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General / Improvised 'cornershot' crafting option for pistols
« Last post by Albert Altmann on Today at 01:46:38 pm »
Based on the handgun colloquially known as cornerblyat, featured in this video: https://www.youtube.com/watch?v=v4HA4-mZv9A

A pistol with a spying endoscope or a similar device attached to it, enabling one to aim and shoot from behind cover without exposing oneself, albeit at a great penalty to precision (a sort of gimmick that will likely be more relevant in Infusion than in Underrail, hence why it's being suggested here).

Could be a unique pistol as well.
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Hello!

Is it still playable on dominating after patches, and especially anniversary patch? On a first glance it seems like a lot of things used here got nerfed.

Would love to try it tho, although i wouldnt like to get stuck mid game and have to restart:)
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by dddmemaybe on Today at 04:08:53 am »
Not sure if I'm understanding this correctly: It seems like the melee build took a brutal nerf in 1.3. Hit and Run and Fancy Footwork now grant about half the MP, while the minimum AP cost increased by 1, reducing damage output opportunities by nearly a 1/4. In comparison, the reduced damage bonus from skills seems insignificant.  Is pure melee build even viable anymore?

In short, yes.
Though it depends on what you mean by "pure melee" and "viable". Melee without using any psi, traps, or grenades has never been practical, and any build that does use them is gonna work fine.
I've played melee builds that didn't include Hit and Run or Fancy Footwork, and only 50% of melee builds use DEX over STR, so those aren't affected by the minimum AP cost changes.
It's a significant nerf for sure, but unless you're on dominating and really wanted to play a non-psi glove or knife build, I wouldn't worry too much about it.

Also, Hit and Run and Fancy Footwork haven't had their movement points halved, they work exactly the same way as before the first time they get activated in a turn. Fancy Footwork can only give 36 MP without specialization, and 55 MP with it. That's obviously worse than before, but that's more MP than Sprint can give, so it's definitely worth taking. Not sure how the rounding works for Hit and Run, so I don't know how much MP it can give per turn, but it's never been as consistent anyway.

Yea, the Contraction tin-can Sledgehammer builds are thriving with 1-turn cd, 0 ap pummel and with LTI also on both Infused Cave Hopper Tabis Sprint and Super Slam cooldown. Other than the Stasis nerfs that hits most of the builds, it's nearly all upside for Sledgehammer stonks imo. Pummel accuracy buffs on low cd is big too. The nerf to Expose Weakness from 50% to 40% isn't that big (read the min INT scaling), and it is possible to skip the feat and not really cry about it. I like to instead slot an Energy Spear with Impale on the off-hand and one-tap to proc Hit and Run at 2-range, and to have the energy damage type available and two different "energy magazines" to skip a battery reload ap cost. You'll miss out on a spiked sledge, but the electroshock generator will often damage-match the empowered super slam anyways as dumb as it sounds (with Psi empathy). The LTI also resets the Impale too which feels great. You also don't need INT 5 if you drop Expose Weakness.

In other news, I really don't think it made sense to nerf the Fists/Unarmed so crazy hard and also leave Firearm Pistols generally untouched other than the (fairly reasonable) moderate light weapons nerf. I know the movement points on punching builds are crazy but they also got nerfed from low-ap attacks by 25% in 4 ap -> 5 ap, Expose Weakness cd nerf, Heavy Punch becoming cooldown-based and Cheap Shots incap nerf. On top of all that is also the light weapons damage nerf and the melee builds vs. +50% increased enemy health "nerf" on Hard and Dominating, melee builds being "feast or famine" due to proximity to enemies means a failure to kill is punished harder. Melee also got hit the hardest from the nerfs to stasis since they would use it aggressively, self-cast to cover their engage. I guess those melee nerfs also hit sledge builds a fair bit too. It's a lot of fist nerfs, but maybe it's not actually that bad? Idk for sure.

I think the biggest winners of the patch are Throwing Knives builds with high INT and full PSI builds with high INT. And obviously also builds that use both of those  :P . I think a build similar to this with "Pack Rathound" swapped out for "Polymath" being pretty damn cheesy (you can't take PSI feats or Disassemble at level 1, although some other crafting feats are on the table, and also the build is just a placeholder to reference off of):

https://underrail.info/build/?HgMQAwMDCggAwqAAAAAAPEo0Ml8uaDxRY8KgAADCoAAATy8nKz9AFlFcKiFewojChlg-wrNyduKitQLipoYK4qi7A9--

Flashbang, LOC mental breakdown with Temporal Distortion damage bonus headband is really fucking cheesy, especially since the pop happens when their turn ends when it awakens them, so you have full freedom to proc Fatal Throw on their stupid heads if they barely survive.

Oh yea and full INT 10 builds with High Technicalities can get doubled spec points if they take "Specialist" at exactly level 16. I don't think any builds other than Laser Pistol or Chem Pistol are particularly stat-min-max'ed for doing that though. Maybe you can make an Energy Knives build op at INT 10 though. I think other INT 10 melee builds will generally just over-kill enemies and have bad ap-target finding economy and are kind of meh. The energy edge on Energy Spears does deal a fuck ton of damage though, so it might one shot sometimes, being fairly decent when it does so against medium health targets. I forgot that fist weapons get an electroshock generator, but I feel like pushing the fist build to INT 10 is a bit of a stretch personally. But I could be wrong.
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Builds / Re: Please help a newbie choose a build
« Last post by dddmemaybe on Today at 02:24:07 am »
Here's a pretty beginner friendly long-range Crossbow and Traps build that can stealth kill from traps and/or caltrops fairly well while being beginner friendly. It has good skill points for crafting a lot, and Crossbows can use all the crafting stats a lot in practice.

https://underrail.info/build/?HgMHBgMPAwkAKMKgAAAAeE9NSsKgZmZBN2YAAABGAABKOX8rYUAnJiIWTMKASy9qMMK1eMKk4qKMA-KmkArippEC374

Some of the new changes aren't reflected on the character planner right now, like the existence of the Polymath feat (of which I didn't put any of those in the build though). There's other strong options you can take as feats for the build like psi feats, but I prioritized feats that help you use crafted Special Bolts and traps/caltrops better (like quick pockets' slots and pack rathound's carry capacity when using the Bolt Quiver item with a lot of traps and caltrops).
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Bugs / Gladiator items low durability
« Last post by harperfan7 on January 11, 2026, 10:56:15 pm »
On my current run, I noticed that some of the weapons the arena gladiators were dropping were at low durability.

Also, can I suggest that surgeon have a sharpened poisoned knife? 
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Builds / Re: Please help a newbie choose a build
« Last post by DoctorCucumber on January 11, 2026, 06:20:27 pm »
amm
Please?
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Bugs / Re: Invisible pc doll, npcs, items, environment objects
« Last post by Alt on January 11, 2026, 12:41:54 pm »
do the second step from this guide - https://stygiansoftware.com/forums/index.php?topic=11013.0

and try launching the game via lutris or heroic launcher, also try different versions of wine
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by harperfan7 on January 11, 2026, 11:06:22 am »
https://cannedbean29.github.io/UnderrailBuilderRemake/

its finnicky, though
like for specialist, you have to level to 16, take it, then level the rest of the way
probably need to take polymath at first then level as well
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by Vokial on January 11, 2026, 10:52:25 am »
So when do we get an updated character planner? I know we can just put on some feats as placeholders, but it would be nice to see and plan with the additional skill points as you pretty much need around 200 points in your equipment crafting skills to make use of any of your components with 150+ quality. My build already had 8 INT even before the update, so for me this update tax is just a feat switch to Polymath in order to be able to craft the same gear as before. Which is painful, but there's no helping it. Yet updating it accordingly would be nice.
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Bugs / Re: Fullscreen, no player doll while moving and items have no icons
« Last post by FlyingKites on January 11, 2026, 05:01:08 am »
All through Mint's Software Manager, downloaded Wine and Winetricks. Installed and run through tricks. AMD A8-6410 with Radeon R5, one of those cpu and graphics quad cores on a laptop.
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