Recent Posts

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I was doing some testing earlier today and, if I'm understanding the wiki correctly right, mercantile only reduces the cost of buying items until you reach 85 effective skill. My own tests did seem to line up with this, but it's a bit confusing because the wiki also says the highest mercantile skill checks in the game require 105 effective skill. Even with 3 INT, you'd only need 117 skill to reach 105 effective without any buffs. With just a Jon's Special and Large Waist Pack you'd be able to unlock all special merchandise and have access to trades at their lowest cost with just 95 skill points in mercantile.

So I guess either I'm wrong, or there is never a reason to put more than 95 skill points in mercantile, even if you really badly wanted to roleplay as a trader and take Salesman & Major Supplier.
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Localization / Re: Awesome Spanish Translation, in course!
« Last post by metalwar on Today at 05:23:21 pm »
Updated first post:

Preliminary Version 0.6 - *All text translated* - WIP: Under revision and consolidation

Next?
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I used Lutris to install without configuring anything. It's using Wine. I can turn on legacy shaders and play without these graphical issues which I intend to do, but if I tried that ProtonGE method, then how do I use that alongside starting the game through Lutris?
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Suggestions / Re: Snake bandits random event
« Last post by Amannamedsquid on Today at 09:44:09 am »
Maybe a small, newbie pirate gang or a group that splintered off from the Grim Jetters that's camped out in their own little corner of the Black Sea or somewhere near the entrance. They specialize in crossbows, spears and bladed weapons lathered in various poisons like leper, heartbreak, and blinding poison and they all wear sea serpent attire. Some of them fight on jet skis while others fight on foot.

They also tried to raise a leper serpent to use as a guard animal but that didn't quite work so now they use it as a venom dispenser and garbage disposal.

They aren't dumb enough to try and attack the Grim Jetters or the Natives but they do raid merchant boats and skirmish occasionally with the Black Eels. The Black Eels think that they are extremely annoying and very creepy and will pay you to kill them all.
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Suggestions / A random encounter idea
« Last post by harperfan7 on Today at 02:03:02 am »
A lategame encounter that can happen somewhere with train tracks or roads.

A stealthed gunslinger standing in the middle of the road/tracks who will start conversation with the player upon detection and moving within optimal pistol range and challenge them to a duel.  They can use persuasion to talk him out of it (like "Im simply no match for you", "If you draw, I won't; it will be an empty victory", etc), bribe him out of it (1k-2k charons) and mercantile options to lower that price to as much as half, or one of two intimidation options (the lower skill one will give the player a bonus on initiative when the duel starts via shaking his nerves, the second higher one will scare him out of the duel entirely).  Maybe a special option where the player can offer him the magnum or wasteland hawk as a bribe instead if they have either of those with them.  Maybe throwing around your Invictus status could do something for the player.

The persuasion, bribe, and higher intimidation options start a scene change where he disappears so the player can't just initiate combat themselves afterwards.  The lower intimidation option starts combat immediately with the gunslinger having the penalty (and no stealth bonus).  Failing to get out of the duel while trying to refuse it will start combat normally (with him condescendingly insulting the player first).  Accepting the duel triggers an arena style cutscene that places the gunslinger and the player in the middle of the "road" or wherever they are, activates their shields, then starts combat with no special initiative modifiers, and the slinger has a dialogue bubble "Draw!". 

The gunslinger is skilled and experienced, level could vary with difficulty (up to you if he's a "boss" or not), but at 30th he'd have the following feats:  gunslinger, paranoia, steadfast aim, aimed shot, kneecap shot, rapid fire, point shot, recklessness, bullet time, sharpshooter, critical power, nimble, sprint, evasive maneuvers, uncanny dodge, scrutinous, and yell.   I don't know if npcs can use bullet time or evasive maneuvers; if not give him trigger happy and expertise.

High or maxed guns/throwing/dodge/evasion/stealth/intimidation.  5 str, high dex/agi/per.  Root soda active (perhaps laylow?), an amplified high shield, smart NV goggles (maybe give him darkvision), soft-padded black-cloth hopper leather armor, a bullet-strap belt, hopper or ninja tabis, and a high-quality laser sight extended mag .44 hammerer (lubed?) loaded with w2c ammo, with another 10 .44 w2c at least in his inventory, an adrenaline shot, a super health hypo, two more root sodas and an empty bottle. 

Activate shield > adrenaline shot > yell > uncanny dodge > sprint (up to optimal range if not already there) > evasive maneuvers > special attacks > regular attacks.

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Bugs / Re: Invisible pc doll, npcs, items, environment objects
« Last post by FlyingKites on January 13, 2026, 03:13:26 pm »
I've retried Lutris and made sure all the 'OS' prefix were the same, Win7 64 anyway, and discovered that the executable path was pointing to the DirectX for some reason, so I corrected that and am now getting these graphical issues which since it's repeatable, I'll just pursue what fixes were discussed there. I feel that this topic has lost relevance as I've changed installation methods and have my own computer quirks so there is not much use for this anymore. I'll delete later unless there's any objection.
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Builds / Re: sniper or ar or shotgun / psi (metathermics) suggestions
« Last post by Usiorix on January 13, 2026, 01:54:40 pm »
https://underrail.info/build/?AQUFBwMKAwcPAAAAAAAPDw8ADw8AAAAPAAAAAA8AABko374

based on https://stygiansoftware.com/forums/index.php?topic=10837.msg43962#msg43962

Took out aimed shot for paranoia, and instead of upping will to 5 im gonna up STR to 7 for full auto on lvl 8.
Took out throwing for traps for cheese.

Im gonna use ARs as soon as possible the rest will be the same as in linked build, but with AR feats, instead of sniper feats.

Im wondering if I can drop 2 PER for will, im not sure if ARs are more forgiving than snipers in terms of accuracy
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General / Does Neural Overload trigger Psychokinetic Chain?
« Last post by Zonermaxxer on January 13, 2026, 10:34:38 am »
Has anyone tested if Neural Overload damage is transfered by Psychokinetic Chain?
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Builds / Re: sniper or ar or shotgun / psi (metathermics) suggestions
« Last post by Usiorix on January 13, 2026, 07:30:53 am »
yes, should be fine.  there are ways to cheese the game with pretty much any build, so long as you don't spread yourself too thin.  Try to pick feats that stack or compliment each other.  Pick your feats first then build your stats around the minimum requirements for those feats.  Try to scale your feats so they are useful at the level your character recieves them, and try to time your stat boosts at 4,8,12 ect to coincide with feat requirements, and put any excess points into your main combat stat (Str, Dex, or Per) to get higher skill values for the weapons you use most.

Thank you very much!

AR's, Shotguns, and Sniper Rifles all use different feats, and so does any kind of psi.  If you're going to get psi you should generally put just enough into Temporal Manipulation to get the Action Point Boost Power because if you don't its like leaving money on the table.

Oh yeah, i will surely get that tm hybrid.

I just really wanted to play; for example ar which i never touched because "its boring and op" and maybe use metathermics instead of grenades which imo will be much more interesting (and climatic) even if it will make the game harder. Im just wondering how much do I have to invest into metathermics to make it viable enough.
Also though control instead of metathermics is as option to me. Anything to not make another gun+55 tm build :D


Ideally weapon choice would be sniper or shotgun, i think ive seen sniper build (couple years ago) paired with metathermics for thermodynamic destabilization.
But im down to try ars for smoother gameplay if i have to.
Thanks for the answers, i will update when i cook and test
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Builds / Never tried a Trapper Build Before
« Last post by ringring on January 13, 2026, 05:11:12 am »
I tried planning my build as best as I could without really knowing how Trapper builds play.  I'm not 100% sure how to use crossbows, they seem really weak.

https://underrail.info/build/?HgMKBwUKBQYAwqDCoAAAAMKgAAAAwqAAAAAAAADCoAA3AAAAKwEiGUAqODU5TFFeWCYwwrXCpOKougXiqLsD374

Stat Boosts
Dex
Dex
Dex
Dex
Con
Will

Psi
Electro-Kinesis
Tele-Kinetic Punch
Psycho-Temporal Contraction

Weapons
X-Bow
Knife w/ Energy Blade or Knife Throwers Glove

Armor
Undecided

Not sure how else I should equip myself, I've never really used leather armor but I thought I might give it a shot.
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