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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ringring on January 16, 2026, 04:13:06 pm »
this is an old bbs forum, you gotta highlight your links and click on the hyperlink icon for them to work.
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Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on January 16, 2026, 03:47:45 pm »
I think she means "mommy" unless she intends to buy her father some boots
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Builds / Re: Never tried a Trapper Build Before
« Last post by ringring on January 16, 2026, 03:15:26 pm »
What do you think?  Suggestions?  Improvements? Any idea what I should pick for Armor?
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ringring on January 16, 2026, 03:14:17 pm »
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ringring on January 16, 2026, 03:11:02 pm »
Does aim still work with electroshock pistols?
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Bugs / Obscure AP carry over bug
« Last post by Albert Altmann on January 16, 2026, 09:41:14 am »
When I use Psycho-temporal Contraction (with Psycho-temporal Acceleration feat), Expert Sprint and Vitality Powder, bringing my AP to 105, then pass the turn, instead of 115 AP I'm supposed to have next turn due to 10 AP carry over and the aforementioned buffs still affecting me, I only have 110: https://youtu.be/isT95NPron4

And even if I spend all 105 AP, to exclude 10 carry over AP from the equation, next turn I still get only 100 AP.

I have a weird theory on what might be causing it, based on the fact that replacing Vitality Powder with Adrenaline Shot makes me start the next turn with 110 AP, as it should. With Adrenaline and other two AP buffs, I start the next turn at 100/110 AP just as expected (10 carry over AP somehow doesn't appear to have any impact on this so I will be omitting it altogether), because 100 is exactly double the base AP and so the game has no problem with it. However, when I'm supposed to start a turn with more than double the base AP - 105, for instance - the 5 AP that goes over double the base value mysteriously disappears.

This restriction might be an intended mechanic I'm not aware of, I guess?.. Carry over does allow to start a turn with 110 AP though, so I'm not really sure. 

I also tried all combinations of applying only two of the three AP buffs, in case the issue lay with one of them specifically, but the AP I was starting further turns with was invariably correct, so I don't think that the buffs themselves are to blame.
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Bugs / Re: Specialisation bug
« Last post by Lowin Bayrod on January 15, 2026, 06:58:20 pm »
Also I could only put one point per specialisation per level, you can't put two on the same specialisation. Probably a leftover of the way specialisation was coded in expedition. ???
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Builds / Re: Please help a newbie choose a build
« Last post by DoctorCucumber on January 15, 2026, 05:23:51 pm »
thanks you a lot
will try your build
but I won't refuse other options
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Builds / [1.3.0.17] Energy pistol Builds
« Last post by jujax on January 15, 2026, 03:10:52 pm »
Hello,

I'm seeing more and more character concepts centered around energy pistols in the context of the new patch, with players struggling to define and structure their character builds.
I won't go into detail about Plasma concepts here, but rather focus on character designs for Plasma Pistol, Electroshock Pistol, and "The Stunner."
The goal is to offer three possible concepts around these weapons in a "dominating" run. There are no restrictions on the use of grenades, traps, and other useful tools, which are essential for these characters before level 12.
The first character is built as a melee fighter with a knife, while the other two are designed as gun users.
I'm currently playing the first character, which seems to have the best potential at higher levels but is the most difficult to play at lower levels (low accuracy, reliance on close combat for a significant portion of the early game). Things that I consider useless: Polymath, because with high dexterity and intelligence, our skills will be very high and we'll quickly be overwhelmed by a mountain of points.
In my opinion, we should focus on crowd control as much as possible and not rely on dodging with 3 agility. Therefore, Grenadier is exceptional and essential for these builds.

CORE FEATS are  :
Grenadier : DEX 6 : THROWING 30
High-Technicalties : INT 5 : GUNS 25
Practical Physicist : INT 7 : ELECTRONICS 35
Power Management : INT : 7: ELECTRONICS 15
Recklessness
Critical Power : Weapon 75
Specialist : INT 10 Level 16 : aim is to have Versatility 10 or major crits and crit damage PERKS

Bad feats for this build :
POLYMATH : it seems counterintuitive because you can take it with high INT, but it will cost you one feat Vs skills points and with your high int and dexterity, we have largely enough skill points for our build.
----------------------------------------------
Level 1 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
https: underrail.info/build/?AQMKAwkDAwkADwAPAAAPDw8AAAAAAAAAAA8AAAAAD2Io374
GUNS : 0, Crit +30%
Level 1 : High DEX, PER, INT, augmentation triple – Best Crit Perks build
https: underrail.info/build/?AQMKAwMKAwgPDwAAAAAPDw8AAAAAAAAAAA8AAAAADwEx374
GUNS :  22, Crit +7%
Level 1 : High INT, High CON and  PER,  moderate DEX High Technicalties  + Crit focused
https: underrail.info/build/?AQMGAwkIAwgPDwAAAAAPDw8AAAAAAAAAAA8AAAAADwFi374
GUNS : 21, Crit +30%
------------------------------------------------
Level 4 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
https: underrail.info/build/?BAMLAwkDAwkKHgAeAAAeHg8AAAUAFAAKAA8AHgAAD2IowqMW374
GUNS : 28, Crit +30%
Level 1 : High DEX, PER, INT, augmentation triple – Best Crit Perks build
https: underrail.info/build/?BAMKAwMLAwgeHgAAAAAeHg8AAAoAGQAKAA8AHgAADwExK8KDFt--
GUNS :  47, Crit +7%
Level 1 : High INT, High CON and  PER,  Moderate DEX High Technicalties  + Crit focused
https: underrail.info/build/?BAMGAwkJAwgeHgAAAAAeHg8AAAoAGQAKAA8AHgAADwFiMRbfvg
GUNS : 42, Crit +37%
--------------------------------------------------------------------------------------------------------------------------
ACTUAL PROGRESSION BEFORE DEPOT A :
https: underrail.info/build/?CgMMAwkDAwkZJAA8AAA8KSQeABQeJQAPAA8APAAAD2IowqMWwpoxKd--
-----------------------------------------------------------------------------------------------------------------------------

LEVEL 30 THEORYCRAFTING MY DEX / CON / INT  Crit versatility Energy Weapon build
Level 30 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
The aim is to go to 16 DEX to have 12 AP with energy pistol and 16 AP with electroshock pistols
Take specialist at level 16 and go versatility, high technicalties and critical power and fatal throw action points
https: underrail.info/build/?BAMLAwkDAwkKHgAeAAAeHg8AAAUAFAAKAA8AHgAAD2IowqMW374
GUNS : 258,
Crit:
-30(SI) + 15(focus stim) + 10(the stunner) + 19(seeker headset) +7(recklessness) + 10 (infused rathound leather= 91 %
You can take SI critical chance to go to a perfect 95% but I think it is too much

Perception is a pain because you need to scout with motion tracking goggles then destroy with night seeker googles, but apart for this , it goes well.
--------------------------------
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Bugs / Re: Graphical Glitch With Advanced Shaders Proton/linux version of Underrail
« Last post by Alt on January 14, 2026, 10:06:16 pm »
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?

try wineGE instead
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