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Bugs / Re: Locust hive, pulsating roots kneecap shot
« Last post by PhrygianDominant on Today at 02:44:54 pm »
Apparently, they also had ribs. Fixed for the next patch.
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Bugs / Re: Bladeling spawn
« Last post by PhrygianDominant on Today at 02:29:32 pm »
Aren't you supposed to be able to farm those for shielded bladeling eyes?

Messer sells them later on, as well as metaworm gizzards. That said, the eye supply seems somewhat low considering we've added a few new blueprints that use them, so I'll buff the numbers a bit.
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Bugs / Re: Pick up an item through wall
« Last post by PhrygianDominant on Today at 02:17:27 pm »
Fixed.
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Suggestions / [DLC]Biomancy Psi school
« Last post by Cryomancer on Today at 07:11:14 am »
    Suggested lore :
Quote from: in game lore
Biomancy emerged from abandoned BioCorp mutagen research, specifically Project MORPHEUS-β, an attempt to create remote-controllable biological soldiers. The project failed—test subjects degenerated into feral mutants—but researchers discovered an unintended side effect:

Certain subjects developed the ability to psychokinetically stimulate, reshape, or accelerate biological processes in their own tissues and in nearby organisms.

These reactions weren’t “magic” but the result of a newly-identified psi-active neurotransmitter, BioPsi-γ, produced only in brains exposed to high mutagenic concentrations.

When the Institute of Tchort scavenged MORPHEUS-β documents, they realized these abilities strongly echoed Tchortist regenerative phenomena and the behavior of Tchortlings, whose bodies spontaneously mutate in response to psychic stimuli.

Thus, Biomancy is understood as:

The psi-driven manipulation of biological chemistry and morphology, exploiting principles uncovered in pre-Collapse mutagenics and later observed in Tchort-derived organisms.

Nobody “invented” it — it was discovered, feared, and eventually adopted by a few rogue researchers, mutants, and experimental psionics who learned to weaponize their own biochemistry.

Suggested powers :
  • Venon Bolt
Green bio version of cryokinesis. Instead of slowing, applying dot and dishing bio damage
  • Caustic bolt
Acid version of venon bolt.
  • Toxic blast
Bio version of pyrokinesis.
  • Venon emission
Bio version of force emission. But only for daggers and crossbows. Not bare hands/gloves.
  • Regen
- Slowly self heal
  • Adrenaline
= Like the item adrenaline shot, but in psi power.
  • Toxic Cloud
- Psi version of toxic barrel
  • Colossus
- Tries to create artificial life. Creates a fungus/plant slowly moving tank that decays quickly, losing 20% of its hp per turn.
[/list]
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Builds / Re: Melee & Gun hybrids?
« Last post by dddmemaybe on Today at 05:55:30 am »
I think Sledge + LMG is better than Sledge + Minigun.

  • Minguns reduce their ap cost per-burst, and due to how buff-timers work (-1 at the end of the turn you get the buff), you need to burst attack every turn or you lose all wind-up value.
  • The base-ap cost of the LMGs are already very convenient at 25 ap. Miniguns start out pretty high at ~40+ ap cost and need to wind-up for as high number of shots-per-burst.
  • The number of burst-shots fired on a Ratchet LMG is a ginormous 13, unconditionally. (5+4 weapon, +2 full auto, +2 mag dump)
  • LMG's have no guns skill requirement, whereas Miniguns have a high guns skill requirement.
  • You can use Suppressive Fire to control enemies for less ap, especially on turn 1 and with caltrops.

I think fist-weapons + Shotguns is OK. (somewhat similar thing for Knives + shotguns)
  • You can use the Fists weapons' bonus movespeed on Fancy Footwork to kite, and then build sixth shell stacks and use Leading Shot easier. Kneecap shot also plays into this, especially with caltrops and boot-spring metal boots.
  • Leading Shot and natural pellet spread/range means that either high or low Guns skill doesn't make as much of a difference compared to other weapon types. Especially since it uses enemy evasion formula, instead of dodge, on top of those things.
  • Heavy Punch and Vindicator both want exactly Strength 5. Leading Shot requires Dex 5 on a non-light weapon with no other shotgun-related dexterity feats.
  • Easy to interchange weapon types as 4ap melee and 20 ap shotgun shots are both divisible by 20. Neither weapon really needs a specific belt-slot item, so you can fit doctor's pouch medicines or utility belt actions in there easily too.
  • Expose Weakness can be combo'd with sixth shell stacks to completely obliterate a tank enemy.

Starting the character like this and maxing Dexterity should work. https://underrail.info/build/?AQUKBwMHAwUPAAAPAAAAAAAAAA8AAAAPAAAAAAAAADE5374
Agi 7: fancy footwork, Per 7: kneecap shot, Int 5: Expose Weakness
Do note that you can use The Juice + Bioluminous Marsh Honey to gain 3 extra PER, in the lategame, on top of your food buff to jump to PER 10 or 11 on top of maxed out DEX.  :P
Your feat slots are pretty tight here so I wouldn't bother with the Versatility feat as you'll barely gain any Guns skill at all, and the 2 optional buffs aren't removed by any other buff items.
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New Member Introduction – Happy to Join the Community
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New Member Introduction – Happy to Join the Community
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New Member Introduction – Happy to Join the Community
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New Member Introduction – Happy to Join the Community
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New Member Introduction – Happy to Join the Community
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