Recent Posts

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Let's Plays / Re: 1000% Enemy HP & Maxed Difficulty Sliders M'lan Ratula vs Spear Throw
« Last post by tyrtix on February 20, 2026, 10:20:42 pm »
try electric pistol with aimed shot and bonuses to crit damage...it's so insane powerful that even by not using a crafted pistol, you can get 2400 damage easily and it will bounce between targets, still getting the crit bonus damage...really, it's totally broken.
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Discussions / Re: Underrail PnP RPG
« Last post by tyrtix on February 20, 2026, 05:21:22 pm »
Hope you'll like it! The adventure inside the package was tested quite a bit along the core game mechanics, but any advice or question is welcome!
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General / Re: Oddities
« Last post by harperfan7 on February 19, 2026, 06:10:02 pm »
.
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Bugs / Re: Zone transition error
« Last post by PhrygianDominant on February 19, 2026, 04:58:22 pm »
Try adding the game to your antivirus software's exclusion list. For some reason AVs tend to start reporting false positives when we release a new patch.
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Suggestions / XP modifier for custom difficulty
« Last post by rararaven on February 19, 2026, 02:28:14 pm »
XP modifier would be nice to have now that we have custom difficulty and you already have system for that in place too with INT effecting xp gain on classic and xp needed on oddity.

My reasoning for that is that on higher difficulties, especially dom, there's generally a lot more enemies and also higher tier ones much earlier as well, like burrower warrior which normally you only get to see in DC on normal (veteran) but on dom you can find a few as soon as before even doing outposts. So basically it allows you to get rare enemy oddities much earlier. So to balance that you could lower xp modifier to compensate for larger amount of xp you gain early and more. On opposite side, another reason is that some people just may like to try out some weird builds and some of them only get going at really late levels (like riot shields which need all the feats and spec points they can get) by which point there's barely anything left to fight. With high enough modifier maybe even meme lvl 50 is something feasible to reach without endless tchortling grind.

Also, I'm not sure it even has any actual effect on enemy stats but if it does then NPC level modifier to allow to increase their levels would be pretty neat too.
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Bugs / Zone transition error
« Last post by diegoagl on February 18, 2026, 07:39:37 pm »
Hi, after the last update (1.3.1.2) the game hits me with a zone transition error. I tried with an older save file but the same thing happens.
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Hello, after seeing the latest update where you can now set NPC stats to things like 100% crit rate, 300% skills & 1000% HP while setting player health to 20% I thought it would be fun to try playing the game this way using very powerful builds, currently I am playing a Spear Throw build due to the insane damage numbers it can hit (200 at level 2, 1000 with full buffs and max distance at level 6), though it is not very reliable, here is a video I made fighting M'lan Ratula:

https://www.youtube.com/watch?v=5vvyyMkj8zI

I might post more videos like this in the future, currently doing Depot A at the moment, I would record more but the gameplay is very cheesy and savescummy meaning it is not very fun to watch or record, plus most of the pre Depot A gameplay is mostly cheese, I maybe should've played a Chemical Pistol build or Psi build instead, but the potential costs in amount of acid vials or psi inhalants used per fight terrified me too much so I decided I would rather play a savescummy build.
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Builds / Re: On Ammo Calibers and Weapon Building (Early Game Spoilers)
« Last post by KODVOC on February 17, 2026, 09:06:44 pm »
It all depends on your ap costs and your available ap per round; if you can get two shots/bursts with a lower caliber but only one with a higher caliber, the lower caliber is generally the better choice, but if its one each, the higher caliber is better (though you could use remaining ap for grenades or medicines or whatever).  Earlier on, higher calibers are better for sniper rifles because you will struggle to 1hko enemies.  Later on, smaller calibers are better because you can fairly reliably 1hko but get more shots.  SMGs only really make sense as a weapon if you have high dex + spec ops feat; otherwise ARs are better if you can meet the str prerequisite.  Marauders are the worst frame for ARs; hornets have the lowest ap cost, huszars the highest damage per shot, and chimeras the best critical damage.

Thank you!
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Development Log / Re: Patch Notes
« Last post by Styg on February 17, 2026, 08:53:09 pm »
Version 1.3.1.2

UI
  • You can now reset the custom difficulty sliders to any of the presets
Bugs
  • Healing cooldown is now properly set for all difficulty presets
  • Fixed the bugged psi crit bonus text on certain items
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Builds / Re: On Ammo Calibers and Weapon Building (Early Game Spoilers)
« Last post by harperfan7 on February 17, 2026, 08:51:59 pm »
It all depends on your ap costs and your available ap per round; if you can get two shots/bursts with a lower caliber but only one with a higher caliber, the lower caliber is generally the better choice, but if its one each, the higher caliber is better (though you could use remaining ap for grenades or medicines or whatever).  Earlier on, higher calibers are better for sniper rifles because you will struggle to 1hko enemies.  Later on, smaller calibers are better because you can fairly reliably 1hko but get more shots.  SMGs only really make sense as a weapon if you have high dex + spec ops feat; otherwise ARs are better if you can meet the str prerequisite.  Marauders are the worst frame for ARs; hornets have the lowest ap cost, huszars the highest damage per shot, and chimeras the best critical damage.

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