Recent Posts

Pages: 1 [2] 3 4 ... 10
11
General / Re: Some poisons related questions
« Last post by harperfan7 on April 25, 2026, 11:17:28 pm »
Melee weapons can just kill the enemy.  If you're waiting around for the poison you're just wasting time. 

T knives have distance, a variety of poisons to choose from at the time of attacking, can hit two enemies at once, and have very low ap cost attacks.  Granted, they also can kill pretty quickly, but if you're going to bother with hypertoxicity for weapons, this is it.  A melee weapon has to be in melee range, only has one stack of one poison to use, have higher ap costs per attack....its just worse. 
12
Localization / Re: French translation
« Last post by OOgmaa on April 25, 2026, 07:11:25 pm »
Hi everyone!

I’ve decided to tackle a massive challenge: a full French translation of Underrail. Since the word count is astronomical, I’m using a technical approach to speed up the process and I'm happy to share the very first v0.1 with you today.

How I’m doing it:
I’m using a custom Python script that parses the dialogue and system files. The script is designed to:

     .Extract original strings.

     .Protect game code tags (like gender variables $(#boy/girl) or player name tags) to prevent any game crashes.

     .Translate the content using the Google Translate API.

     .Inject the translation back while strictly maintaining the original file structure so the game engine recognizes them.

Current Status (Working Progress):

     .Quality: Let’s be honest, this is v0.1 and it’s based on Google Translate. It’s far from perfect—there will be mistranslations and some clunky phrasing.

     .Consistency: Despite the automatic translation, it remains very understandable and allows players to follow the lore and quests.

     .Evolution: Consider this a "First Pass" foundation. The goal is to provide a playable base immediately, and then manually refine the most awkward dialogues over time.

Download Link:
You can find the translation files here: *https://drive.google.com/drive/folders/1H2dwOpaM1NJwPI2ycdUqkKuib6IlvPF8

Feedback & Contribution:
Since this is a very early release, I’m looking for feedback! To avoid cluttering this thread with minor corrections, please contact me directly on Discord for suggestions or if you want to help with the translation.

👾 Discord: ogma.
13
Bugs / Re: Report spelling/grammar errors
« Last post by haze1103 on April 25, 2026, 04:11:41 pm »
The pitch from the Tchortist Missionary in front of Hardcore City Bar says "renerative cycle" instead of "regenerative cycle"
14
Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Enchat on April 25, 2026, 03:51:55 pm »
Well even on 30 lvl with 160 points investment, Jon's special, home's crafting bonus and +2 int drug its 251 effective skill of mechanics. To be able to craft supersteel armor from your doc you need to add another two points of int. Which is quite of investment for majority of tank builds
15
Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Eidein on April 25, 2026, 02:44:25 pm »
I made a google doc showcasing a bunch of lategame items and their crafting requirements if you want to take a look and see what you will eventually need.

https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well

You can theoretically craft it at 6 int, just at a very very late level.
16
General / Re: Some poisons related questions
« Last post by Enchat on April 25, 2026, 02:33:49 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.

Why not combat gloves? They have higher chance of bleed and 3-4 turns of incap to give poisons time to do their job.
17
Builds / Re: Crafting : Skill Points spreading / Leveling
« Last post by Enchat on April 25, 2026, 12:25:10 pm »
I made a google doc showcasing a bunch of lategame items and their crafting requirements if you want to take a look and see what you will eventually need.

https://docs.google.com/document/d/1rTiBekaRtgSWevlSqRkH1qWrOb5hD1mybxVH3n4uzbk/edit?usp=sharing

Thanks for info. So the best metal armor now only available for 10 int builds. And shields as well
18
Builds / Jack of all crowd controls (versality chemgun + grenade launcher)
« Last post by Enchat on April 25, 2026, 11:45:25 am »
Intro and theory

The idea of this build is to acquire as many crowd control abilities as possible and to play around the synergy of chemguns and grenade launchers. Between all builds I played, this one is probably the most diverse in terms of damage types, strategies and things that you can do in general. So despite the fact that usually versatility builds are not for beginners, because this game rewards narrow specialization, this one I can recommend as a means to try different playstyles and weapons.
You will have access to almost all types of crowd control in this game, the only  exception will be off-balance, but we have better means of reducing enemies evasion - acidic entanglement, which is strictly better in the majority of situations. On regular basis you will be using three weapon sets, depending on your strategy
1. Offensive. Fire chem pistol + 25 mm GL with HE grenades(incendiary when additional control is needed more than dmg)
2. Defensive. Acid pistol + 25 mm GL with frag grenades(concussive when additional control is needed more than dmg)
3. Stealth ops. Ice pistol + energy edge knife

Plus plasma pistols for bosses or robots and shock shurikens for finishing off wounded enemies. Plus access to three psi-schools. This build also heavily relies on crafting, and has 10 int, which gives us access to insanely overpowered Specialist feat and also allows to craft all the high end stuff, that now have requirements of 200+ in their respectable skill.

Problems
As downsides, I can mention:
1 The build is weak against oneshotting ranged enemies. Snipers will be your nemesis, they outrange you because the majority of your crowd control works on short to middle distances. They outdamage you because you are doing damage with dots effects. And with 3 con you will be often oneshotted by their aimed shots. And with 3 agility and debuff from backfiring time contraction you often will be unable to LOS them. There are still some counter play available, stasis despite the recent nerf still remains major boost to survivability, flashbang with our high throwing, and prep+electrokinesis

2 Lack of carrying capacity and hence the required amount of inventory management is quite a problem. Ammunition for both chem guns and GL weights a lot, and you have only 5 str. You are also able to craft all MK5 grenades, plasma ones, and naturally you will be tempted to carry at least some of them. This problem  can be to some degree circumvented by taking pack rathound, and this build have spare feats point, but doing so without hamper combat efficiency won't be possible until 22 lvl

3 Chem guns and grenade launchers have a major conflict in terms of using belt slots. Playing chem pistols you don't have a choice but to use catalysing belts, it is just a mandatory, they simply don't work without it. But being low on str you have only access to 6-rounds magazine in your GL(or 1 round if you prefer 40mm Thumper) and there will often situations where you have empty GL but cant spare 30 AP to reload it.

The build:

Ok. The build itself. The character builder is a bit outdated, so I’ve used Expertise as a substitute for Polymath, and Ninja Looter for Specialist. There also will be 150 additional skill points, and 15 specialisation points that can be spent according to your preferences.

https://underrail.info/build/?HgUQAwMGAwojAMKgAMKgAAAyMigAAGRkZGRkAEYAwqAAADIrT8KjASYqVsKRAsKHJS9RFjHCs-KouwPisrsF4rWuB9-8

After you take Fatal throw at 20th level the build can be considered finished, and the last two feats before Increased Dexterity are optional. Apart from Grenadier and Recklessness you may consider:
  • Pack Rathound - probably the best QoL feat for us
  • Paranoia - always nice to have
  • Escape Artist - though I prefer to spend 70 skill points on Exothermic Aura, witch gives us additional area denial capabilities
  • High-Technalities - aimed shots from plasma pistol, then follow up with entropic recurrence is a boss killer
  • Steadfast Aim - being fully specced it is ~10% increase in dps of chem guns
  • Execute - looks good on paper, but life of the enemies who is close to us and incapacitated is already miserable to extreme

Itemisation
Crit googles of head slot
Psionic Strudy Vest with Antithermic Overcoat, strudy here is much better than regen one, despite the build is playing around dot effects, crowd control and prefere prologed fights in general, our main cause of death always would be oneshots from snipers or psionic. Playing this build I seldom died of attrition like tanks do.
Advanced Catalyzing Belt - no brainer
Metal boots with spring. Caltrops remain relevant till the endgame, because we have an ability to make enemies pay for every cell they advance

Start of the game:
The build was created with dominating oddity run in mind, and despite not being as beginner friendly as something like optimized AR tin-can builds, I still think that this is a great build for people who just started playing this game, because of the sheer diversity of the toolkit. Apart from your main weapons you will be occasionally using melee, sniper rifles, all the utilities, throwing weapons, you can craft all the pharmacology and use majority of psi abilities.

1. Rathounds. Take 1 lvl - Polymath+Opportunist. We are starting as a generic psi-knife build. Take a crossbow as your weapon of choice in the armory and buy the best knife they have.
Take pill on med floor, and borrow all the medical consumables
On the agriculture floor buy 1 molotov, take flares and nets from the store room and get a quest for rathound tissue from a methatermic trainer.
On the engineering floor steal a free battery, haxor and buy a few lockpicks.
Head to the top flor, the one with the metro station,  learn stun from Bison, head to north and take oddity from barrels near the entrance.
Then go  to the caves, first visit the area with Mordre and cave hoppers.  Keep murdering those little cuties until they drop the oddity
After that you can proceed with rathounds. The combo of stun+opportunist allows you to kill lone ones, for groups use flares and kite them to fences where you can close the doors and shoot them with a crossbow. Molotov+stun kill crossbow guy. If you play this right you would take any damage here.

2. Psi beetles. This is the hardest part of the game for you, I'm not joking. You need as much preparation as possible. Get some tailoring and 20 chemistry, buy recycle item and incendiary grenade blueprints, from area with rathounds you should get a blueprint for leather armor, craft as many armors as you could and then recycle it for Dirty Rags, check all barrels in the vicinity of the station and look for bottles. Then buy gasoline and craft 5-7 molotovs. Learn Force Field and Psycho-temporal Dilation. Take nets from the store room on the agriculture floor. If you have spare money - craft taser.
The tactics with single beetle - come close in stealth, use temporal dilation and start stabbing. It should spend two turns on just trying to break the distance, without attacking you. Then use a stun+aimed shot and try to finish it.
Groups are much harder, use molotovs, and try to separate them with force field, use throwing nets, and being rooted in melee they switch to melee mode, which is far weaker. In general you just need luck here, lucky crits, good molotov throws and etc

3. Robots. Before you go to omega station, try to sneak to junkyard and take all the oddities here, this will allow you to have prep+electrokinesis combo, that with some hard hitting pistol trivialize this encounter. Try to craft several gas grenades and kill Mordre with them, for some reason he is not reacting to them. Seems like this man has a subconscious death wish because of guilt or something.

4. Depot A. This is where craft is rising to power. You need poisoned caltrops, metal boots, armor with acid protection(first siphoner than mutedog), fire chemgun, sniper rifle and MK3 grenades. This is usually enough to discourage dogs from even approaching, so they will be only spiting from distance. The only problem is Mutants, they can be netted, stunned and flashbanged. You can use Force Field to prevent dogs from rooting you and leave the map for healing, reloading or changing entrance.

5. Burrowers and Rathound king.  Telekinetic Proxy helps to trigger ambush and clear spawns. Craft plasma pistol for burrower warriors and ancient rathounds. Both Telekinetic Grounding and Exothermic Aura  is extremely strong if you able get them

After that there should not be significant problems. Beast fight is kind of free win for acid gun
19
Other Games / U4GM Bee Swarm Simulator Codes January 2026 Why They Matter
« Last post by Rodrigo60 on April 23, 2026, 06:52:20 am »
If you've been playing Bee Swarm Simulator for any length of time, you already know how easy it is to get pulled into the loop. You collect pollen, head back to the hive, cash it out, then start thinking about the next upgrade straight away. That's why players keep checking for codes instead of grinding every single reward by hand. A few free boosts can save a lot of time, especially early on, and if you're also keeping an eye on useful Bee Swarm Simulator Items, it makes the whole climb feel a lot less slow. For January 2026, there are still a handful of codes worth trying, and some of them are actually more useful than they look at first glance.



Codes worth entering first
A smart place to start is 15MMembers. It gives 15 gumdrops, a Marshmallow Bee, some seeds, and a Red Balloon, so it's not one of those throwaway codes you forget two minutes later. The Marshmallow Bee is the real standout because it helps so much when you're trying to convert faster during a good farming run. After that, use 38217 for five tickets. Yeah, five doesn't sound huge, but anyone who's saved for Event Bees knows even a tiny ticket bump matters. Then there's BeesBuzz123, which still gives 10 gumdrops and a Cloud Vial. That one's handy if you want a bit more flexibility during field grinding instead of just raw honey.



Best picks for newer players
If your account is still in that early-to-mid stage, some smaller codes can feel bigger than they sound. Nectar gives 5,000 honey, plain and simple. Wax also gives 5,000 honey, plus five tickets, which makes it one of the better low-key options on the list. For a veteran, that honey disappears fast, but for a newer player it can mean getting gear sooner instead of waiting through another slow session. ClubBean is useful too. It gives a Magic Bean along with Pineapple Patch boosts, and that can really help when a quest sends you to one field over and over again. A lot of players ignore these support-style rewards, but honestly, they're often the ones that save the most time.



Easy mistakes that stop codes from working
This is the part people mess up all the time. Bee Swarm Simulator codes are case-sensitive, so if one letter is wrong, it won't go through. No close-enough guesses. You have to enter them exactly as shown. On top of that, some codes only work if you've joined the official Bee Swarm Simulator Club on Roblox first. It's a quick step, but plenty of players skip it and then wonder why nothing redeems. To claim a code, hit the gear icon on the left side of the screen, find the Codes box, type it in carefully, and confirm. If a code fails, it's usually because of spelling, capital letters, or club access.



Why these freebies still matter
Even if you're not brand new, free rewards are still worth grabbing because Bee Swarm Simulator is built around steady progress, not instant jumps. A few gumdrops here, a handful of tickets there, maybe a boost that lines up with your quests — it all adds up faster than people think. And if you want another way to smooth out the grind, it helps to know where reliable extras come from. As a professional platform for game currency and item trading, U4GM is known for convenience and solid service, and you can pick up u4gm Bee Swarm Simulator Items when you want a more comfortable time building out your hive.
20
Other Games / U4GM Why Battlefield 6 Needs More Than Remade Maps
« Last post by Rodrigo60 on April 23, 2026, 06:51:41 am »
A lot of the heat around Battlefield 6 right now comes down to one thing: maps. Players were ready for a fresh start, so seeing three of the first four confirmed locations tied to older favourites has landed badly. You can feel that mood everywhere, from forums to Discord. Even people checking out things like Battlefield 6 Bot Lobby are still circling back to the same complaint. It's not that the old maps were bad. Far from it. Golmud Railway and Grand Bazaar earned their place years ago. The issue is timing. When a new Battlefield gets shown off, fans want surprise, a new identity, that little spark that says this game has its own voice instead of borrowing someone else's.


Why the remake ratio feels off
That's really where the pushback is coming from. Railway to Golmud isn't a lazy copy, sure, and moving the idea to Tajikistan while blowing the scale up to something much bigger does matter. Cairo Bazaar also sounds like it could be fun, because tight lanes and brutal close-quarters fights still have a place in Battlefield. But when 1 fresh reveal is sitting next to 3 recognisable names or concepts, people start doing the math. They stop asking whether the maps play well and start asking why the studio leaned so hard on nostalgia this early. That's a rough place to put your game before players have even had proper hands-on time.


Nostalgia only works when it's earned
There's also a difference between bringing back a classic later in a game's life and using it as one of the main selling points up front. Later on, a remake feels like a bonus. Early on, it can feel like a safety net. That's why so many longtime fans sound annoyed instead of excited. They remember those old maps fondly, but they also remember why Battlefield stood out in the first place. It wasn't just because a map name came back. It was because each entry had locations that felt tied to its own era, its own tech, its own mood. You don't get that by leading with what people already know.


What players actually want to hear
If DICE wants to calm this down, the answer probably isn't to keep explaining how much bigger or prettier these remakes are. Players already assume the visuals will be upgraded. What they want is proof that the map pool has range. Show something risky. Show a map that couldn't have existed in BF3 or BF4. Show how destruction, traversal, vehicle routes, and infantry flow are being built for this game and not just polished from memory. Once people see that, the older maps won't be such a sticking point. They'll feel like part of a wider package instead of the main event.


The real test is still ahead
To be fair, map reveals on paper only tell part of the story. A remake can still be excellent if it's tuned well, and a brand-new map can flop if it plays badly. That's why a lot of players are in wait-and-see mode, even if they're irritated now. They want to feel that old Battlefield chaos again, not just recognise a name from ten years ago. If the full lineup delivers variety and the gameplay hits, this whole debate will cool off fast. Until then, whether someone is grinding previews, theorycrafting loadouts, or browsing Bf6 bot lobby options, the concern is pretty simple: fans want a new Battlefield that actually feels new. You can learn more now from u4gm.
Pages: 1 [2] 3 4 ... 10