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11
General / Re: Is Smart Module extremely high skill scaling intended?
« Last post by haze1103 on March 12, 2026, 10:31:34 pm »
I'm having a similar issue with tungsten steel plates. If I check Leonie's inventory, a 145 quality steel plates will have a 146 mechanics requirement, about 100% progression, but a 131 quality tungsten steel plates will have 141 mechanics requirement, which is 107%. I haven't seen anything go higher than the patch notes' advertised 112% cap, but I'd like some transparency on which items progress faster and why. TiChrome Plates for example seem to have a progression slightly harsher than steel but easier than tungsten. I guess they all end up capping at 112% for endgame anyway, but it's hard to plan around your crafting for middle game
12
Builds / Re: Psychostatic Instincts (Dominating Sword Build)
« Last post by Alluciate on March 12, 2026, 04:45:13 am »
I'd like to try this out as it looks fun, but:
1: I want to try abusing the new 10 int, both for increased xp and whatsitcalled 2 new int perks.
2: I HATE BIOLOGY I HATE BIOLOGY I HATE BIOLOGY i genuinely dont want to craft and juggle medicines past adrenaline shots.
So i'd like to know if there's any change i can do to this build to cater to just either of those criteria is fine.
Thanks in advance.
13
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« Last post by Vagabond on March 12, 2026, 02:58:08 am »
Stealth.

After seeing the recent YT short with lights being shot out and the new dev log on aiming, I've decided to post a post about it, since stealth as a gameplay mechanic is one of the closest to me topics on many levels. It's also the reason I've hold off talking about it in depth as more information about Infusion was needed.

To give a background on my experience with stealth, my major experience with it comes from the following: Splinter Cell Chaos Theory/Conviction/Blacklist, Deus EX HR & MD, Prey 2017, Intravenous 1-2, Hitman: Blood Money, Mark of the Ninja, Shadow Tactics: Blades of the Shogun, Commandos 1.

This also includes, but is not limited to, games that have stealth as an optional gameplay mechanic, like System Shock 1-2, Skyrim, Fallout 3,4 & NV, Metro series, or games where stealth is a supplement to it's main gameplay loop, like RTS games (mainly the C&C series), DOTA 2, Arma 2-3, STALKER trilogy & heavily personally modified Anomaly. In these cases it's mostly about stealth adjacent tactics, like guerilla warfare, sniping, RL psychological warfare (mainly shit talking your opponent in DOTA :D).

So I come to stealth with a passion to say the least and therefore what I am about to say comes from the years of personal experience in a variety of stealth mechanics. Whether or not what I say will be useful is up to Styg & Co.

___________________________________

With the preface done, let's get into Stealth itself.

Stealth can be divided into two major and one minor categories: Pure mechanical stealth and sociological stealth for major, and stealth supplementary for minor. There is no official name, so I made them up.

Pure mechanical stealth is self-explanatory. It's the visual and auditory side of hiding. Your SC Chaos Theory and Thief. It's the ghillie suits in MW1 and Arma. It's the classic game of Hide and Seek.

Sociological stealth is the disguises in plain sight. Your Hitman, your DnD campaign Charisma checks in disguise, your Fallout NV faction uniform, your way and methods of acting out and hiding in public.

Stealth supplementary is anything that utilizes the concept of stealth to any degree, but isn't the main force. Your RTS games commando spec ops missions and stealth units, your "Stealth is optional" missions, your stealth is an option until you get caught (i.e. Brutal Doom).


So what use is this info for Infusion?

It depends on how Infusion wants to implement stealth, and in that lies the tricky part. With the detailed gameplay mechanics we keep seeing in every dev log, one might rightfully assume that EVERY gameplay aspect of Infusion will be as detailed. How true is that, only time will tell. But I always assume less until proven otherwise.

Except for stealth.


What I say now is the idealistic version of implementing stealth. It's how I see it being done correctly in a CRPG genre like Underrail. And therefore it is entirely open to criticism and being completely wrong.

First thing is the level of realism. Which is about near sim level.

With dynamic lighting, sound levels, LOS, different stances, environment interaction, different camo (if the screenshots are to be believed) etc. Infusion does imply a realistic approach to stealth. The pure mechanical kind. This does include the utilization of the Stealth skill.

Standing still in a completely dark room in the most basic of skin covering gear should make you invisible to the naked eye without even knowing what Stealth is. In practice this can be implemented through an innate Stealth Score. Alternatively it can be called Visibility Score.

It's a basic calculation of light levels, movement, camo (or lack thereof), surface color (dark textures vs light textures). The score goes from 0 to X. 0 being completely invisible like in the completely dark room and X being whatever number for full visibility.
Now the specified attributes are picked because they are universal AND each can affect the overall score differently, of course there can be more and the ones already said can have different names, but the main jist is there.

Take the opposite of the completely dark room, a white room. How do you become invisible there? Cloaking Device. So while light levels can be maxed out, Cloaking Devices can alter the numbers for surface texture and camo, and/or add additional modifiers where even in a white room, you'd appear invisible.

But then you ask, where does the Stealth skill come in? And I say, what does it represent?

Understanding stealth means understanding how you are perceived by everyone else on the visual and auditory side. Knowing how to move, to hide, to be aware of your own surroundings, to understand how noisy your actions are, to understand how perceptive your adversary is.

And in that comes the reason why I called it innate Stealth Score. Because you can only be stealthy to a certain degree, there is a limit where even the most legendary ninja is seen, unless short of having an actual invisibility potion.

Stealth skill is just a modifier for the Score.

But then you ask, well what about Stealth Mode? How can you differentiate between the innate Stealth Score and active Stealth?

Good question!

The answer lies in the second category of Stealth: sociological stealth. If Agent 47 were to hide in plain sight, does he need to activate a Stealth Mode? No. But he does need to do that if he tries to quietly walk up to someone.

I've always found it odd that turning on Stealth Mode in Underrail never raised any questions for the neutral NPCs. No response like "Why are you up to no good?", otherwise why would you try and sneak around?

So while with the Visibility/Stealth Score your character has this dynamic stealth number constantly on, which should also help in combat (both before and during it). Stealth Mode is when that is being used to it's fullest potential.

Ideally, stealth usage as a whole, both for those that spec into it and not, should be environmental awareness. Similar to how one plans a trap or escape routes for combat encounters, so too must one be aware of all the aspects for stealth. All light spots, floor tile sound levels, cover amount, additional routes and passages.

This solves the crutch of Stealth that deviates from logic, like being able to stay unseen under direct light a few meters away from an enemy and not be insta-spotted or NPC AI knowing where you are at all times unless they are at Yellow detection level. Those things are crutches and limitations of Underrail 1. Something Infusion is aiming to fix imo.

The point being made is that the current showcased level of detail in Infusion actively supports the notion of dynamic Stealth, similar to that of SC or Intravenous, rather than a binary on/off. That's actually one way I see the new combat, in how action heavy RPGs are turned into turned based atomic roguelike timescale, rather than classic RPGs like Fallout 1, 2 turned into roguelikes.

And as an example, lets use Gray Army Base as a test.

A fully lit, bright, clean military base, the moment the alarms go off, the lights are dimmed, but let's make it pitch black for our case, with only emergency lights blaring in the dark.

Now you are in the completely empty barracks, while Gray Army is off to some other part of the base, they don't know you are there, so you are currently not in stealth mode and are walking around in the complete darkness with simple NVGs on. Your Visibility/Stealth Score is near 0 because of that and anyone without Darkvision doesn't see you, lest you move near light sources. You enter the Main Hall and see a couple of Spec Op behind sandbags, their backs turned to you.

This is where you decide to turn on Stealth Mode. Notice that it isn't crouch, because crouching doesn't make you more sneaky (in certain cases its the opposite), but it does reduce your profile. Stealth Mode in this case means you are "turning on" all your stealth skill knowledge and experience, making your actions more deliberate and slow, but at the same time increasing your carefulness, to make sure you aren't more easily spotted. It represents those special stances that Agent 47 and Sam Fisher can do in their respective games, only simplified to a button press.

In the case of Gray Spec Ops, your high Stealth skill allows you to not make noise, a separate and very primitive feature that can be copy-pasted from previously mentioned stealth titles. But, alas, one Spec Ops is a Paranoic and turns around.

Here we come to a second part example of how the ideal Stealth implementation can turn out.

The first one being that the distance between you and the Spec Op was more than enough and in that distance between were some obstacles, be it pillars or crates or other misc stuff. So while the Spec Ops technically has a LOS to you, it's partial, because you accounted for such things and used a more long, but safer and more concealed route. Which is why when you stood still, the Spec Ops didn't notice you hiding, all because you Visibility Score accounted for all those variables, including LOS. And so as the Spec Ops turned back, you sneaked by.

The second one is if there was nothing between you and you are standing there, wide open, and despite you having a super high Stealth Skill, your Visibility Score was poor and you were easily seen by the Spec Ops. Combat ensues. However, you have smoke grenades on you and higher initiative, so you break Stealth Mode and somehow evade into the nearest cover and pop smoke. It does take time to expand, and in the meantime Spec Ops are approaching your last seen position, maybe even preping infrared grenades. You can't wait and use the partially expanded smoke to run to a different cover, bullets fly past or graze you, but you manage to escape their LOS. Now you have a multitude of paths to take to hide.

This is where the AI comes into play. Specifically expanded AI which looks like it searches for you, instead of have a wallhack unless you reach a certain Detection level, now actively seek out in a logical pattern. The most recent amazing example is Intravenous 1 and 2. If that type of AI can be implemented, alongside agitation states, where after exiting a relaxed state into combat they don't go back into relax mode for a VERY long time, then it would make Stealth so much more immersive and interactive.

Alas I can just say copy-paste all the good shi from other games, but that's a handwavy approach. Unfortunately, there is a character limit, so I can only convey the thoughts in broad strokes. But for now this should be enough.
14
Development Log / Re: Dev Log #16: Targeting and Projectiles
« Last post by McFighter07 on March 11, 2026, 03:37:17 pm »
Looks like a dominatin’ good time!
15
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16
Other Games / Core City map for some obscure coop Half-Life mod
« Last post by sama on March 10, 2026, 01:34:24 pm »
Every friday evening (EU time) we play Syndicate Black Ops - some old obscure coop mod for Half-Life. And since i'm in deep love with Underrail, i decided to recreate Core City map for that mod.

It's ofcourse smaller than ingame Core City due to HL engine limitations, and differs a bit due to timelaps-vertigo moments (ingame zones doesn't allign perfectly on z-axis).
Perhaps i'll be able to finish the map till this friday. Join us anyway, this game is fun.
Here's some Core City map screenshots.
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Are you ready to burn some rubber, push your driving skills to the limit, and experience the thrill of drifting without leaving your chair? Then buckle up, because we're diving deep into the world of Drift Hunters the hugely popular browser-based drifting game that's captivated petrolheads and gaming enthusiasts alike. Get ready to learn everything you need to know to become a true Drift Hunter!

1. What is Drift Hunters?

Drift Hunters is a free-to-play 3D browser game developed by Studion Racing (previously known as Ilya Kaminetsky). Since its initial release, it has become a mainstay for fans of online racing games. Its appeal lies in its realistic physics engine, extensive car customization options, and the sheer joy of mastering the art of drifting. You don't need a fancy gaming rig or to download any bulky software – just fire up your browser and prepare for some serious sideways action!
Release Date: The original Drift Hunters was initially released several years ago, and has since undergone several updates and improvements to become the version we know and love today.
Developer: Studion Racing are the brains behind this thrilling game. They've consistently updated and improved the game based on player feedback, proving their dedication to the Drift Hunters community.

2. Why is Drift Hunters So Popular?

Several factors contribute to the game's widespread popularity:
Accessibility: Being a browser game, Drift Hunters is incredibly accessible. No downloads, no installations, just instant drifting gratification. This makes it easy for anyone to pick up and play, regardless of their hardware.
Realistic Physics: The game's physics engine is surprisingly realistic for a browser-based title. Weight transfer, tire grip, and momentum all play a crucial role in how your car handles, making drifting a genuine skill to master.
Car Customization: Drift Hunters boasts an impressive array of cars, each with its own unique handling characteristics. But the real fun lies in customizing them. You can upgrade your engine, turbo, suspension, brakes, and weight to fine-tune your car for optimal drifting performance.
Visual Appeal: While not pushing the boundaries of graphical fidelity, Drift Hunters has a clean and appealing art style. The environments are well-designed, and the car models are instantly recognizable.
Free-to-Play: Did we mention it’s free? You can enjoy hours of drifting fun without spending a dime, making it an incredibly accessible and addictive pastime.

3. How to Play Drift Hunters: Your Guide to Drifting Domination

Alright, let's get down to the nitty-gritty. Here's a breakdown of how to play Drift Hunters and start tearing up the tarmac:
Getting Started:
Open Your Browser: Simply launch your favorite web browser (Chrome, Firefox, Safari, etc.) and navigate to drifthunters3d.io.
Main Menu: Once the game loads, you'll be greeted by the main menu. From here, you can select a car, choose a track, access settings, and view your stats.
Car Selection:
Browse the Garage: The garage is where you'll find your selection of drift machines. Initially, you'll start with a basic car, but as you earn in-game currency (earned through drifting, of course!), you can unlock more powerful and stylish rides.
Car Stats: Each car has its own stats, including horsepower, weight, and handling characteristics. Experiment with different cars to find one that suits your driving style.
Track Selection:
Choose Your Playground: Drift Hunters features a variety of tracks, each with its own unique layout and challenges. From tight, technical circuits to open, flowing layouts, there's a track to suit every drifting preference.
Track Difficulty: Some tracks are more challenging than others. Start with the easier tracks to get a feel for the game's physics and gradually work your way up to the more demanding ones.
Controls:
Steering: Use the left and right arrow keys or the A and D keys to steer your car.
Acceleration: Press the up arrow key or the W key to accelerate.
Braking: Use the down arrow key or the S key to brake.
Handbrake: Press the spacebar to engage the handbrake. The handbrake is your best friend when it comes to initiating and controlling drifts.
Gear Shifting: Use the Shift key to shift up a gear and the Ctrl key to shift down a gear. Manual gear shifting gives you more control over your car's RPM and torque, which is crucial for maintaining drifts.
Clutch: The 'C' key controls the clutch. This is vital for initiating drifts effectively and controlling your car's power delivery.
Drifting Techniques:
Initiating a Drift: There are several ways to initiate a drift in Drift Hunters:
Handbrake: The most common method is to approach a corner at a reasonable speed, tap the handbrake to lock the rear wheels, and steer into the corner.
Clutch Kick: Clutch kicking involves quickly disengaging and re-engaging the clutch while applying throttle and steering input. This can unsettle the car and initiate a drift.
Weight Transfer: By quickly shifting your weight from one side of the car to the other, you can induce oversteer and initiate a drift.
Controlling the Drift: Once you're in a drift, the key is to maintain a balance between throttle, steering, and handbrake.
Throttle Control: Use the throttle to control the angle of your drift. More throttle will increase the angle, while less throttle will decrease it.
Steering Input: Counter-steer in the opposite direction of the turn to keep the car from spinning out.
Handbrake Adjustments: Use short taps of the handbrake to fine-tune your drift angle and correct any oversteer.
Chaining Drifts: The ultimate goal is to chain together multiple drifts into a smooth, flowing sequence. This requires practice, precision, and a good understanding of your car's handling characteristics.
Earning Points and Upgrades:
Drift Score: You earn points based on the speed, angle, and duration of your drifts. The longer and more stylish your drifts, the more points you'll earn.
Currency: Points translate into in-game currency, which you can use to upgrade your car or purchase new vehicles.
Upgrades: Visit the upgrade shop to purchase engine upgrades, turbo upgrades, suspension upgrades, brake upgrades, and weight reduction modifications. These upgrades will significantly improve your car's performance and make it easier to drift.

4. Tips and Tricks for Drift Hunters Pros:

Practice Makes Perfect: The key to mastering Drift Hunters is practice. Spend time experimenting with different cars, tracks, and drifting techniques to find what works best for you.
Tune Your Car: Don't be afraid to experiment with different car setups. Adjust your suspension, brakes, and engine to fine-tune your car for optimal drifting performance.
Learn the Tracks: Familiarize yourself with the layout of each track. Knowing the corners and straights will help you plan your drifts and maximize your score.
Use Manual Transmission: While automatic transmission is easier to use, manual transmission gives you more control over your car's RPM and torque, which is crucial for maintaining drifts.
Master the Clutch Kick: The clutch kick is a powerful technique for initiating drifts, but it requires practice to master. Experiment with different timing and throttle inputs to find the sweet spot.
Watch Replays: Watch replays of your best runs to identify areas where you can improve. Pay attention to your throttle input, steering angle, and handbrake usage.
Join the Community: Connect with other Drift Hunters players online. Share tips, tricks, and car setups, and learn from each other's experiences.

5. Ready to Start Drifting?

What are you waiting for? Head over to Drift Hunters and unleash your inner Drift King! Experiment with different cars, tracks, and drifting techniques, and see if you have what it takes to become a true Drift Hunter. Don't forget to share your best drifts and car setups with the community! Let us know in the comments what your favorite car and track combination is. Happy drifting!
18
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19
Development Log / Re: Dev Log #16: Targeting and Projectiles
« Last post by Vagabond on March 10, 2026, 04:38:30 am »
Dragon Breath rounds confirmed! Yippie!
20
Discussions / Conquer the Infinite Downhill: A Guide to Mastering Slope
« Last post by MatthewMills on March 10, 2026, 02:50:57 am »
Slope. It's a simple name for a game that can be incredibly addicting. A ball hurtling downhill, a constantly changing track, and the relentless pursuit of a high score – what's not to love? If you're new to this minimalist masterpiece, or just looking to improve your game, this guide will help you understand the core gameplay, offer some useful tips, and help you appreciate the subtle genius of Slope.
Introduction: The Simple Appeal of Endlessness
At its heart, Slope is an endless runner game. But unlike games with predefined levels or intricate storylines, Slope throws you straight into the action. There's no backstory, no character customization, just a green ball, a rapidly approaching landscape, and the need for quick reflexes. This simplicity is part of its charm. It's easy to pick up and play, requiring only two keys (usually the left and right arrow keys) for control. The minimalist graphics, rendered in vector lines, contribute to a clean and focused experience. No distractions, just pure, unadulterated gameplay.
Gameplay: The Dance of Reflexes and Precision
The core gameplay of Slope is remarkably straightforward. You control a green ball as it descends a randomly generated slope comprised of interconnected platforms. The objective is to navigate the ball as far as possible without falling off the edge. Sounds easy, right? Wrong.
The speed increases steadily as you progress, and the platforms themselves become more complex. You'll encounter gaps, narrow pathways, and unpredictable turns. The camera dynamically adjusts, giving you a glimpse of what's ahead, but never enough to become complacent. This requires constant vigilance and a split-second reaction time.
Controlling the ball is done with the left and right arrow keys (or A and D keys for some). These keys don’t directly propel the ball; rather, they shift its momentum, allowing you to steer it along the track. Mastering this steering is crucial. A slight tap is often all that’s needed for a minor correction, while holding the key down for too long can send you careening off the edge.
The physics are deceptively complex. The ball has weight and inertia, and understanding how it responds to different angles and speeds is key to survival. Learning to anticipate the ball's movement and adjust accordingly will significantly improve your performance. You'll quickly learn the difference between a gentle nudge and an overzealous push.
Tips for Mastering the Slope:
While the game appears simple, mastering it takes practice and a few key strategies:
•   Practice, Practice, Practice: This is perhaps the most obvious, but also the most important tip. The more you play, the better you'll become at judging distances, anticipating turns, and controlling the ball. Don’t get discouraged by early setbacks.
•   Short Bursts of Steering: Avoid holding down the arrow keys for extended periods. Instead, use short, controlled bursts of steering to make small adjustments. This will help you maintain control and prevent oversteering.
•   Anticipate the Track: Pay close attention to the track ahead. Try to anticipate upcoming turns and obstacles. The camera provides a limited view, but it’s enough to give you a general idea of what’s coming.
•   Use the Walls to Your Advantage: Sometimes, hugging the edge of a platform can help you navigate tricky turns or avoid obstacles. The walls can act as a safety net, preventing you from falling off completely.
•   Momentum is Key: Understand how your momentum affects your control. A faster speed requires more precise steering, while a slower speed gives you more time to react.
•   Take Breaks: Slope can be surprisingly intense. If you find yourself getting frustrated, take a break and come back later with a fresh perspective. Your reflexes will thank you for it.
•   Experiment with Control Schemes: Some players prefer using the arrow keys, while others find the A and D keys more comfortable. Find the control scheme that works best for you. You can dive into the thrilling world of Slope.
Conclusion: The Endless Pursuit of Perfection
Slope is more than just a simple online game; it's a test of reflexes, precision, and patience. Its minimalist design and addictive gameplay have made it a favorite among casual and hardcore gamers alike. Whether you're looking for a quick distraction or a challenging pursuit, Slope offers an endless downhill experience that will keep you coming back for more. So, fire up your browser, prepare your reflexes, and get ready to conquer the slope. The challenge awaits!

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