Recent Posts

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Bugs / Sound is (possibly) bugged/inconsistent.
« Last post by Vagabond on Today at 11:22:01 am »
With the update I finally have a reason to go from square one on my Jin-Roh build on DOM, with the new sprites and what not.

But, it has been a long time since my last playthrough and I kinda forgot how AI reacts. But was the sound propagation nerfed/changed when outside combat?

Here is the thing, I've double checked the sound noise range of items and had this strange experience with Rathounds and Psi-bugs on Strange Isle.

As you know, Strange Isle has a small island on the Rathound side to which you can PER check and get on. So? I used that to my advantage and bear trapped the route along with caltrops. So? Well, I had 4 grenades on the ready, a Frag, HE, Flash and Moly, and thought, hey, lets toss a nade right nearby to get the Rathounds attention, which were right around the single huge rock formation (which is right before the PER check). So?

It was a literal coin toss on whether or not the Rathounds would investigate the explosion, sometimes they would group up together, other times it would be just 1-2, sometimes zero reaction. And mind you I was just right around the corner waiting for them to see me. Worse being the other coin toss of Psi-bugs getting alerted. Sometimes they would, sometimes they won't. I don't remember this happening before, if at all, and I did look through past updates and patch notes, doesn't seem like where any fixes or additions. I only found a slightly similar topic here on Muties, that's it.

Am I missing something or misinterpreting, or is this a bug?
2
Suggestions / Re: SGS Insignia Oddity/Recharge Object From Hotbar
« Last post by yako on Today at 09:49:59 am »
you can already recharge object from hotbar

Didn't know but also would be nice to remove the requirement to use the submenu to switch between modes, when pressing a hotkey. It seems pretty redundant.

But you can pin different modes to multiple slots. Once pinned, you can press its key on your keyboard (and shift / ctrl for secondary toolbars), then click on the object or its icon.
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General / Re: Underrail on Linux guide
« Last post by Alt on Today at 08:28:30 am »
This newest update gave us some fancy new shaders for the game, but they dont work right on linux.

ProtonGE seems to fix this for those who wants advanced shaders.
4
Bugs / Not a crime to hack into SGS server room.
« Last post by Int0rCess0r on December 21, 2025, 11:37:08 pm »
Kinda self explanatory, basically hacking into every other area in SGS is considered a crime except the server room on the engineering floor.
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General / Re: Underrail on Linux guide
« Last post by harperfan7 on December 21, 2025, 11:14:48 pm »
I switched to mint right before heavy duty came out, when steam said "nuh uh, no more win7". 

For those considering the switch, its truly not difficult.  If a computer potato like me can manage it, you can too. 

This newest update gave us some fancy new shaders for the game, but they dont work right on linux.  You can just use the legacy shaders though (I prefer them anyway). 
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General / Re: Underrail on Linux guide
« Last post by Arclight on December 21, 2025, 10:26:12 pm »
*Updated guide to latest knowledge  8)

Here here! I'm moving to Mint in the New Year to get out from Microshaft's clutches ;)
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General / Locked\blocked doors - will they ever be open
« Last post by Arclight on December 21, 2025, 10:23:55 pm »
I know the work progresses on Infusion, and I wonder about the several locations locked and blocked doors.

Kinda figured it was for future add-ons and spice. The one door in DC with the keyboard that types gibberish or the one outside the GMS compound are examples.

Sorry, lazy Sunday before Christmas...
8
Suggestions / Let javelins be 1-handed weapons
« Last post by harperfan7 on December 21, 2025, 07:38:22 pm »
They are light compared to normal spears, their spear guard sucks (especially compared to boxing gloves), and you throw them one handed anyway.
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Bugs / Cold effect did not remove a stack of warmed up
« Last post by harperfan7 on December 21, 2025, 07:32:45 pm »
.
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Builds / Re: Build changes in the 10-Year Anniversary Update (v1.3)
« Last post by harperfan7 on December 21, 2025, 07:31:02 pm »
The changes are good.  Some builds have to actually try now, and there are now alternatives to many of the existing meta builds (mainly, 10 int). 
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