter that can happen somewhere with train tracks or roads.

A stealthed gunslinger standing in the middle of the road/tracks who will start conversation with the player upon detection and moving within optimal pistol range and challenge them to a duel.  They can use persuasion to talk him out of it (like "Im simply no match for you", "If you draw, I won't; it will be an empty victory", etc), bribe him out of it (1k-2k charons) and mercantile options to lower that price to as much as half, or one of two intimidation options (the lower skill one will give the player a bonus on initiative when the duel starts via shaking his nerves, the second higher one will scare him out of the duel entirely).  Maybe a special option where the player can offer him the magnum or wasteland hawk as a bribe instead if they have either of those with them.  Maybe throwing around your Invictus status could do something for the player.

The persuasion, bribe, and higher intimidation options start a scene change where he disappears so the player can't just initiate combat themselves afterwards.  The lower intimidation option starts combat immediately with the gunslinger having the penalty (and no stealth bonus).  Failing to get out of the duel while trying to refuse it will start combat normally (with him condescendingly insulting the player first).  Accepting the duel triggers an arena style cutscene that places the gunslinger and the player in the middle of the "road" or wherever they are, activates their shields, then starts combat with no special initiative modifiers, and the slinger has a dialogue bubble "Draw!". 

The gunslinger is skilled and experienced, level could vary with difficulty (up to you if he's a "boss" or not), but at 30th he'd have the following feats:  gunslinger, paranoia, steadfast aim, aimed shot, kneecap shot, rapid fire, point shot, recklessness, bullet time, sharpshooter, critical power, nimble, sprint, evasive maneuvers, uncanny dodge, scrutinous, and yell.   I don't know if npcs can use bullet time or evasive maneuvers; if not give him trigger happy and expertise.

High or maxed guns/throwing/dodge/evasion/stealth/intimidation.  5 str, high dex/agi/per.  Root soda active (perhaps laylow?), an amplified high shield, smart NV goggles (maybe give him darkvision), soft-padded black-cloth hopper leather armor, a bullet-strap belt, hopper or ninja tabis, and a high-quality laser sight extended mag .44 hammerer (lubed?) loaded with w2c ammo, with another 10 .44 w2c at least in his inventory, an adrenaline shot, a super health hypo, two more root sodas and an empty bottle. 

Activate shield > adrenaline shot > yell > uncanny dodge > sprint (up to optimal range if not already there) > evasive maneuvers > special attacks > regular attacks.

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Bugs / Re: Invisible pc doll, npcs, items, environment objects
« Last post by FlyingKites on January 13, 2026, 03:13:26 pm »
I've retried Lutris and made sure all the 'OS' prefix were the same, Win7 64 anyway, and discovered that the executable path was pointing to the DirectX for some reason, so I corrected that and am now getting these graphical issues which since it's repeatable, I'll just pursue what fixes were discussed there. I feel that this topic has lost relevance as I've changed installation methods and have my own computer quirks so there is not much use for this anymore. I'll delete later unless there's any objection.
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