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Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Eidein on Today at 05:52:09 pm »
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.

1 Plate super steel isnt doing anything, you can take armour sloping and nimble and use 3 plate super steel and achieve 50% armour penalty whilst actually wearing something that will protect you. 4 int is really terrible now, you wont be crafting endgame stuff until lv30 unironically. 6+ int is what i suggest on most builds now.
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Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Eidein on Today at 05:49:53 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

Lemurian engineering suit also but yeah you would use 160-170 plates as opposed to 180 which you are unlikely to roll 4 of anyways.
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General / Feedback from my Heavy Guns experience
« Last post by haze1103 on Today at 03:02:47 pm »
After the 10th year anniversary update, I finally got around to trying a Heavy Guns build, and I've beaten the whole game with both DLCs with it now on Dominating.

I was running with 7 int, 10 con, full heavy metal with Disassemble. I mostly used LMGs and rocket launchers, I never really saw a point where I wanted to use a minigun. Rocket launchers gave me an opportunity to initiate from a distance, but were hardly usable in an actual round of combat with no MP and no ability to reload and shoot on the same round, though I found they could easily one shot a band of lunatics or something, so still had their uses. Beast of Burden with some spec points made it much more manageable.

Essentially, anything in the range of my LMG always died in one burst, even with normal bullets. I've used W2Cs for Tchort and making bursting down a group of exosoldiers more reliable. I had never done Heavy Duty before, so I missed the optional end quest, and I didn't know that the fusion cannon would make rocket launchers completely irrelevant. More damage, less resisted, ammo is more plentiful and weighs nothing. If I had spoiled myself, I would have just let gunslinger die and rushed this right after Depot A. I'm wondering what rocket launchers even add compared to that.

It felt like economy was my main obstacle. Never a hard blocker, but I played with the intent on buying a fully upgraded Devastator and some housing upgrades, so I made sure to use Disassemble to craft as much bullets as possible. With this in mind, a swarm of burrower spawns felt more penalizing for my build than a naga protector.

My open questions are, was I missing something to make the heavy guns experience better? It felt silly that when getting surrounded by enemies that couldn't even damage me, my main option was mostly to spend an entire burst on each of them, or wait for grenade cooldown until they finally go down. The playstyle is built around burst, but the spread angle is hardly customizable, it can only be reduced with upgrades. In addition, the burst can only be done around a visible target, not at arbitrary locations.

It feels like the playstyle could be greatly enhanced with a ground-targetted burst ability, could even be a feat given how little feats you need. This could have a much greater spread angle and reduced precision. This would help bring some diversity in choosing different shooting styles depending on enemy placement. This would also give an option for covering swarms of really weak enemies, where you just want one bullet to land on each. I would also consider using miniguns and its larger bursts for suppressive fire and covering hidden targets.

tl;dr are heavy guns kind of dumb and boring, or skill issue?
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Suggestions / Some Shotgun Suggestions
« Last post by Int0rCess0r on April 28, 2026, 11:38:59 pm »
Crafting - Make shotguns able to have two instead of one attachments as the attachments really aren't powerful enough to justify such a small limit.

Commando - Allow proccing with shotgun burst, but only providing a 50% AP reduction on next shotgun burst instead of a free burst.

Sawed-off Double Barrel - Allow it to be used as a one-handed weapon.



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Ты decide отправиться, тебе want узнать weather. Но resource doesnt respond.
Мы добавили copy, как у Kraken site. алгоритм switches access.
Ты просто переходишь и смотришь сводку.
<a href=https://krakenfm.net/>онион ссылка кракен</a>
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Bugs / Re: My Game Won’t Start No Matter What
« Last post by harperfan7 on April 28, 2026, 02:42:27 pm »
I have similar issues with games on steam in the past year or so, but underrail still consistently works.  However, lately I do have to "go online" in steam or else it gives me some bullshit about compatibility issues.  I know this doesnt help, but im trying to say it's likely a steam issue and you're not alone.
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Bugs / My Game Won’t Start No Matter What
« Last post by Ragna_AARK on April 28, 2026, 02:51:07 am »
Hey everyone, I’m having a really frustrating issue and wanted to check if anyone else has experienced this or found a fix.

I just bought the game on Steam, but it simply won’t start no matter what I try. Here’s everything I’ve already done:

Error details (Event Viewer):

.NET Runtime Error (1026):
System.BadImageFormatException
at b7i.a(System.String[])

Application Error (1000):
Faulting module: KERNELBASE.dll
Exception code: 0xe0434352

What I have already tried:

Installation / Files

Fresh install via Steam
Verified integrity of game files
Completely deleted the game folder and reinstalled
Installed the game on a different drive
Confirmed no mods, patches, or external DLLs in the game folder

Dependencies

Installed Microsoft XNA Framework 4.0
Reinstalled XNA multiple times
Installed .NET Framework 4.8
Repaired/reinstalled .NET via Windows Features (disable → reboot → enable → reboot)
Installed DirectX End-User Runtimes (June 2010)

Compatibility / Launch Options

Ran the game as administrator
Tried Windows 7 / 8 compatibility mode
Used launch options:
-windowed
-force-d3d9

System / Software Conflicts

Disabled Steam overlay
Disabled antivirus for the game folder
Disabled GPU overlays
Closed background software that could inject overlays
Tried launching the game directly from the .exe

Other attempts

Deleted config folder:
Documents\My Games\Underrail
Ran:
sfc /scannow
DISM /Online /Cleanup-Image /RestoreHealth

Current situation

Game still does not launch
Same error persists: System.BadImageFormatException
No visible error message, only crashes silently
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Discussions / Lost? Try Running a Shop... in Geoguessr Free!
« Last post by Josephfiaz on April 28, 2026, 02:36:29 am »
Ever played a game where you’re dropped into a random location in the world and have to guess where you are? Maybe you’ve heard of the original Geoguessr. Well, what if I told you there’s a way to experience a similar thrill, but with a twist that lets you feel like you're running a small local business? That's the beauty of playing with the map settings and challenges available on Geoguessr Free .

This isn’t about winning every round or boasting about your global knowledge. Instead, it's about using the basic geoguessr free premise to create a more engaging and imaginative experience – one where you build a story around each location, imagining yourself as the owner of a shop nestled within its streets.

Let's dive into how you can transform this guessing game into a fun, immersive store management simulation!

Gameplay: From Lost Tourist to Local Shopkeeper

The core mechanic remains the same: you’re dropped into a random Google Street View location and have to figure out where you are based on visual clues. However, we're adding a layer of imagination. Think of each round as a new business opportunity.

Here’s how it works:

The Random Drop: When you start a game on Geoguessr Free, you're instantly transported somewhere on Earth. Take a deep breath, pan around, and observe.

Shop Idea Generation: Before even thinking about the location, use the environment to inspire your shop. What kind of business would thrive here? Is it a coastal town? Maybe you open a surf shop. Is it a bustling city street? Perhaps a trendy coffee shop or a vintage clothing store. The possibilities are endless! Don't overthink it; just go with the first idea that sparks joy.

Location Detective Work: Now, focus on figuring out where you are. Street signs, license plates, language, vegetation, architectural styles – these are your clues. This is where the "Geoguessr" part of the game really shines. You're essentially conducting market research for your fictional business.

Market Analysis (a.k.a. Reasoning): As you gather clues, start thinking about the potential customer base. Are there a lot of tourists? Are there families nearby? What are the local trends? This helps refine your shop idea. For example, you might initially think "surf shop," but if you see primarily elderly residents, perhaps a bait and tackle shop would be a better fit.

The Guess and The Pitch: Once you have a decent idea of your location, make your guess! Then, here's the fun part: In your head (or even better, type it out in a notepad!), create a quick elevator pitch for your shop. "Welcome to 'Sea Breeze Souvenirs'! We offer locally crafted nautical-themed gifts and delicious homemade fudge. Perfect for tourists and locals alike!"

Review and Refine: After the round, reflect on how well your chosen shop fits the location. Did you accurately assess the market? What could you have done differently? The closer you were to the actual location, the more accurate your market analysis likely was.

Tips for a More Immersive Experience

Theme Your Game: Choose a specific theme for your shops beforehand. Maybe you only open restaurants, or only businesses that focus on sustainability. This adds a layer of consistency and forces you to think creatively within constraints.
Embrace the Absurd: Don't be afraid to get silly with your shop ideas. Sometimes the most ridiculous concepts are the most fun. Imagine opening a llama grooming salon in the middle of a remote village – why not?
Create a Story: Give your shop a backstory. Who started it? Why? What are their core values? This adds depth and makes the experience more personal.
Use the Custom Maps: Explore different custom maps on Geoguessr Free that focus on specific regions or themes. This allows you to specialize your shop ideas and gain a deeper understanding of different cultures.
Play with Friends: Share your shop ideas and challenge your friends to come up with even better ones. Turn it into a collaborative storytelling experience.
Record Your Journey: Keep a log of your shop ideas, locations, and elevator pitches. It's fun to look back and see how your business acumen (or lack thereof!) has evolved.
Don't Focus on Perfection: This isn’t about pinpoint accuracy. It’s about using the game as a springboard for imagination and creative thinking. Embrace the mistakes and learn from them.
Conclusion: More Than Just a Guessing Game

Turning Geoguessr into a store management game is a simple but surprisingly engaging way to add a new dimension to the familiar experience. It transforms a geography quiz into a sandbox for creativity, storytelling, and a touch of entrepreneurial spirit. So, next time you're looking for a fun and unique way to spend some time online, why not give it a try? You might just discover your hidden talent for running a virtual business… even if it’s only for a few minutes at a time.

Happy guessing (and selling)!

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So, I'll share my winning tactic for the Newton rescue mission.
Enter the area in front of the bunker, see the first beetle, move away from it, then throw a grenade at the end of the beetle opposite it, activate stealth mode, press Enter (to enter combat mode), and then press Spacebar while the beetles run to the same spot where the grenade exploded. They will remain there until you exit combat mode, but even after you exit combat, they will still wander nearby.
In the bunker, immediately enter stealth mode, close the doors leading to the storage room deep inside the bunker, then kill the lone beetle in the next room. Then, set about 15-17 traps near the doors, leaving yourself a path in front of the door. Open the door and, while stealth mode, set more traps. Once all the approaches are set with traps, wait for one of the bugs to step into one (or somehow provoke it into doing so). Once that happens, the fun begins! Grenades and Molotov cocktails are the best gifts for those damned cockroaches! And if you have a firearm, don't hesitate to give these little bastards one.
Good luck!
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General / Re: Some poisons related questions
« Last post by Enchat on April 26, 2026, 05:23:51 pm »
I got impression that t knives with all feats(ripper, surgeon) out damage combat gloves by huge margin. I didn't try dedicated poisoner build(because still can come up with something that will be actually working) but playing combat gloves there are often situation when you leave incapacitated enemy for 3-4 turn, so its good opportunity to give poisons to do their job.
Besides gloves can potentially increase poison damage with vile weaponry. Up to 45%. Amount of attacks per turn is comparable considering that there is tabi's and lighting punches. The only thing gloves really missing is split throw which is quite huge.
I'm thinking about stealthy poisoner for quite some time, my best idea is something like full dex melee-throwing hybrid, with traps and mind control. No way it can be as effective as dedicated melee, throwing or psi but gameplay wise it should allow to quite interesting experience

Another approach is ice chemgun, but this build have to many problems.
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