Recent Posts

Pages: [1] 2 3 ... 10
1
also try proton-ge, who knows
2
no such problems on my end, maybe display server or nvidia specific something something. x11 and amd gpu on my system. did you install xna40 and dotnet452?
3
Bugs / Graphical Glitch With Advanced Shaders Proton/linux version of Underrail
« Last post by mulchman on December 20, 2025, 10:35:31 pm »
Hi,

I recently installed the update and started a new character. I then proceded to see graphical glitches in my game.

-I am running

Operating System: Fedora Linux 43
KDE Plasma Version: 6.5.4
KDE Frameworks Version: 6.21.0
Qt Version: 6.10.1
Kernel Version: 6.17.12-300.fc43.x86_64 (64-bit)
Graphics Platform: Wayland
Processors: 16 × AMD Ryzen 7 7800X3D 8-Core Processor
Memory: 64 GiB of RAM (61.9 GiB usable)
Graphics Processor 1: NVIDIA GeForce RTX 4070 Ti SUPER
Graphics Processor 2: AMD Ryzen 7 7800X3D 8-Core Processor
Manufacturer: Micro-Star International Co., Ltd.
Product Name: MS-7E56
System Version: 2.0

Steam Version
Proton Version 10.0
Latest Update

See attachments for graphical glitch.

-I am not seeing graphical glitch once I turn to classic shaders
-I have also tried other versions on proton with no such* luck as they wont even let me launch my save game
-I am willing to provide more details

Please Help!
4
Suggestions / Re: SGS Insignia Oddity/Recharge Object From Hotbar
« Last post by rararaven on December 20, 2025, 09:05:41 pm »
you can already recharge object from hotbar
5
Bugs / SPG-7 missing airburst
« Last post by rararaven on December 20, 2025, 08:17:11 pm »
Refurbished SPG-7 lacks airburst capability despite using airburst scope (and visually having it on sprite) in refurbishing
6
Builds / Re: Two 10 INT builds for the new patch: energy pistols and hammers+rockets
« Last post by cerbiros_ on December 20, 2025, 07:33:13 pm »
These look fun! I want to try the energy build.  What gear are you planning on using for this?  Apologies if this should be obvious, I’m still pretty new to the game. Thanks!
7
Suggestions / Incendiary rocket blueprint
« Last post by harperfan7 on December 20, 2025, 07:00:58 pm »
I haven't actually made any yet, but if I'm reading the blueprint right, you get 1 rocket from the ingredients.  If that's true, nobody is going to spend 3 napalms to make one rocket, especially since Kevin sells four each restock.  From what I could tell while briefly testing them, they seem to create the same fire as a napalm molotov.  I would suggest 1 napalm or 3 magnesiums (real Flash rockets didnt even use napalm, they used a different substance that burned much hotter), or perhaps a napalm and 1-3 hexogens or some other combination of these ingredients.  2 napalms at most, and even then I doubt most people would craft them.
8
Builds / Re: Sanic "Siphonerman" Psi-blade build
« Last post by harperfan7 on December 20, 2025, 06:41:57 pm »
"Final Revision"  lol jk

Alright.  So, obviously, the crafting points shown aren't going to get you as good of stuff as they did last week.  You'll be using lower quality super steels, electric components, tichrome knives, and foams/cloths on the armor.  Can still craft the same headbands, though.  Don't turn in any ss data; you'll screw yourself.  You can take a handful of points from throwing, lockpicking, and pickpocket, as they were somewhat above the usefulness cap (extra throwing to offset sometimes being intimidated, extra lockpicking to hit that 160 check in the compound just because, and extra pickpocket so we can get Ethans amulet; we can do without all of that).  Some people don't care for persuasion (they're wrong), so if you're a wrong person too, you can take those points for more crafting. You hit diminishing returns the higher you go, though, so keep that in mind. 

The build itself barely changes; we're just going to rearrange our spec points a little bit.  We drop the point in Blitz CD, the premed points, and 1 point from FO, and put them all in fancy footwork.  As it works now, fancy footwork gives you 8 mp, then 7, 6, 5, 4, 3, 2, 1 (36mp max per round).  If we spec it, it becomes 10, 9, 8, etc (55mp max per round); a notable difference.  I noticed that I didn't use premed as aggressively as I could have; didn't need the spec. 

The stasis change hurts the most, I think.  1700ish hp at max (and they always get opportunist) isnt that much against two turns; you'll have to be a lot more tactical in how you use it, where and when.  If your stasis gets killed before the 2nd turn, you act in the 2nd turn if you're still alive.  It makes sense to leave your shield on while in stasis now, but you might not do it everytime, depending on the situation.  Speaking of shields, efficient gives about 25% less capacity now, and amplified is MUCH better than it was; still not sure which we'll be maining, but we'll have both for various situations, probably one each for low and high. 

You'll start using enriched hypos as soon as you get the belt now; sell your old ones at that point, or use them for after-battle healing if you want.  Speaking of after-battle healing, I've been considering carrying around the lightest possible regen vest just for that. 

I don't think I'd even bother with the kukri now that its only 12% vs bots.  I did use it during the quad naga fight; now I dont think I'd bother.  Maybe shoot the ground with the srpg with a tandem rocket instead (you can buy them both from beckett). 

5th native invasion solo went out the window.  It was glorious while it lasted.  The compound will be much much harder now as well; the exos all have over 1k hp and they'll wreck your stasis in no time. 

Enjoy your weeb sword sprite, everybody.
9
Builds / Real Victory
« Last post by NumberTJ47 on December 20, 2025, 06:21:46 pm »
To everyone mourning the nerfs on their builds, remember this:
Real victory doesn't come from beating the final boss. It comes from creating a build so powerful even the patch notes must acknowledge it.

Happy holidays everyone.
10
Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by harperfan7 on December 20, 2025, 04:53:36 pm »
You dont need high int to use the best components, but you do need to dump a bunch more skill points for it.

I think the best melee builds are still the old ones, but now there is a valid high-int alternative. 
Pages: [1] 2 3 ... 10