Recent Posts

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51
Suggestions / Custom Difficulty: Let Us Raise Attributes
« Last post by Sarokan on February 22, 2026, 01:29:37 am »
Hello Styg,

I really appreciate the new custom difficulty box – it massively boosts Underrail’s replay value and was a great call.

What I don’t quite understand is why you didn’t go one step bolder to further increase player freedom and replayability.
Without even touching mods, there’s a huge opportunity here: let us customize base attributes as well.

Concretely, I’d love to see an option in the custom difficulty menu to set how many attribute points the player gets at each usual allocation step (instead of being locked to the standard progression). That way, we could intentionally create runs that push certain stats close to their maximum, just to see how the system behaves at the extreme.

Of course this would be strictly limited to custom difficulty. But for people who want to go crazy: if we’re already allowed to crank bosses up to +1000% HP, it feels like a missed opportunity that the player side can’t go equally wild.

This would open up completely new playthroughs on top of the existing game – the same world, but a totally different experience, and a big extra boost to Underrail’s already strong replay value. In other words, take the handbrake off in custom difficulty and let attributes and a few more parameters off the leash, so every player can truly build the kind of run they want – whether that’s unlimited money, absurdly tanky bosses, or a deliberate David-vs-Goliath power fantasy.

I’d really appreciate it if you considered something like this for a future patch.
52
Bugs / Re: Console Command Error.
« Last post by Vagabond on February 21, 2026, 03:21:30 pm »
The parameter must be case sensitive, try NPCHealthModifier or NpcHealthModifier. Also, "," (not ".") is used for float, otherwise the command will reset it to the minimal value.

This worked!

However, for "," & ".", using "." and setting it to 2.0 works (200% HP), while using "," (for example 1,5) instead sets it to it's maximum setting (1000% HP). I've tested the last part and, honestly, don't know why it's the opposite for you. Could it be tied to keyboard layout?
53
Bugs / Re: Console Command Error.
« Last post by yako on February 21, 2026, 03:11:31 pm »
The parameter must be case sensitive, try NPCHealthModifier or NpcHealthModifier. Also, "," (not ".") is used for float, otherwise the command will reset it to the minimal value.
54
Bugs / Console Command Error.
« Last post by Vagabond on February 21, 2026, 11:57:22 am »
Title.

I've attached a screenshot. Basically, started a Mutant Difficulty, wanted to change from 150% to 200% NPC HP, tried console, only managed to get list.

In the input region I've left what I was typing in.
55
Let's Plays / Re: 1000% Enemy HP & Maxed Difficulty Sliders M'lan Ratula vs Spear Throw
« Last post by tyrtix on February 20, 2026, 10:20:42 pm »
try electric pistol with aimed shot and bonuses to crit damage...it's so insane powerful that even by not using a crafted pistol, you can get 2400 damage easily and it will bounce between targets, still getting the crit bonus damage...really, it's totally broken.
56
Discussions / Re: Underrail PnP RPG
« Last post by tyrtix on February 20, 2026, 05:21:22 pm »
Hope you'll like it! The adventure inside the package was tested quite a bit along the core game mechanics, but any advice or question is welcome!
57
General / Re: Oddities
« Last post by harperfan7 on February 19, 2026, 06:10:02 pm »
.
58
Bugs / Re: Zone transition error
« Last post by PhrygianDominant on February 19, 2026, 04:58:22 pm »
Try adding the game to your antivirus software's exclusion list. For some reason AVs tend to start reporting false positives when we release a new patch.
59
Suggestions / XP modifier for custom difficulty
« Last post by rararaven on February 19, 2026, 02:28:14 pm »
XP modifier would be nice to have now that we have custom difficulty and you already have system for that in place too with INT effecting xp gain on classic and xp needed on oddity.

My reasoning for that is that on higher difficulties, especially dom, there's generally a lot more enemies and also higher tier ones much earlier as well, like burrower warrior which normally you only get to see in DC on normal (veteran) but on dom you can find a few as soon as before even doing outposts. So basically it allows you to get rare enemy oddities much earlier. So to balance that you could lower xp modifier to compensate for larger amount of xp you gain early and more. On opposite side, another reason is that some people just may like to try out some weird builds and some of them only get going at really late levels (like riot shields which need all the feats and spec points they can get) by which point there's barely anything left to fight. With high enough modifier maybe even meme lvl 50 is something feasible to reach without endless tchortling grind.

Also, I'm not sure it even has any actual effect on enemy stats but if it does then NPC level modifier to allow to increase their levels would be pretty neat too.
60
Bugs / Zone transition error
« Last post by diegoagl on February 18, 2026, 07:39:37 pm »
Hi, after the last update (1.3.1.2) the game hits me with a zone transition error. I tried with an older save file but the same thing happens.
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