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Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by dddmemaybe on Today at 04:56:08 am »
Well a quad-super steel plated metal armor with regen vest costs like 13,000 charons which is kind of brutal. On most of my tank builds, I just layer on the Nimble feat w/ 1-plate super steel and regen vest to have 50% -> 35% armor penalty only after Nimble. While importantly, still just barely accounting for proccing Juggernaut properly (yes Nimble works for that; after the Juggernaut check). You can reach that with 202 Mechanics skill if my math isn't terrible, with the mythical, quality 180 plates. You'd need a similarly high Tailoring skill for the 160 qual Regen Vest (193 like on Eidein's doc I think), as well as the ~109 or so into electronics and biology too. Movespeed gives a lot of effective durability too, so I like the boot-spring + lower armor penalty set-up.

But yea, crafting stat requirements at higher levels are really high this update, so I'd probably either go all-in (regardless of INT) or barely invest into them outside of the low-stat breakpoints you can see on the wiki, like 45 BIO (either before or after other boosts, w/e) for Focus Stims recipe is a good example for some criticals boosts. You don't need to go high Intelligence to use crafting, just don't put INT below 4 imho if you're going for higher quality end-game crafts.

For leveling crafting breaking-points, it unfortunately is dramatically different for every weapon-type and build-type both. If you want durability, use Mechanics and Tailoring (and biology ~7-14 for psi beetle carapace on a tac vest). I will sometimes skip electronics entirely for a good while, until level ~9-11 or so. The tasers and energy shields are both strong, but you can also get some low value shields outside of crafting. You can buy and find medium-power grenades without the crafting stats in chemistry. I'd recommend just going Mechanics/Tailoring in the early game if your skill points are really tight. And then later game you can fill in other skills if you have points lying around.
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No. You also cannot be completely invincible in this game (some enemy type may also skip or %bypass protection types or do hard to defend damage, like incapacitation). If you want to be more immortal, play on Easy or at least Normal mode, the game is still fun on those modes. Wait, I'm sorry I mean "Beginner and Veteran".

The best super-tank build I can think of is tank temporal distortion build going solo-TM school to spam Future Orientation -> LTI (low effective psi-cost) to get more rapid-use of Morphine and all other kinds of buffs. Such as: 8/8 spec points Last Stand feat into Stasis and into Last Stand again, ect.. Depending on enemy damage, these with morphine can create a somewhat believable infinite loop (stasis can be destroyed, so it's not as stupid as it was before). Stasis also cheeses Morphine and Adrenaline duration/cd both to sometimes chain them. The use of PSI-cost reduction stacking and Hemopsychosis means the PSI sustain doesn't brick any time quickly. The inherent power of the Magnetic filter: T.Distortion and the inherent defense-ignoring and exponential nature of T.Distortion makes the damage stay solid on only Will 9 while pumping CON to max of 16 by level 26. That build is actually trying to play the game and use their movement points and also CC the enemy though. It's not immortal or intentionally facetanking (outside of some terrain-control situations).
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This quest is usually done basically as late as reasonably possible from most sources I've seen. You'd try to do as many side-quests and explore other areas before doing this quest fully (get levels and gear and especially expendables). My head-canon is that the devs didn't playtest Dominating very much (shocker, I know). As the psi beetles have exponential psionic threat per beetle in the cabal, and they have better durability than anything else in the early game (doubled on Dominating), and the number of beetles here is something like ~3x as much as Normal mode iirc. The fact that only some build types will struggle to overcome their mechanical DT while others ignore it completely is the real kicker (in the balls).

If it hasn't been patched (I haven't been playing for a while :P ), you might still be able to throw a loud grenade into the isometric "north" room corner with the metal shelves, with the double-doors closed to aggro beetles to kill Newton, and you simply wait a short moment and can report back that Newton's dead to skip the quest's finale.
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General / Re: Some poisons related questions
« Last post by harperfan7 on April 25, 2026, 11:17:28 pm »
Melee weapons can just kill the enemy.  If you're waiting around for the poison you're just wasting time. 

T knives have distance, a variety of poisons to choose from at the time of attacking, can hit two enemies at once, and have very low ap cost attacks.  Granted, they also can kill pretty quickly, but if you're going to bother with hypertoxicity for weapons, this is it.  A melee weapon has to be in melee range, only has one stack of one poison to use, have higher ap costs per attack....its just worse. 
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Localization / Re: French translation
« Last post by OOgmaa on April 25, 2026, 07:11:25 pm »
Hi everyone!

I’ve decided to tackle a massive challenge: a full French translation of Underrail. Since the word count is astronomical, I’m using a technical approach to speed up the process and I'm happy to share the very first v0.1 with you today.

How I’m doing it:
I’m using a custom Python script that parses the dialogue and system files. The script is designed to:

     .Extract original strings.

     .Protect game code tags (like gender variables $(#boy/girl) or player name tags) to prevent any game crashes.

     .Translate the content using the Google Translate API.

     .Inject the translation back while strictly maintaining the original file structure so the game engine recognizes them.

Current Status (Working Progress):

     .Quality: Let’s be honest, this is v0.1 and it’s based on Google Translate. It’s far from perfect—there will be mistranslations and some clunky phrasing.

     .Consistency: Despite the automatic translation, it remains very understandable and allows players to follow the lore and quests.

     .Evolution: Consider this a "First Pass" foundation. The goal is to provide a playable base immediately, and then manually refine the most awkward dialogues over time.

Download Link:
You can find the translation files here: *https://drive.google.com/drive/folders/1H2dwOpaM1NJwPI2ycdUqkKuib6IlvPF8

Feedback & Contribution:
Since this is a very early release, I’m looking for feedback! To avoid cluttering this thread with minor corrections, please contact me directly on Discord for suggestions or if you want to help with the translation.

👾 Discord: ogma.
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Bugs / Re: Report spelling/grammar errors
« Last post by haze1103 on April 25, 2026, 04:11:41 pm »
The pitch from the Tchortist Missionary in front of Hardcore City Bar says "renerative cycle" instead of "regenerative cycle"
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Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Enchat on April 25, 2026, 03:51:55 pm »
Well even on 30 lvl with 160 points investment, Jon's special, home's crafting bonus and +2 int drug its 251 effective skill of mechanics. To be able to craft supersteel armor from your doc you need to add another two points of int. Which is quite of investment for majority of tank builds
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Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Eidein on April 25, 2026, 02:44:25 pm »
I made a google doc showcasing a bunch of lategame items and their crafting requirements if you want to take a look and see what you will eventually need.

https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well

You can theoretically craft it at 6 int, just at a very very late level.
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General / Re: Some poisons related questions
« Last post by Enchat on April 25, 2026, 02:33:49 pm »
I would say the best use for hypertoxicity is traps + caltrops. 

As for weapons, t knives are the true poison weapon; nothing else comes close.

Why not combat gloves? They have higher chance of bleed and 3-4 turns of incap to give poisons time to do their job.
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Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Enchat on April 25, 2026, 12:25:10 pm »
I made a google doc showcasing a bunch of lategame items and their crafting requirements if you want to take a look and see what you will eventually need.

https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well
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