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Per most recent patch notes;

* Psychokinetic Chain - now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 70% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)

Having tested in-game, the cap is currently 50% regardless of how high you get your PK skill. Image is at 300 effective Psychokinesis

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Bugs / Cannot Relock SGS Mortuary Door
« Last post by Int0rCess0r on December 22, 2025, 11:01:04 pm »
The keycard can be obtained, but the player cannot relock the door with it.
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Bugs / Re: Sound is (possibly) bugged/inconsistent.
« Last post by rararaven on December 22, 2025, 09:27:10 pm »
Silent* Isle and psi bugs in particular were always weird with reaction to noise and the latter always only react to it only if you're in turn-based mode (not necessary in combat), they immediately lose interest if you go back to real time
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Builds / Re: I need input on my TC + PK blood wizard
« Last post by deanisi on December 22, 2025, 09:03:58 pm »
One person recommended me not to worry about mobility and agility in general and take conditioning and tempered electricity instead of nimble and sprint.

He said that these 3 stat points are better to spend on INT for more slots and skill points or on WIL for higher damage and chance to proc disabling effects. He said that I have so many defensive options that I don't need to move that much, plus I will only wear tac vests with psi carapace inside so nimble is less optimal than conditioning in this case. Also he said that it's better to take a pdionic mania unless I want to gamble every opening move.

Here's the build.
https://underrail.info/build/?HgMDAwsDDwgAAAAAAMKgwqBaRgAAAFJSClJSwqDCoAAAOABWX2IrCCwqZcK9ZiHChB9QFAVywrJx4quGBeKrpAXisLgF37w
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Builds / Re: I need input on my TC + PK blood wizard
« Last post by deanisi on December 22, 2025, 05:55:57 pm »
Quick warning, I never played as a full psi build before, so may not know some stuff like resolve/fortitude and which enemy is susceptible to certain effects.
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Builds / I need input on my TC + PK blood wizard
« Last post by deanisi on December 22, 2025, 05:51:02 pm »
Chonky blood wizard (TC + PK)

Basically I've made this: https://underrail.info/build/?HgMDBgsDDAgAAAAAAMKgwqBaTAAAAFpaBlomwqDCoAAARgBaX2IrJFAqLMK9OSHChB8UBWZywrJz4quGBeKrpAXisLgF37w

And I want your input.

Starting stats are: 3 STR, 3 DEX, 3 AGI, 10 CON, 3 PER, 10 WIL, 8 INT.

Pros:

1) Very high survivability.

Despite having a -35% debuff to max hp because of advanced psi emphaty it's still has a quite huge hp (and hp loss is mitigated by bodybuilding, last stand and stoicism).

It has lots of dodge and evasion, and with nimble's help you will only have 15% armor penalty.

And it has 8 INT which not only allow to craft the best equipment and drugs but also will allow you to have high mercantile, and if you want even more skill points you can take a polymath instead of nimble or survival instinct.

And don't forget about barriers and LoC + control psionics. With latest patch and force user feat barriere became super strong. If you don't want to fight you can just pop a barrier and cast enrage/dopelganger

2) High crit chance and damage.

This build has survival instincts + stoicism combo, which is further increased by psychosis. It's 35% bonus crit chance. And bonus 30% crit damage from neural overclocking. But it comes with a price - you spend psi points quite fast, but it doesn't matter because...

3) Casting is only limited by your AP. This build have good crafting, high INT, fast metabolism, premeditation and last stand + hemopsychosis combo. if you ever find yourself without any psi and boosters on a cooldown, then you use your own blood to fuel your spells, and when you're done or don't have enough blood you will use the last stand.

Looks amazing isn't it? it has high damage, very high survivability, almost limitless resources. But if you somehow can't get through some especially tough encounter you can always depend on...

4) Reliable ways to solve conflicts non violently. 6 AGI provide not only sprint and decent movement speed, but also couple with good stealth equipment and 90 points in stealth. So you can sneak through some troublesome places. And when you can't sneak past something you can always try to use your very high diplomatic skills.

On paper this build should be able to get through any situation and every enemy type (TC for organics and PK for everything). Of course it has limitations in low initiative and everything that comes with playing a full psi character, but I had tried to mitigate it as much as I could.

This build isn't optimal and I'm only about to try it out so there can be some very suboptimal decisions made. And I will be glad to hear your opinion on it.
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Bugs / Sound is (possibly) bugged/inconsistent.
« Last post by Vagabond on December 22, 2025, 11:22:01 am »
With the update I finally have a reason to go from square one on my Jin-Roh build on DOM, with the new sprites and what not.

But, it has been a long time since my last playthrough and I kinda forgot how AI reacts. But was the sound propagation nerfed/changed when outside combat?

Here is the thing, I've double checked the sound noise range of items and had this strange experience with Rathounds and Psi-bugs on Strange Isle.

As you know, Strange Isle has a small island on the Rathound side to which you can PER check and get on. So? I used that to my advantage and bear trapped the route along with caltrops. So? Well, I had 4 grenades on the ready, a Frag, HE, Flash and Moly, and thought, hey, lets toss a nade right nearby to get the Rathounds attention, which were right around the single huge rock formation (which is right before the PER check). So?

It was a literal coin toss on whether or not the Rathounds would investigate the explosion, sometimes they would group up together, other times it would be just 1-2, sometimes zero reaction. And mind you I was just right around the corner waiting for them to see me. Worse being the other coin toss of Psi-bugs getting alerted. Sometimes they would, sometimes they won't. I don't remember this happening before, if at all, and I did look through past updates and patch notes, doesn't seem like where any fixes or additions. I only found a slightly similar topic here on Muties, that's it.

Am I missing something or misinterpreting, or is this a bug?
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Suggestions / Re: SGS Insignia Oddity/Recharge Object From Hotbar
« Last post by yako on December 22, 2025, 09:49:59 am »
you can already recharge object from hotbar

Didn't know but also would be nice to remove the requirement to use the submenu to switch between modes, when pressing a hotkey. It seems pretty redundant.

But you can pin different modes to multiple slots. Once pinned, you can press its key on your keyboard (and shift / ctrl for secondary toolbars), then click on the object or its icon.
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General / Re: Underrail on Linux guide
« Last post by Alt on December 22, 2025, 08:28:30 am »
This newest update gave us some fancy new shaders for the game, but they dont work right on linux.

ProtonGE seems to fix this for those who wants advanced shaders.
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Bugs / Not a crime to hack into SGS server room.
« Last post by Int0rCess0r on December 21, 2025, 11:37:08 pm »
Kinda self explanatory, basically hacking into every other area in SGS is considered a crime except the server room on the engineering floor.
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