Recent Posts

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91
Localization / Ukrainian localization
« Last post by Rascher on January 04, 2026, 06:57:49 am »
So, I decided to give it a try. I've finished processing available source localization files with machine translation tools and started the manual review process. It will take a long time, so let me know if you want to participate - any help would be greatly appreciated, and it shouldn't be complicated, as I'm using Weblate to manage this process.

Nevertheless, you can find the initial release here: github.com/Raschert0/underrail-translation-uk/releases
Just take note that some strings might be really messed up. Feel free to report any issues here.
92
Suggestions / Re: Gubbins Quake sprite
« Last post by harperfan7 on January 03, 2026, 09:54:36 pm »
The gattler uses the regular minigun sprite as well. 
93
Localization / Re: Awesome Spanish Translation, in course!
« Last post by metalwar on January 03, 2026, 09:36:47 pm »
Preliminary version posted. I'll be back!.

Thank you so much for doing this, I have a spanish friend who I've wanted to get into this game and now I can!

I'll relay any questions they have about specific translation, but only if you want, of course.

Thank you, Astilla, much appreciated.

Nice. Drop a link when it's ready.

Styg

Hello Styg, I imagine you are part of the development team. I have encountered a problem. I have translated the Tanner1.txt file, but the game does not reflect the translated texts. In principle, I translated it respecting the format, tags, variables, and total number of lines. Could it be a problem with the game's implementation? (problem solved, file format error)

I would like to take this opportunity to inform you that I have updated another batch of files and updated the translation.
94
Builds / Noob looking for build advice
« Last post by Eddymanz on January 03, 2026, 07:39:45 pm »
Current Build Idea (oddity xp):
STATS (Lvl1):
Str: 3
Dex: 6
Agility: 5
Con: 3
Per: 5
Will: 10
Int: 8

Feats at Lvl 1-2:
1. Trigger Happy
1. Sure Step
2. Tranquility

Stats (30, if I manage to get to that)
Str: 3
Dex: 8
Agility: 5
Con: 3
Per: 5
Will: 14
Int: 10

Tatoo and Veteran Feats:
T: Shadowlith
26: Increased Will
28: Advanced Psi Empathy
30: Empowered Thought Control

Specialization:
Meditation: 5
Neural Overclocking: 10

Skills Wise (Effective):
TC/TM, Crafting (capping out at 143-157 effective, except for Mechanics, which is at 0), Stealth/Hacking/Lockpicking at around 100-120, Pickpocketing at 69, Throwing at 40(53), Dodge 40(46), Evasion 36(43), Persuasion 52(114), Mercantile 90(145)
Idea is a PSI build that doesn't rely on any weapons and uses TC/TM, on Normal
Not sure about what armor to use, what corp to align myself with, what items to use for buffs, etc.

I was playing the game before the anniversary update, following a build, but the update threw me off and I've finally decided to try to play it without a pre-written guide and become less of a casual.
Any critique, advice, etc. is greatly appreciated. Can't post link to build creator because this is my first post on the forums.
95
Localization / Re: Awesome Spanish Translation, in course!
« Last post by Astillia on January 03, 2026, 06:58:18 pm »
Preliminary version posted. I'll be back!.

Thank you so much for doing this, I have a spanish friend who I've wanted to get into this game and now I can!

I'll relay any questions they have about specific translation, but only if you want, of course.
96
Bugs / All-in effect outdated text
« Last post by Albert Altmann on January 03, 2026, 02:35:42 pm »
Still says that it buffs all base abilities, like in the days of yore.
97
Suggestions / Gubbins Quake sprite
« Last post by Albert Altmann on January 03, 2026, 02:29:45 pm »
Now that player character has a sprite for Quake, it's a bit sad that the original owner still fights with a non-descript ordinary hammer (visually).
98
Bugs / Multple Jumping Stilit Bugs
« Last post by Int0rCess0r on January 03, 2026, 02:49:58 am »
Not sure if it is intended or a bug but the extra movement points given by the jumping stilts ignore armor penalty.

Secondly the penalty to stealth is buggy such as not being applied correctly after putting on gear that raises stealth, but being applied correctly if the player puts on stilts after or reloads a save.
99
Bugs / Re: Report spelling/grammar errors
« Last post by harperfan7 on January 03, 2026, 01:56:05 am »
Talking to briggs about jet skis, if you say "Jet skis?", he says:

"I don't know if you call them here differently, but I'm talking about single-seat jet-propelled vessels. You've seen them at the dock."

should be "call them something different here"
100
General / Re: Make a monster for Infusion
« Last post by Amannamedsquid on January 03, 2026, 01:27:20 am »
1. Sentry bot MK2: A bigger, more powerful version of the standard sentry bot reflecting a different doctrine and design philosophy than the Plasma sentry. It trades the flashbang launcher for better armor and twin 44. machine guns (similarly to a machine gun turret) although it does keep the built-in taser. Also has the suppressive fire and concentrated fire feats. Mainly found in high-priority Biocorp facilities like military bases, top-secret labs and Maximum security prisons.

2. Light combat walker: A type of robot that's sort of an autonomous combat mech. Inspired by the combat bots from Project:Snowblind. Pre-dates the descent. General build has a LMG and a 25mm grenade launcher. Has several different versions that fill different niches:

- Riot suppression walker: Designed to support law enforcement. Moderately armored, standard LMG, grenade launcher fires concussion rounds, built-in taser and either has a strobe light to disorient attackers or spits out chemhaze gas.
- Standard patrol walker: The vanilla version all others are based on. Designed for long range patrol, reconnaissance and fire support. Medium armor, standard LMG, fires frag grenades, a pneumatic tungsten spike for melee and has a lesser version of the TSB-02 Designator's "Laser designation" ability which only gives a 20% boost instead of 50%.
- Prototype walker: An advanced, High-tech, limited run prototype that never reached mass production. Has a laser weapon instead of an LMG, decent armor, it's pneunatic spike deals extra energy damage and it has an energy shield instead of a grenade launcher. Also has an ability that takes 3 turns to charge but fires a very powerful energy beam that allows it to punch way above it's weight class. If the bot gets stunned while charging (such as from an EMP), the ability gets cancelled and the bot takes huge damage.

3. Heavy Combat walker: Bigger, more powerful subclass of combat walker.

- Assault Walker: Designed for sieges and heavy frontline combat. Equipped with a minigun, 40mm grenade launcher, Frag grenades, Heavy armor, Flamethrower, 30% resistance to explosive damage and can deploy a smokescreen.
- Artillery Walker: A hard hitting, long range glass cannon. Inspired by the the catapult mech from Mechwarrior. Medium armor, an LMG as a secondary weapon, and two large 84mm missile racks as it's primary weapon. Has an ability that allows it to bombard an area with 4 missiles in quick succession but takes 2 turns to charge and can be cancelled by stunning it.

4. Biohazard containment bot: Robots usually stationed at laboratories dealing with bioweapons, mutagens and viral agents that you really really don't want getting out. Comes in 2 variants: fire and acid.

- Acid containment bot: Comes with an acid blob launcher, acid rounds and can fire gas grenades. Will also leak acid puddles like acid mutants when it takes damage. More dangerous when paired with other enemies.
- Incendiary containment bot: Comes with a flamethrower, incendiary rounds and 40mm incendiary grenades. Will go off in a spectacular, fiery explosion 2 turns after it dies. 
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