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81
General / The Value of Black Rock Totem in Gameplay.
« Last post by CleopatraEvans on October 05, 2025, 10:03:15 pm »
I've always found that collecting oddities adds a unique flair to my Underrail experience, enriching the lore while providing a satisfying challenge. But what if the real value of oddities lies not in their in-game utility, but in their ability to shape player interactions and community discussions? Could it be that the most memorable moments in Underrail are derived from the stories and strategies we share around these quirky collectibles rather than their actual gameplay mechanics?
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General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« Last post by CaidSN on October 05, 2025, 03:36:01 pm »
(skip to second paragraph for suggestion, this is just why I am suggesting it) Does anyone else feel the reward system in the og Underrail was a bit lackluster? I never really felt like I was getting much from exploring/questing/doing anything apart from EXP in the way of character progression. That is to say almost every character upgrade apart from levels comes from traders. The BIS components for your level only ever come from traders, ammo in bulk comes from camping traders, grenades, meds, everything felt like it was a direct result of buying it or the parts to make it. I have almost always done gun playthroughs but I know there are some PSI skills that can only be found like the electro trap so that was a cool thing to be able to find if you were using it. Then of course there are small upgrades like the jackknife, huxkey, unique weapons, lemurian engineer armor, etc. These are cool upgrades that you will use, but I just wish there was more moments like this.

My suggestion to add to infusion is unique weapon components/mods. We have a new and improved crafting and modification system along with this fancy 3D viewer, I feel Styg could really do work with the idea of having unique weapon parts that have bespoke effects on gameplay. I understand not wanting to go too far off the deep end with this kind of thing because we want to stay semi-grounded in reality when it comes to the guns but for example: an auto sear that would be a permanent upgrade to that receiver. You'd have to go through a tough dungeon to get to it and it would only be usable once but would be a fancy way to reward someone for doing something difficult. Could have an AI scope that is better than the typical ones you find but you have to listen to it talk your ear off as a downside. You could have attachments that convert your gun / an entirely separate gun to scale with one of your PSI skills rather than the appropriate gun category eg. a railgun that scales with psychokinesis.

In conclusion, I'd like to see more reasons to explore the vast world of Infusion. My end game character having everything be bought by traders and self built by the stuff from the traders feels weird to me coming from og Fallouts, F:NV and Morrowind. I know that Oddity EXP system was put in place to help alleviate this in the first game but.. after my first playthrough the gimmick had sort of overstayed it's welcome.
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Development Log / Re: Dev Log #13: New Crafting UI
« Last post by CaidSN on October 05, 2025, 03:13:38 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!
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Discussions / Re: Request for a spoiler... musroom forest skeleton
« Last post by Rayly on October 04, 2025, 10:08:43 pm »
It's a bit funny to be answering this question almost a decade later. But for those who were searching like me, if you go northeast in that cave, there's a secret passage. I'm not sure how much Perception you need to find it.
There's nothing valuable on the skeleton itself—some random supplies.
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Builds / Noob looking for Stealth Demoman build advice
« Last post by Jimberto676 on October 04, 2025, 06:43:12 pm »
Hello
I'm a relatively inexperienced player that keeps giving up after getting to core city and just trying a different build after hitting some sort of roadblock
as such i'm looking for some advice on a build that i'm cooking up to beat the game with on normal difficulty
https:// underrail.info/build/?HgYDCgMOAwfCoAAAAAAAAMKgZGQAAHNuRkZzAAAAVQBfZDkrw5ddUygxwodEw6MqHUfDpMKIw6LChcK1eOKxggriv6QF37w
(No idea how to properly link the character build so i've placed a space in between)

The idea is to play as a stealth focused character using grenade launchers with temporal manipulation for utility
Are there areas that i'm wasting points on? or are there things that my build is lacking or things that im not considering?
Any advice would be welcome
thanks in advance
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Discussions / Re: Auto-Turret Suggestion
« Last post by Balor1 on October 03, 2025, 08:01:36 am »
what if ma' auto-dakka's are connected thru a isolated local net?
Each hostile area has a server room the player can physically access and from there you can directly plug into the network.
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Discussions / Re: Auto-Turret Suggestion
« Last post by Alt on October 01, 2025, 11:22:54 am »
what if ma' auto-dakka's are connected thru a isolated local net?
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Development Log / Re: Dev Log #13: New Crafting UI
« Last post by Alt on September 29, 2025, 07:13:33 pm »
another log? you spoiling us
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Development Log / Re: Dev Log #13: New Crafting UI
« Last post by Antalos on September 29, 2025, 01:29:02 pm »
After hundreds of hours of playtime and weeks of sleepless nights in the underrail, sometimes you can get stuck in the crafting process, searching for the right recipe when there are so many of them. So, the idea of ​​adding a needed recipe to your favorites is a very useful solution, thanks Styg!
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Development Log / Re: Dev Log #13: New Crafting UI
« Last post by Styg on September 29, 2025, 10:07:13 am »
Very nice! Is this just for the expansion or also planned for the original engine?

Infusion is a completely new stand-alone game, so all the things described in its dev logs only apply to it.
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