Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Development Log / Re: Dev Log #14: Low-Tech / High-Tech Rifles
« Last post by McFighter07 on October 16, 2025, 08:55:00 pm »
Ok, this is AWESOME! For lack of a better word, perfect.
32
Development Log / Dev Log #14: Low-Tech / High-Tech Rifles
« Last post by Styg on October 16, 2025, 07:55:24 pm »
See nicely formatter HTML version on the website.

Hi guys,

The humble bolt-action rifle and the mighty plasma rifle differ in power, availability and reliability, but both have their place in Underrail.



The low-tech option that is the bolt-action rifle is cheap, both in base parts and mods, it requires reasonably low mechanical skill to craft and maintain and its basic ammo is relatively cheap and plentiful. It does moderate amount of damage in early game (of course, keep in mind that damage of a firearm is going to heavily depend on the ammo) and it will never jam.

The game will also feature some some late-game anti-materiel models that will pack quite a punch, so investing in bolt-action rifle feats will be useful in late game as well.

https://www.stygiansoftware.com/videos/devlogs/infusion/14/RifleCrafting.mp4

The downside, of course, is that it's turn-bolt operated and requires a separate action to reload after every attack, so the rate-of-fire, and hence the overall damage over time, is rather low.

Plasma Rifle, on the other hand, is a formidable late game weapon. It has a powerful energy attack that melts through most enemies with ease. Only the most heavily armored robots or those targets sporting an equally high-end energy shield can shrug off such an attack.

In a way, it is not as different from bolt-action rifle in the way it operates - it fires a single powerful blast and then has to cooldown for a period (during which the character can perform other actions) so it has a low rate of fire. The power and the cooldown are determined by the number of capacitors used in its creation as well as general quality of components.

It's heavy, expensive, hard to create and maintain, its components are rare and expensive, and it can malfunction if not maintained properly or if damaged by elements.

On paper it is a far superior weapon to the simple bolt-action rifle, but overall, it's hard say. It will depend on the time, place, and, of course, the target.

https://www.stygiansoftware.com/videos/devlogs/infusion/14/RifleFighting.mp4

The comparison of these two weapons should give you a good idea about how I plan to approach balancing different armaments in Infusion. The power is not everything at all stages of the game. The cost, availability, reliability, skill requirements, the way weapon operates and more - it all plays into how good a weapon is.

That's it for now. We're very close to releasing that new gameplay video. It's going to be a short trailer of various things we have in the game at this stage. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers.
33
Development Log / Re: Dev Log #13: New Crafting UI
« Last post by Styg on October 16, 2025, 07:55:09 pm »
I notice on the model viewer we have a similar system that we did in the original. That being you click on a slot and it autofills components. Presumably it does this in a similar manor to what it did in the original as well, most recent to oldest in the inventory. This was one of my biggest pet peeves in the original as I would have a big box that I filled with my components and would just take all on them when I wanted to craft. Having to cycle through 30 different plasma cores, frames, etc was annoying. Nothing game breaking of course it's just that I have a small suggestion that could alleviate this.

Would it be possible to have a small sub-window pop up when clicking on the box that lists all the components you have? You could even keep the current functionality with a right/left click, and make the box pop up on the other. I'll say left for list and right for autofill. For removing it would be as simple as right clicking again and having a 'no component' option at the top left of the list in the submenu on left click.

--On further inspection I do see that you have the inventory off-screen in the pistol example for us to drag and drop from. If that is also how the crafting one works then disregard that will do just fine!

You can drag the component directly to the slot (you can do this in Underrail 1 as well) also. The way that it select the component to autofill is same or similar to that of Underrail 1, but I will probably at some point implement something akin to what you suggest. Perhaps when you mouse over a slot you get a drop down button and when you click it, you can select from a grid of available components for that slot.
34
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by ugo on October 16, 2025, 02:02:40 am »
Thanks for the input!
35
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by Eidein on October 15, 2025, 03:21:00 pm »
Newbie question, regarding the SS Nimble Tank Assault RifleBuild.  how do I play both nimble and a tank? Or do I start as a tank and then switch to nimble? I see you chose juggernaut at level 12, so how does it work with nimble? I'm guessing Armor Sloping might be involved, but I don't know how it works, what body gear should I use in this build ?

Nimble Tank generally means a low armour penalty tank that uses supersteel armour with armour sloping, the nimble feat, and eventually bodyweight training, to achieve a armour penalty of <50%. This means the player can walk around whilst still being very tanky.

You would use 2-3 plate supersteel, and either tabis or supersteel boots with springs.

Nimble only exists to further reduce penalty, the dodge/evasion passive will never be used.
36
Builds / Re: A build (or three) for every weapon (Dominating approved)
« Last post by ugo on October 14, 2025, 07:17:04 am »
Newbie question, regarding the SS Nimble Tank Assault RifleBuild.  how do I play both nimble and a tank? Or do I start as a tank and then switch to nimble? I see you chose juggernaut at level 12, so how does it work with nimble? I'm guessing Armor Sloping might be involved, but I don't know how it works, what body gear should I use in this build ?
37
Builds / Re: Sanic "Siphonerman" Psi-blade build
« Last post by harperfan7 on October 13, 2025, 11:21:58 pm »
https://underrail.info/build/?HgUNDQMDAwYAUQDCoMKgwqAAADwzAE1eEEBbAB4AwqBJAwA5JCs_wowqThPCh8KNBkdLPMKIwqXCs3fDjm0abMKewp_CoMKhwq3CnOKitQLip5YB4rGgBeKyiAXisokC374

Final revision.  Serial killer for the compound is much better than expose weakness for DC.  Skills are exact.
38
Suggestions / Re: Formedicator selling Hyperallergenic glands
« Last post by harperfan7 on October 13, 2025, 05:36:21 pm »
Yes, great idea
39
Suggestions / Formedicator selling Hyperallergenic glands
« Last post by Albert Altmann on October 13, 2025, 10:22:56 am »
Since he both sells and restocks on crawler stingers, it would make sense for him to sell the other uniquely crawler - well, death stalker - part as well.
40
General / Re: Am I Crazy for Thinking Pack Rathound Is Good?
« Last post by kozcl on October 12, 2025, 10:34:23 am »
As far as non-combat feats go, it isn't that impactful along with the mercantile feats (Salesman/Major Supplier) sure.
Having more or even infinite supply of stuff doesn't really change how the player is bottlenecked by slots and cooldowns on how much they can use out of them anyhow.

The better question is: How much time are you willing to put into the game to going back and forth between your stash (to resupply/stash stuff to sell later) and a dungeon?
Or how long are you willing to AFK/speedhack with Cheat Engine just for vendor restocks, for the mercantile feats?
In which case, Pack Rathound and Mercantile feats do help out.

Personally I think non-combat feats like them, and some of the stealth ones (ninja looter, interloper, etc.) should be on a subcategory of "non-combat feats" that uses a different pool of feat points instead, with how an entire regular feat points is just too much for them. Also why the heck does Pack Rathound have 10 max spec? Really should just be condensed to max 3 with each spec giving +15 carry instead or something.
Pages: 1 2 3 [4] 5 6 ... 10