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81
Bugs / Stuck in endless dialog waiting during Gorsky shield theft quest
« Last post by Mousecat Queen on June 04, 2026, 12:47:35 am »
I was doing the Gorsky shield emitter theft quest. I happened to enter stealth to try and go for the crate near the dock but this Worker, who had also seen me enter stealth and thus had the red eye indicator, got too close to me and saw me. Once the dialog was engaged however I was unable to press on the option to End Dialog and was stuck here. The music still played and I could move the mouse icon just fine and the hover highlighting for the dialog option still worked, I just couldn't actually click on it (or press 1) to actually select it. No other buttons worked either.
After closing and re-opening the game I tried a few times to recreate the glitch and, fortunately or unfortunately, my game continued to work as normal. You can see the hourglass mouse icon in the screenshot below.
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Bugs / Cannot use Bandage on Wounded Man random event
« Last post by Mousecat Queen on May 31, 2026, 12:09:36 pm »
I do not have the Doctor feat but the wiki claims that that the feat is not required.
Playthrough is on Beginner difficulty, perhaps that has changed his HP values in some way so that the calculation for being able to use bandages no longer works?
Bandages say that your health must be over 40% to use them so technically that could mean the code is ">40%". His health is listed as "44 / 110 (40%)" which is exactly 40% so if it is >40% and not >=40% then it would make sense that you can't heal him. Unless this is just a joke encounter, where the game is supposed to taunt you by having him have just enough health to not be able to bandage him (unless you have the Doctor feat), then there appears to be a bug here. Or maybe this is a taunt in which case it has worked I suppose??? Or maybe the wiki is just wrong and you do in-fact need the Doctor feat to actually heal him.
Proof is in screenshots below.

As a side note, the wiki lists them as "Bandages" when they're called "Bandage" in-game even when there are multiple of them.

Quick testing with the console to givexp and grab the Doctor feat does allow me to heal him.
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Same as before with the whole "unique weapon model" stuff, but the glitch also occurs when peeking through curtains. Zone is Upper Underrail 3x.
Off the top of my head the only other things that display a little pop-up window that gives you vision of an area are ventilation shafts and the "peek through"/"look down" in places like both the outside and inside of the Water Treatment Facility. However, at least for ventilation shafts, I don't think you're ever in the same layer ("mini-zone"?) as your vision, so your player model that's holding a unique weapon model will not be in the pop-up window.

And I thought I might quickly go and check instead of making two separate replies: The same glitch occurs for the "Peek inside" action outside the Water Treatment Facility too. With the peeking-through-curtains also causing this glitch it was already safe to say that the extra rendering window alongside unique weapon models (that is, instead of it being a problem unique to Surveillance Monitors) was causing it, but I think this cements it.
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*almost all uncraftable weapons.

NOTE: After I finished writing all this I remembered unique weapon models exist, this is probably caused by those but I'll keep what I wrote below still here.

When you are looking at the left/western Surveillance Monitor in the area the wiki calls Lower Passages A7 while holding certain weapons, the area of the map that you can see through the Security Camera extends beyond the pop-up window.

Armour, your non-selected hand, and other equipment seem to have no effect, only your currently selected weapon does. Where you are standing does change some of what you can see but only your currently held weapon seems to change whether the glitch occurs or not.

I don't know what exact criteria causes the glitch but here are some observations after some testing with most (maybe all?) notable weapons using the console, I'll write them here instead of attaching a million screenshots to the post:
1) Every Unique/purple quality weapon I've tested causes it.
2) Every craftable weapon that I've tested (with different component qualities between different tests) does not cause it. One exception, the Shiv, does cause it though (of note, the Shiv's stats don't change with different component qualities).
3) Almost all uncraftable weapons do cause the glitch, such as Uniques and all Sørmirbæren weapons, but there are some exceptions for the uncraftables (listed in the next observations) that don't cause it.
4) Aside from the Unique/purple quality, no other reliable pattern seems to exist across the colour qualities except for a general trend towards causing the glitch the higher in colour quality you go:
  • Low quality: Shoddy Shotgun does not cause it.
  • Normal quality: 84mm DRL, Shivs, and the Rolling Pin cause the glitch. Brass Knuckles and Steel Crowbars do not cause it.
  • High: Tungsten Crowbars, TiChrome Crowbars, and High-quality Sørmirbæren weapons cause it. Knife Thrower's Gloves do not cause it.
  • Rare: Super Steel Crowbar, Lemurian Blaster, Boning Knife, Boxing Gloves, and Rare-quality Sørmirbæren weapons cause it.
  • Unique: All cause it.
With this information I would like to simply say all uncraftable weapons cause it but (at the very least) Shoddy Shotguns, Brass Knuckles, Steel Crowbars, and Knife Thrower's Gloves do not cause it. For the last three, and possibly for all four of them, I feel it's reasonable that maybe at some point in development they were craftable but then were not craftable at the time of release. If some little bit of code was left over that "technically" puts them in the craftables category then, well, I don't know why the uncraftables cause this visual glitch but that would at least explain why these specific weapons don't cause it. I thought maybe it was that they have component quality values even though you can't craft them, but the console says "Cannot set quality on non-component item" when I try to give a quality value to these four (unless they do have those values but the console we as players have access to is somehow not able to set these values??? This feels unlikely).

Whatever the actual reason is, if you do fix this bug then I would be very interested in knowing why uncraftables cause it, craftables don't, and why (at least) those four uncraftables do cause it. Maybe it has nothing to do with craftability?

Like I said earlier I don't want to send a different screenshot for every single weapon I tested. I've included the map image just in case there's any confusion about the exact location. The two images showcasing the glitch are of me standing next to the trim and me standing in the doorway, so that you can see how the visible area changes slightly. The image of holding no weapon is included as a baseline. I also have not tested this in other areas with other Surveillance Monitors so I am unsure if this is unique to this area of if this is a general bug with cameras.

AND AFTER WRITING ALL THAT it's only just occurred to me that some weapons now have their own unique models that they didn't have before, that's almost certainly what's causing it. I'll leave everything above this paragraph as is, just in case it's not the models (and because I spent a little while writing it out  :'( ), but if it's not the models then that would be very very weird.
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Bugs / Music Without Sound After Switching Sound Output While Ingame
« Last post by McFighter07 on May 28, 2026, 09:43:17 pm »
While in the game, if I turn off my wireless headphones and switch to my speakers, or vice versa, the sound effects cut out and only music remains. Only relaunching the game fixes the audio.
86
Bugs / Old Junkyard Gangwar Finale crash
« Last post by FlyingKites on May 28, 2026, 06:50:01 pm »
Is this a memory issue? I am running on a potato that has dementia. I haven't tried fighting for the other side, and I probably don't have a save to try it out, any longer. As more npcs join the fray, the frames per second takes a nosedive until freezing, then crashing. I was experiencing similar effects without a crash during the "tunnelmen invasion" cutscene after returning the Junkyard part to homebase boss.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by McFighter07 on May 28, 2026, 02:04:37 am »
I love all of these changes, in particular the harder DOM, new shader, and the INT stacking buffs. Pure class!
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Builds / Re: Optimal non-psi hammer build
« Last post by harperfan7 on May 27, 2026, 12:14:21 pm »
Personally I would probably just start with "low" strength and use a spear at first.  A spear is better against rats and beetles than a hammer that early in the game, especially considering it's non-trivial to get a lifting belt that early. 
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by Vokial on May 25, 2026, 10:38:40 am »
Snipe is definitely a must - the opening should commence while stealthed from an already dark spot (which is a lot easier with a rifle due to it's range) for Ambush, then turn on Shooting Spree and proceed to claim the mandatory -2 member tax on the enemy with Snipe + Aim Shot. Snipe is invaluable for mobs that are immune to crits and also does even more damage that Aim Shot. If you can avoid being targeted during the enemy turn (by standing behind cover of out of their attack range for example), then just end your turn with Stealth whenever you can, so you can Snipe again in the next. Interloper is an absolute must for moving out of cover after starting with otherwise zero MP and the speed bonus when moving around boosts your Stealth in such a way that no skill points can. You just pass by enemies that would otherwise detect you much faster due to it. Once you grab that, you never want to stealth without it, I would highly recommend you to integrate that into your build and would easily switch out Sprint for it.

As for psi, TM is the most important, but I like Metathermics due to just how powerful Thermo-D is. And you can enjoy it at it's maximum 100% effectiveness with just 140 points. It is super satisfying to cause that much havoc against muties or Ironheads around a barrel, taking out multiple enemies with a single shot and hear the explosion and each death sound in chorus all at once. Also the fire damage on actively burning enemies (that are also under Fear for 3 turns) are literally walking corpses due to the DoT fire damage coming from a shot with such high damage. It's spectacular and I can never get bored of it. I remember soloing the final assault against the Protectorate with the Drones and popped a Dreadnought with Thermo-D and my speakers nearly exploded too. I reloaded several times to experience it again before moving on with the mission. It's just that good.
And for robots, armor piercing bullets just kills them. If they come from a sniper rifle I mean. Because at the end of the day, it's best to use your AP for shots and your psi points for Contractions and Increments.

But I admit, Psychokinesis has a few things going for it as well when it comes to crowd control and it would be interesting to see what it can grow to. Yet since our WIL is not high, we won't be masters of that, while we use Thermo-D to the same efficiency as someone with effective 320 points and 18 WIL. And it pairs great with the rifle as it's ideal to drain the HP of the tankiest mob of the enemy group.
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Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on May 25, 2026, 06:08:19 am »
I think it's not a good idea to waste two feat slots on grenades. Those are only meant to be used for crowd control and your pistol or sniper should do the damage. Even high-tier HE and Frag are not that powerful and you can only throw a single one in a turn anyway.
When I was planning out a pistol build, I invited Traps into the setup instead. They seemed so much better, since I could still toss any Flash or Molotov if needed and they seemed immensely better + Traps doesn't cost AP if you prepared the battlefield in advance while stealthed + you can put down as much as you want. They can even trigger each other, so multiple can go off. And you have all kinds, from Crawler poisoned BT, to Incendiary (guaranteed Fear + Ambush trigger) or you can just put 3 Frags together to guarantee the kill. Trap Expert is awesome and Quick Tinkering is super helpful against incoming melee's. And so does Kneecap Shot with the pistol. Therefore I would either focus on that (especially without PSI).

On the other hand, as I tuned the build, I realized, the sniper and the pistol make a really nice pair. Sharpshooter benefits both guns and so does all the CC ability. This led me to prioritize the rifle and just use the pistol as a sidearm. Mainly for two reasons: cheap Kneecap Shots and getting the Initiative bonus with Gunslinger. The sniper rifle simply outclassed the pistol when it came to dealing damage and soon I realized that devoting into this gun completely, would make me a lot more efficient as well.
See, the more you use the rifle, the better it becomes. In every scenario, it's just better to use that instead of anything else. It's a special weapon that is unique in a sense that it lowers your cooldowns when you kil something with it due to Shooting Spree. So to maximize the gains, you just need to drop enemies with Snipe and Aim Shot, throw a Molotov and mop up the rest with regular crits due to them being lid up and Ambush kicks in. You get AP refunds from Shooting Spree + Rapid Reloader and cooldown reduction with each kill, to use Snipe and Aim Shot more. Which again does the reductions for you - it's a cycle that can be boosted even further with Temporal Increments. So the sniper rifle is not just an opener sidearm - it should be your main instrument. Using any other weapon (even the pistol) will just break the cycle in battle, it won't benefit you in the ways mentioned above, thus never be the better option. I started out with a pistol, but came to the conclusion that full devotion to the rifle is the way to go. Once you experience it, fighting against waves of crowds will be your favorite thing due to just how satisfying it is. Every action has meaning, every bullet gives results. The one shot per enemy policy is something you can rely and plan with. It's awesome. Also you're nowhere near harms way, due to the superior range - often giving you several turns of advantage (sometimes even drop combat mode while falling back after restealth, then again that is even possbible with a Flashbang) instead of pistoling from point blank and getting hit next turn.

Here's the build:
https://stygiansoftware.com/forums/index.php?topic=10837.0
It is specialized to boosting AP and cooldown reduction with using Thermodynamic Destabilization to turn the tides immediately at the start. Can switch out Premeditation or maybe Advanced Psy Empathy to Polymath if you want due to the recent update that makes decent crafting require more skill points.

Had to ponder about this a bit, and made this: underrail.info/build/?HgUFBwMNBQjCoABdAAAAAMKgS10AAFpaKjBaAMKMAMKLAAA8KwEZfzk1An4zSyrCvcKHP2dywrXCpOKnvgrir7wE4q-9Ad-8

Took some ideas from your build, but changed the metathermics to psychokinesis. I understand that the thermodynamic destabilization gives a nice boom AoE, but I was thinking that psychokinesis gives more CC abilities. Telekinetic grounding, force field, electrokinesis, electrokinetic imprint, and then the psychokinetic chain could give some AoE. It's only 156 damage transferred through the chain, but it's in the secondary category of things. Psi is mainly for CC, and self buffing now. Also, electrokinesis helps with bots a lot.

How's that then?
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