Recent Posts

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Localization / IMPORTANT NOTICE: I'm on vacation until January 19th
« Last post by Styg on January 06, 2026, 03:11:20 pm »
Just so you know, so you don't think I've abandoned the effort.

When I get back I intent to continue improving the localization (adding more text to the template and such).

Cheers.
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Suggestions / Re: Snake bandits random event
« Last post by Alt on January 06, 2026, 11:19:09 am »
unique grim jetters with cool interactions about sea serpents leather?
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Suggestions / Re: Decapitate
« Last post by Alt on January 06, 2026, 11:12:56 am »
tomahawk, that can't use flurry but are Decapitate feat focused
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Suggestions / Re: In light of Crafting rebalance.
« Last post by harperfan7 on January 06, 2026, 03:50:36 am »
Greaves are for heavier-armor melee characters who still intend on having mp.  Even if you have escape artist, it still has a cooldown; greaves give you a chance to not get entangled while its on cd.  If you're relying on sprint and hit'n'run to have some mp during your adrenaline rush or whatever, greaves keep some asshole from critting you for 1 damage with a kneecap shot.  The crit-chance reduction is a nice little bonus. 
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Suggestions / In light of Crafting rebalance.
« Last post by Vagabond on January 06, 2026, 02:58:02 am »
Seeing how Crafting and INT now need proper investment if you want top tier gear, alongside the newest additions of RLs, here are a bunch of ideas (some are old but remade).

-Reinforced Greaves.

From personal and read experience, I've never seen the usefulness in Greaves.

Theorycrafting says they should fill the role of Metal Boots for Sure Step users. But the recipe is underwhelming even at top tier quality. Defense stat wise, despite having visually more coverage, they provide less, while Kneecap Shot and 20% chance immunity is so-so and super situational. On top of that, the additional utility Boots and Tabi provide far outweigh it at the same levels. The other thing is Greaves being a substitute for Metal Boots for Exoskeleton Armor users.

So, I suggest Reinforced Greaves. There are several versions to it's implementation.

1. Combine Metal Boots and Greaves into one item at a huge investment of Mechanics and Tailoring.
A new recipe which can be learned after having Boots and Greaves BP. It combines the component requirement to craft both metal boots and greaves.
Or a recipe that just requires combining Metal Boots and Greaves, this allows to combine two items into one.

The result should be a heavier with more armor penalty item, but with the benefits of both Metal Boots and Greaves, alongside higher defenses.

2. Simply buff Greaves recipe by adding two more slots for metal plates. This will result in Greaves having the pure defense superiority niche compared to boots and tabi.

-Thermate.

Yes, thermate, not thermite. After the addition of White Phosphorous, I looked up my other favorite incendiary chemical, jk, my only favorite incendiary chemical. And surprise-surprise, I caught eye of thermate, or to be more specific thermate-th3. Since we have magnesium already, why not have two more grenade types?

One is a WP gas grenade that acts as chemhaze with it's instant spread. It has the same cooldown as Gas Grenades with Grenadier, BUT, it's just smoke. The recipe is Thin Grenade Case, 2 Starter Mixtures and WP. Alternatively it can spread as a normal Gas Grenade, but the recipe requires 1 Starter Mixture, however the gas spreads out faster compared to normal Gas Grenades.

There is no ignition of enemies on impact in either case. Also, the smoke is less dense initially than that from the rocket. The intent is to use it as it's semi intendent purpose, and that is to smoke out enemies from cover.

Recipe: Thin Grenade Case, Starter Mixture (1 or 2), WP.

The other is obviously Thermate Grenade.

Recipe: Thin Grenade Case, Magnesium, 2x Thermate-TH3.

This is a unique recipe. With the Drones getting the RPG-7, I thought that Protectorate should have it's own unique weapon.

The idea is simple: Combining HE and Incendiary into one, but at a smaller radius (2 tiles) and more emphasis on direct hit. Since all other weapon's ammo slots are filled, this is currently the best alternative I can think off.

Stats:
120-160 heat damage.
Ignores 60% DR/DT on direct hit (center tile) with higher ignite chance 55% and bigger burn damage, 180% of the original damage.
DR/DT ignore is reduced to 45% on indirect hit and ignite chance is 40%.

There can be additional versions of it, like having Bonding Agent, Starter Mixture, TNT and Hexogen be used a 4th component for additional effects.

These two grenades obviously have high chem requirements. As for Thermate-TH3, I'd put it at 75-90 chem req range. It's not as dangerous to handle as WP, but it is more potent and harder to ignite.

-Unique Armor Crafting.

Last but not least is a topic I did mention in one of my old posts, it was tied alongside the Unique Weapon upgrades. So, after this much time, I think it's time I tackle a small part of Unique Armors as an example, them being the Compound Exoskeletons.

They are underwhelming, to say the least, with only Technomedic being an obvious choice. But you see, I do not like that it is an obvious choice all because of the stat boost. What's the point of wearing the other versions?

With Exoskeletons it's easy, just follow the same rules as Fusion Cannon. Disassemble the Exoskeleton of your choice and receive the following:
-X Exoskeleton Suite (Inspection gives blueprint)
-X Exoskeleton Frame
-X Exoskeleton Blueprint

Since Compound Exoskeletons follow Metal Armor closer in their stats, using metal plates as main upgrade material is the most obvious choice, more so that players will use their high quality Super Steel.

Exoskeleton Suite, the components are Plasma Core, High Efficiency Energy Converter, Bio Vest (and additional Galvanic Vest for Psychophract)

Exoskeleton Frame remains unchanged and acts just like Fusion Cannon Frame. Although, Industrial Exoskeleton exists, so, hint-hint, wink-wink.

Exoskeleton Blueprint is Suite, Frame and 4 slots for Metal Plates.

The result should give us an upgraded Exoskeleton, with better defense and energy consumption, especially Psychophract with added Energy Res. Worthy of endgame gear and the effort to obtain it. Obviously with high Crafting skill reqs in mechanics, electronics, biology.

This is just a simple example. But imo the same can be applied to other unique/non-craftable armors. Like my favorite Spec Ops armor and helmet, or everyone's favorite ever useful Regalia. More niche armor, like CAU or Tesla most likely don't need such upgrades, as they succeed in their niche role with just a proper set of boots.
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Suggestions / Snake bandits random event
« Last post by Albert Altmann on January 06, 2026, 02:38:10 am »
Flynn the Flayer looks so unusual in his leper serpent overcoat that he almost passes for an NPC with a unique sprite (which he isn't, or not really anyway). This got me thinking about something that has likely been suggested before - a random event, or perhaps even a static encounter, featuring multiple enemies wearing exclusively sea serpent attire, all kinds of it, looking very slick and stylish.

A sea serpent ♂leather club♂, if you will.
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Suggestions / Decapitate
« Last post by Albert Altmann on January 06, 2026, 01:29:54 am »
I've been thinking about how it would be neat to have a unique sword focusing on Decapitate, concerning mainly frequency of use rather than damage (unlike Red Dragon's crit gimmick, in other words). A unique sword that sets Decapitate's cooldown to just one turn, or reduces the cooldown by 2 turns upon each killing blow dealt specifically with that sword, or even refreshes Decapitate's cooldown outright after successfully executing someone with it.

Honestly would be really cool if some of these features were integral to Decapitate to begin with, such as cooldown being decreased by 1 turn upon killing a living target with a sword attack, which the unique Executioner's Sword I'm talking about - or whatever it should be called - would then improve upon, one way or another. A potentially interesting alternative to Flurry spam, basically.
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Builds / Re: I need Universal build help pls
« Last post by Lot2Lose on January 06, 2026, 01:25:16 am »
I understood, thank you very much, I realized that my initial idea was not very successful and even if I try to go through using all the weapons it will be difficult and it is better to focus on a certain type of combat and weapons that I plan to use and make several walkthroughs, I will study the wiki and ready-made builds that I like and I will adjust using the information received thanks for the quick response to the post.
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Builds / Re: I need Universal build help pls
« Last post by harperfan7 on January 06, 2026, 12:55:33 am »
It's not a good idea to play around using all types of weapons; it's always better to focus a build.  I do have a build for doing everything in the game, but its very spread out and I would never expect a newbie to know when to level up what skills, or when to use certain items.  It's a thought control + sniper rifle build.  That said, I think the best build for doing pretty much everything aside from will/psi-related stuff is an xbow build.  Xbow + traps is solid, and I suggest it for a new player.  You can add psi to an xbow build, every school has some nice synergy with xbows, BUT, the optimal xbow build is pretty tight on feats already without adding polymath or psi feats.

My best advice for a new player is to figure out what your ideal playstyle is and build around that, and play blind.  You can always look stuff up on subsequent runs, and if you like the game you will play it again.  Some of us have beaten this game dozens of times. Just do what your character would do and don't worry much about missing out on things. 

There are ability checks in this game, which use your ability scores (like strength or intelligence) alone, and there are skill checks of course, but there are also dialogue skill checks, and not just the speech ones like persuasion or intimidation.  Some questlines are mutually exclusive, as are some oddities and some random quests and dungeons and a few other such things.  There are some random items that you may or may not find in a given playthrough.  There are a bunch of unique weapons and a few unique wearable items (like armor).  Some dialogue options aren't present if you havent seen or done certain things or received previous dialogue from other people. 

For a new player, who wants to do as much as possible while still having a solid build, I suggest xbows.  Build for 7 dex, 7 agi, 10 int, with the rest in perception, and start with 10 int; int lessens the exp required to reach the next level so its best to have it from the start.  An optimal xbow build has no room for spare feats, so if you want polymath or any of the psi feats, you'll have to give up something.  If you insist on polymath, you can afford to max out a psi skill; any of them are good with xbows, thought control is the least good with xbows but it opens up the most lore/dialogue of the four schools.  As for psi feats, premeditation is good no matter what school, and cryogenic induction (and to a lesser extent pyromaniac, but only if you have ambush) are good if you take metathermics, if you take temporal manipulation you'll want psychotemporal acceleration. 

I'll attach a pic of the build below, but it won't have the various item boosts you'd need to reach the optimal values for skill checks or crafting.  Don't open it if you want to come up with your own build.  As for when to level what, I'd say go 5 dex, 6 agi for 1st level, raise dex to 7 first, then agi to 7.  With skills, just play by ear.  Ignore crafting for a few levels so you can be solid with your subterfuge skills and persuasion, and as you go you'll notice when your subterfuge skills are more than what you need for where you are, then you can start focusing your crafting skills for items you'd like to make, then just carefully go back and forth as you progress.  Mercantile and evasion are the least important; level merc after the rest and level evasion last.  Xbow is the one build where I do take traps and dont take throwing, because special bolts compete with throwing items for your utility slots, and theres another non-throwing non-special bolt utility item you'll want to use as well.

If you really want to try all the various weapons in one playthough, you'll need good strength, and you'll want the versatility feat.  High strength + maxed melee skill + versatility is probably the way to go, though light weapons want good dex to lower their action point costs.  It'll be pretty unsatisfying, just so you know. 
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Builds / The topic is closed. I need Universal build help pls
« Last post by Lot2Lose on January 05, 2026, 11:00:38 pm »
I’m looking for Underrail experts. I want to play the game — I bought it with all DLCs — but I was kind of shocked when I saw there are so many skill points and abilities. I read guides, but none really grabbed me.

I really want a build based on Erudition, which requires 8 Intellect, gives 15 points immediately, and 5 more per level. I’m not aiming to beat the game on the hardest difficulty at first, but maybe after the first run, I’ll try it on Domination.

I want to make a build that lets me do all story quests, hack electronics and lockers (I don’t want to steal from NPCs), and I also want to try all weapons. I noticed most builds focus on just one weapon, but I want to use multiple. I also want to use Psi powers, because it’s boring to only use a pistol or just Psi.

Any advice would be appreciated. I’m really lost here. Also, crafting is in the game, and I’m interested in it. I’d be grateful if someone shared their opinion because I’m afraid I’ll make a random build and won’t be able to progress since some skills require specific stats and skills from the start.

The Versatility ability also caught my attention, but I have no idea how it works.

Oh, and I want to play through oddities, since I love to explore locations completely.

I would like instructions on what to invest points in at level 1 and then in the future from > to < what to invest more in and what to invest less in. And what skills to take.

Thanks in advance.
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