Recent Posts

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General / Re: Make a Psionic Ability for Infusion
« Last post by Albert Altmann on February 24, 2026, 08:49:18 am »
Psychokinetic Exoskeleton - strength requirements of any weapon or armour, as well as any strength checks, are reduced by 1 for each 45 effective points in Psychokinesis.

This is supposed to be a toggled ability like Force Emission, but I think it might work out better as a feat that's always active, like Corporeal Projection but in reverse. As a feat, it would remain inactive while your character is stunned, incapacitated, psionically inhibited or has no psi points.

Telekinetic Arms - any melee weapon may be controlled telekinetically. This would probably work out best as a feat that provides a psionic ability, such as Locus of Control.

Basically you can make any melee weapon float in the air and strike enemies through purely mental exertion. Damage and precision are calculated on the basis of psychokinesis rather than melee skill (at 0.6 conversion, improved with specialisation points, so that 300 effective psychokinesis would amount to 180 effective melee when slashing at someone telekinetically).

Telekinetic attacks do not affect stamina, draining psi points instead. Attack speed is dependent on how well your mental power stacks up against the weapon's weight and required strength (the same ratio as with Psychokinetic Exoskeleton, only this time the 'strength' requirement has to be met entirely with effective psychokinesis). Telekinetic attacks may also be performed from a distance, with each tile past the first rendering the ability progressively harder to perform (an escalating modifier to psi cost, 'strength' requirement, effective skill value and precision; being a ranged melee build ought to come with certain limitations).

May or may not be inspired by D2R Warlock's Eldritch skill tree
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Suggestions / Upgrade Chainsword with Parts from Chop-Chop
« Last post by Int0rCess0r on February 24, 2026, 01:54:34 am »
It'd be an interesting idea to be able to upgrade the Chainsword by replacing its teeth with the serrated ones from Chop-Chops buzzsaw, making it less effective against armored targets but able to cause bleeding wounds.

Of course player should be able to switch between Chainsword teeth with them being inventory items that are switched out.
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Builds / Re: Has anybody tried Explosive Ammo out of a .44 LMG or Minigun?
« Last post by anustup on February 23, 2026, 05:11:45 am »
I have tried it. Another demerit I have noticed with these bullets (minus the bullet expense/overkill) is when targets get close to you. The explosions from your bullets will also cause you some damage. Damage wise, they are pretty solid.

The LMG burst always has a potential of a aggroing your teammates, along with hitting the random unwarranted napalm/acid/cryo canisters, and this chance goes up with these bullets.
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General / Re: Console and some commands
« Last post by Bucket_p on February 22, 2026, 10:50:27 pm »
Quote
Thanks to Styg for making the console public.

Yeah. Me, too. Thanks to Styg.
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Suggestions / Re: Custom Difficulty: Let Us Raise Attributes
« Last post by Sarokan on February 22, 2026, 06:11:09 pm »
Using console commands is not the same as a real gameplay option. Opening the console every few levels, typing in commands and adjusting stats by hand is clumsy, breaks the flow and most players will simply not bother with it.

Custom difficulty exists to put this kind of thing into the front end. We already have sliders for enemy health, damage, experience and level cap. An attribute option belongs in the same place.

That is why I am asking for an official attribute setting in custom difficulty, not a “just use the console” workaround. The console is fine for testing and experiments, but a proper menu option would make these extreme runs practical and attractive for many more players.
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Bugs / Milton Quest Bug & Power Fist Dungeon Cafeteria Door Bug
« Last post by LikeAShadow406 on February 22, 2026, 10:16:21 am »
If you pick the options that say something like "I already found the key, here it is" you get no XP from him, but if you don't tell him you found it, exit the dialog box then talk to him again and tell him you found it you get 1 XP for completing the quest


Also, in the Power Fist dungeon, the one with a Death Stalker cafeteria & Greater Coil Spiders in the basement, if you open the door to the northeast of the Cafeteria door and save your game, when you load the savefile you made that door closes on its own, I noticed this because I was trying to get the Death Stalkers to fight the Plasma Sentries which took a few attempts, each time I load a file that was saved with that door open the door closes
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Bugs / Cryogenic Barrier DR/DT scales with Psychokinesis
« Last post by rararaven on February 22, 2026, 10:10:37 am »
As stated in title, cryo barrier uses psychokinesis for its dr/dt scaling instead of metathermics.
Notice how both cryo barrier and force field have same mech dr/dt
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I actually restarted a new run with Chemical Pistol for crowd control + Plasma Pistol for damage, about to start Depot A with much smoother gameplay so far, albeit more expensive due to having ammo cost unlike spears (killing Milton who has 2.4k HP for his loot cost 25 acid vials, worth around 35 charons), your suggestion is pretty good, I will try out Electroshock Pistol as well, though from my memory of using it in the past on a Survival Instincts Versatility + Crit Power spec build it was only doing like 1k damage on the first shot with a crafted pistol at around level 18.
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Suggestions / Re: Custom Difficulty: Let Us Raise Attributes
« Last post by Albert Altmann on February 22, 2026, 05:54:18 am »
Generally speaking, the console already allows to edit attributes freely, meaning that every four levels you can just pretend to gain more than 1 base ability point and increase the desired stats manually. Not the most elegant solution, but it works and is already in the game.
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Suggestions / Custom Difficulty: Let Us Raise Attributes
« Last post by Sarokan on February 22, 2026, 01:29:37 am »
Hello Styg,

I really appreciate the new custom difficulty box – it massively boosts Underrail’s replay value and was a great call.

What I don’t quite understand is why you didn’t go one step bolder to further increase player freedom and replayability.
Without even touching mods, there’s a huge opportunity here: let us customize base attributes as well.

Concretely, I’d love to see an option in the custom difficulty menu to set how many attribute points the player gets at each usual allocation step (instead of being locked to the standard progression). That way, we could intentionally create runs that push certain stats close to their maximum, just to see how the system behaves at the extreme.

Of course this would be strictly limited to custom difficulty. But for people who want to go crazy: if we’re already allowed to crank bosses up to +1000% HP, it feels like a missed opportunity that the player side can’t go equally wild.

This would open up completely new playthroughs on top of the existing game – the same world, but a totally different experience, and a big extra boost to Underrail’s already strong replay value. In other words, take the handbrake off in custom difficulty and let attributes and a few more parameters off the leash, so every player can truly build the kind of run they want – whether that’s unlimited money, absurdly tanky bosses, or a deliberate David-vs-Goliath power fantasy.

I’d really appreciate it if you considered something like this for a future patch.
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