Recent Posts

Pages: [1] 2 3 ... 10
1
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by harperfan7 on Today at 04:31:47 pm »
Hit & run is half; 25, then presumably 12, 6, 3, 2 or 1
specced its 40, 20, 10, 5, 2 or 3, 1
2
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by NumberTJ47 on Today at 02:29:53 pm »
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.
3
Suggestions / A unique silenced revolver
« Last post by harperfan7 on Today at 12:30:10 pm »
https://en.wikipedia.org/wiki/OTs-38_Stechkin_silent_revolver

These are really neat.  For infusion, if you intend to do real-world uniques in it.
4
Suggestions / Re: Decapitate
« Last post by Alt on Today at 10:17:05 am »
Aren't tomahawk heads way too small and light for beheading?
yea yea, you have the point. not tomahawk then, a hatchet rather. what is another sword? just another sword, pff, but a tactical hatchet to swing at those pretty pixel necks, niiiiceeee  :D
5
Suggestions / Re: Decapitate
« Last post by Albert Altmann on Today at 09:27:38 am »
tomahawk, that can't use flurry but are Decapitate feat focused

Aren't tomahawk heads way too small and light for beheading? I was thinking of something more like on the image attached - wide, heavy and likely two-handed.
6
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« Last post by harperfan7 on Today at 02:26:41 am »
Styg said a long time ago that infusion won't have personal vehicles.  However, he also said that expedition wouldnt allow sledges or sniper rifles on jet skis and then he later changed his mind.
7
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« Last post by Vagabond on Today at 12:33:33 am »
After the several new Infusion videos and dev logs I am doing an intermediate, short wrap up of the Megatopic, this is also to justify the small amount of ideas I want to add and the alteration of previously proposed ideas given how we now have a clearer picture of Infusion.

-Modding - Unconfirmed.

-Character Building and You - Unconfirmed/Pending. With the new combat system it is yet to be seen how accurate the idea is to the implementation.

-Hexagon - Denied. From what I've gathered, we are in Middle Underrail. Solidon. This also means no VR testing room :(.

-Best Defense is a Good Fence - Resounding Confirmed. Styg basically manifested what I was thinking. Bolt Cutters for fences. Getting on top of boxes, moving them. More mobility. With the new combat system, there are more degrees to exploration and approach to battles. I have no doubt there will be more added, so even if it's not 1-to-1 to what I wrote I am already happy.
This is where I add a small new idea - cover usage and psi. With the addition of crouching too, it seems all the more reasonable to have both our player and AI to utilize it further. Like for example steady position buff when resting weapons on cover, it reduces recoil, enhances accuracy but limits angle. As for psi, this is a friends idea, but it fits. Basically utilizing psi abilities beyond combat, like using Metathermics to melt padlocks (or even aforementioned fences), or like Bison was using Psychokinesis to deblock the railway.

-Damage Types for Every Type - Semi-Confirmed. I did see Slashing, Piercing and Crushing damage types.

-(De)buffs And Where To Get Them - Unconfirmed. Aside from changes to healing, there wasn't much new info I managed to see.

-Having a Role in a Play - To Be Seen. Too early to tell. We only have, what, two screenshots of dialog options.

-Gameplay. Feats. Skills. Items. Bucket List.
=Companions/Co-op - Semi-Confirmed. Game will be solo, companions will be temporary.
=Ironmode - Unconfirmed
=Espionage - Unconfirmed
="Day/Night" Cycle and Sleeping - Potentially. No confirmation, but we now have time, date and days of the week. Semi-related is that shops have physical inventory! for more immersion.
=Dark AF Locations - Unconfirmed, But Semi-Implemented. Infusion looks way darker, in a good way. Will darkness have ties to difficulty? To be seen.
=Horror - Potentially. We now have ambient noise and sounds from entities like the player, so it wouldn't be out of the ordinary to expect.
=Filler/Timed Missions - Unconfirmed.
=Export/Import Chars from Underrail 1. - Denied. Phew, guess I don't have to lose one of my balls.
=Fortress Infiltration - Unconfirmed. This was partially implemented with Heavy Duty Compound. Now take The Compound and combine it with Black Sea Pirate Bay+Lemco+Fetid Marshes+Pirate Cove near Nexus, and that is pretty much how I was envisioning it.
=Better AI - Unconfirmed. We only had a handful of battles shown, not much to judge.
=Tripwire - Unconfirmed. There is potential for it, but unlike others there is no currently know and provable feature to be certain about it.
=Enviro Haz - Potentially. We were able to lower and rise water levels to gain access. Highly likely chance of this being a utility feature for combat.
=Thermal Vision Goggles - Confirmed. Frame hunting latest video, one of the items sold was a Thermal Imaging Monocular, quote: especially useful for detecting warm-blooded creatures and other warm objects.
=Item Quality - Denied. So far quality will decide the weapon's damage. Shame. Oh well. I much prefer if barrels had quality, rather than frames. Makes more sense to me, and is more realistic in deciding the final damage output, not counting bullets themselves.
=Skinsuits (the idea it represents, not the skinsuit itself) - Resounding Confirmed. I am Randy Marsh covered in ectoplasm from how it looks. If skinsuits are actually implemented...
=Carrier Vests (and the idea going with it) - Resounding Confirmed. Color me surprised, I wasn't expecting Tarkov level of gun customization and depth. That or Stalker Anomaly with Mags Redux.
=Crafting - Confirmed to Super High Potential. With the way armor is implemented and weapon craft too we are looking at a new batch of unique builds and gear sets.
=Weapons list - Confirmed to Partial Confirmed. Hell, we got Rocket Launchers now, who's to say what we can make in Underrail.
=Different Bursts & Body Group Targeting -Confirmed to Partial Confirmed. Styg, from what I managed to read is still deciding on specific body part targeting. In the meantime I want to add that Combat Stances feature is a prime target for feats, like Military Tactics or Combat Drills. For example, one feat would allow to "move and shoot", it's similar to strafe with the small difference that having a Battle Ready stance (like in Arma 3) gives you better combat bonuses (better movement aim accuracy, duh), but it decreases movement speed, momentum and increases stamina drain. This is a rough example. On another note, I wouldn't mind having a hold turn option. Basically this is a continuation of cover usage, only in this case you can choose to NOT use your action time and wait for the enemy to appear and act on that enemies turn.
=Realistic chambered weapons - Resounding Confirmed.
=Expanded ammo crafting - Potentially.
=Critical Power - Unconfirmed.
=100% Accuracy - Highly Unlikely. Styg sneekly changed the hit chance percentage to vague wording. Why? Who knows. Maybe to prevent min-maxing accuracy.
=Stasis - He-he-he. TM is aimed to be in a DLC anyways.
=Enemies with unique combat interaction - Unconfirmed.
=Cybernetics - Confirmed. Separate tab for it.
=Raids - High Potential. Styg did mention that NPC can roam across the whole map, meaning no more Random RNG encounters, but a living world, therefore I am assuming it is highly likely to see Raids happen.
=Hybrid XP - Unconfirmed. Latest video shows Classic XP gain.

So, short list done. Now unto two small ideas that didn't fit the OG list.

Vehicle combat and Enhanced Chemistry.

First one is mainly about vehicular combat on sizes bigger than an ATV or Jet Ski. Like inside a train or barge, while that is moving. Don't know how hard THAT will be, but I decided to throw it in, seeing the effort made already (could be a DLC for all I know).

As for enhanced chemistry, this is something that inspired me after I saw how Hacking is implemented, now I want a similar detailed feature for chemistry, where you need to follow the recipe proper, but also have room for experimenting. Closest example is hand loading, you know, as a complimentary to the realistic ammo and mags.

Now, if you want to make ammo, you need casings, bullets, smokeless gunpowder and primer (percussion caps), instead of TNT and RDX. On top of that you can also overload your ammo by adding more powder, how? Glad you asked. You see, the solution is semi-simple, you make a sandbox game within a game. And I mean literally a Sandbox game: https://store.steampowered.com/app/2179380/Sandbox/. Sure, sure, not AS detailed and indepth, but the concept of using a miniature version of the Sandbox for chemistry just sounds too good not to suggest. You can make your own components by getting cellulose from mushrooms for smokeless gunpowder, and mercury fulminate with nitrocellulose, well, with all the metals and acids, maybe we can repeat the "success" of Hank Wardell XD. Doesn't matter if it's pseudo-chemistry like in Breaking Bad, where all the mixing, boiling, reduction, condensation etc. is done with artistic license or actual chemistry practices.
8
Bugs / Re: Report spelling/grammar errors
« Last post by yako on January 06, 2026, 11:20:22 pm »
some some
9
Builds / Please help a newbie choose a build
« Last post by DoctorCucumber on January 06, 2026, 10:51:29 pm »
I've read a lot of threads and I really like the sniper/SMG and sniper/traps options.
Could you please suggest builds with similar options?
Oh and i forget i really love crafting )
10
Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by ugo on January 06, 2026, 07:47:32 pm »
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?
Pages: [1] 2 3 ... 10