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Bugs / Re: Interrogate the Professor – trigger doesn’t fire?!
« Last post by yako on Today at 07:02:17 am »
The professor must be inside Arch Keep for the kidnapping to trigger. The pirates go through the emergency tunnel; they won't be able to kidnap him if you haven't unlocked the facility first.
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Bugs / Re: Interrogate the Professor – trigger doesn’t fire?!
« Last post by Sarokan on Today at 01:21:46 am »
That's not a bug. Professor gets kidnapped only if you stay with Aegis (and subsequent negotiations are also the last chance to join the pirates)

Well, is that so? Then the relevant wiki entries are simply wrong and clearly misleading. They state things like “If the player has joined the pirates before the kidnapping, the professor can be interrogated later…” – which clearly suggests that the kidnapping still happens and only the timing changes.

Anyone relying on the current wiki text will expect content that does not exist on this path. It’s about time they fixed this bullshit – I actually trusted the wiki before joining the pirates.
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Bugs / Re: Interrogate the Professor – trigger doesn’t fire?!
« Last post by rararaven on January 24, 2026, 08:13:33 pm »
That's not a bug. Professor gets kidnapped only if you stay with Aegis (and subsequent negotiations are also the last chance to join the pirates)
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General / Re: Some poisons related questions
« Last post by harperfan7 on January 24, 2026, 03:32:07 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.
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Bugs / Re: Report spelling/grammar errors
« Last post by yako on January 24, 2026, 01:07:00 pm »
Something wrong with ":" and text color
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General / Some poisons related questions
« Last post by LikeAShadow406 on January 24, 2026, 08:51:00 am »
Currently planning out a poisons build with xbow, caltrops and bear traps and was looking at the "Damage modifier sources" table on the wiki from the "Infected Wound" page status effect, it doesn't list Cave Ear poison as increasing Bio damage by 50%? I assume this is a oversight?

What are the sources of increasing Bio / poison damage? So far I know: Cave Ear poison, Contaminated debuff, Vile Weaponry feat and the Hypertoxicity feat as well as specialization in the two mentioned feats, is that all?

Also, is it more effective (as in, in terms of applying as many poisons on as many enemies as possible) to use xbow or throwing knives for poison? In theory the throwing knives can apply poison for as low as 2.5 AP per enemy poisoned versus xbows minimum 13 AP per poisoned enemy, but I was worried throwing knives might have too little range, (note, I have not used throwing knives before) as well as not being able to apply vile weaponry with throwing knives as far as I know

Lastly, someone will probably mention that poisons in this game kinda suck, that is not a problem, I just want to see the biggest damage number I can have with them. I imagine it is probably around 1.5k for Heartbreaker and probably around 500 for Blinding.
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Suggestions / Metal Combat Gloves buffs and buff Guard feat
« Last post by LikeAShadow406 on January 24, 2026, 05:46:13 am »
I think it would make sense if metal combat gloves have buffs based on metal type like all other weapons, like for example TiChrome gloves can have 14 or 15 base AP cost, tungsten gloves could have extra crit damage and steel gloves can have more crit chance

Also it would make sense for them to only have 125% mechanical damage penalty against armor since leather combat gloves have 140% penalty

Lastly, it would be nice if Guard feat was buffed by melee skill, like lets say for every 10 melee skill its chance to block is increased by 1.5, like if you had 100 effective melee Guard would have a 50% chance to block instead of just 35, at the moment its way too unreliable to be worth the feat slot, even though it does stack with other block sources.
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Bugs / Re: Interrogate the Professor – trigger doesn’t fire?!
« Last post by Phr3ak on January 24, 2026, 04:57:23 am »
AFAIK the kidnapping can happen only if you stay with Aegis until the corresponding point.
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Bugs / Interrogate the Professor – trigger doesn’t fire?!
« Last post by Sarokan on January 24, 2026, 12:40:24 am »
I thought that after many Underrail runs nothing could surprise me anymore. This time I decided to go all-in with the pirates as early and as hard as possible – and something weird happened.

Right after starting Expedition and getting the first mission from the Chief, I went to the Aegis landing bay, killed the guards there, stole an Aegis patrol jetski and went straight to the Grim Jetters to join them. Since then I’ve played the pirate route normally: Cleared the Horticulture Center and the Nexus of Technology, and finished “The Rig Attack”. But the professor’s kidnapping and the pirate quest “Interrogate the Professor” never start. Grim has no dialogue option about the professor at all, no matter how often I talk to him after these locations are done.

Some extra info: At the Aegis base, the landing bay is overrun by natives and the Aegis people there are dead, but the inner camp still exists and both Chief and Professor Oldfield are still standing there like normal, as if the expedition never officially ended. So it looks like the “professor kidnapped” event never starts.

Anyone know if this is intended behaviour, or is it actually a bug with the Expedition / Grim Jetters route?
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Suggestions / Armor Buff Items
« Last post by Int0rCess0r on January 23, 2026, 07:03:30 pm »
Would be a nice idea for specific items to buff armor much like what weapons already have. Already have some ideas for this, having a certain amount of charges that are used up as the armor takes damage or comes under certain effects.

Enviroseal - provides resistance and DT against bio and [less for acid] for a [high] amount of charges.

Non-conductive gel - provides minor electrical resistance and prevents electrical stuns for a [low] amount of charges

flame retardant coating - provides minor heat resistance and prevents burning for a [low] amount of charges

Reactive armor plate - prevents armor being blasted, or incoming damage from a single deadly attack, activates upon armor being blasted or receiving 200 or more damage in a single hit does considerable durability damage to armor and knocks user and adjacent enemies off balance. [single use]
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