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91
Builds / Real Victory
« Last post by NumberTJ47 on December 20, 2025, 06:21:46 pm »
To everyone mourning the nerfs on their builds, remember this:
Real victory doesn't come from beating the final boss. It comes from creating a build so powerful even the patch notes must acknowledge it.

Happy holidays everyone.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by harperfan7 on December 20, 2025, 04:53:36 pm »
You dont need high int to use the best components, but you do need to dump a bunch more skill points for it.

I think the best melee builds are still the old ones, but now there is a valid high-int alternative. 
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Builds / Cut-throat build after an anniversary update.
« Last post by deanisi on December 20, 2025, 03:09:57 pm »
Sorry in advance because I can't use underrail.info right now so will be writitng everything manuall, and it doesn't have new changes in it anyway.

Basically now:
lowest AP for a weapon is 5 (was 4)
light weapons damage increase is now 0.5 per skill (was 0.7)
Hit and run will give hald of MP each time it's used in one turn
Fancy footwork will give 1 MP less each time it's used in 1 turn
Cheap shots will incapacitate with an 8% chance (insted of 15%)
Expose weakness now has 30% base reduction + 2% per INT. Also it's halved for non organic targers.
Some debuffs to stasis and rewind.
Also crafting requirment are higher.

But there are buffs too:
Cut-throat now is 15 AP (was 25 AP)
High-Technicalities now also increases damage from energy edge and electroshock modules. So +8% dmg per INT above 5.
Heartbreak poison duration will no longer be refreshed with stacking.
High INT characters will level up faster.

Basically it means that shanking people at FTL speed isn't as strong as it's used to be, but it also opens an alley or strenghtens certain knife builds.
Now there's an alternative to EW - High-Technicalities, and combined with new Polymath feat which gives 15 skill points intitally and 5 at each level up, having an 8 INT knife build sounds very viable.
Second moment is a buff to Heartbreak poison which makes poison builds even stronger, and considering that knives can be coated in poison and swing very fast it's true to say that they're the bast at applying stacks of poison + bleed.
And final moment which I want to primarily build around is a Cut-throat now being 10 AP faster, which isn't super great because of a cooldown of 6 turns, but now it can be used in a higher amount of situations and will leave 35AP to use if you start combat with it.

I'm going to make a skeleton of a build and write how these empty spaces in skills and feats can be filled. And I would like to hear your opinions and recommendations.

While theory crafting I had found this combo (it's probably well known). If you spend 3 specialization points into Cut-throat cooldown then it will 3 turns, Limited Temporal Increment can reduce it to 2.
Which means at 1st turn you can use Cut-throat for 15 AP, then LTI for 5 AP, for a total of 20 AP. These leftover 30 AP can be used to escape/hide, deal more damage or setup a stun/incapacitation with Cheap Shots/Dirty Kick/Psi ability.
And after all that Cut-throat will be recharged at 3rd turn while target (if it's still alive) will be still stunned which will allows to use Cut-throat again.
But this trick doesn't work on 5,7,9 and so on turns because of LTI cooldown of 3, to fix it you can just take a Future Orientation feat to decrese it by 1. This way you'll be able to use Cut-throat every second turn but for 25 AP.
I doubt that most of fight will last more than 3-4 turns so taking  Future Orientation isn't thay usegul.

Now build itself:
Starting stats:
STR 3
DEX 10
AGI 8
CON 3
PER 3
WIL 5
INT 8
At 30th level:
STR 3
DEX 16 (17 with Eel sandwich or other buff)
AGI 8
CON 3
PER 3
WIL 5
INT 8

Skills:
There are 1445 total skillpoints if you take Polymath feat. Here I will only spend necessary points or minimum which allow to unlock feats.
Melee - 160
Stealth - 80 for any feat up to blindsiding
Dodge - 40 for an escape artists and uncanny dodge if you want
Evasion - 160
Mechanics - 25 for weaponsmith
Electronics - 35 for practical physicst
Chemistry - 0 because only perks tied to it are chem pistol ones.
Biology - 35 for hypertoxicity
Tailoring - 15 for skinner and clothier
Temporal manipulation - 35 for LTI, 55 for Psycho-temporal Contraction, 70 for stasis

If we take stasis, we'll have 825 left
After increasing up to 100 each crafting skill, which is quite wasteful but I did it just to prove a point, it will be 270 points left.
These points can be used for lockpicking/hacking/pickpocketing, or to learn new/different psi school, or to spec into traps/throwing.

Now feats:
1. Pack rathound to compensate 3 STR
1. Nimble for protection
2. Sprint/Interloper/Reckless depending on if yo want stealth mobility/post stealth mobility/crit chance. I reccomend Interloper because it allow to approach some targets from behind.
4. Escape artist/dirty kick/weaponsmith/parry/cripling strike/High-Technicalities. I reccomend to take an Escape artist or High-Technicalities depending on how often you meet robots or get stuck.
6. Cheap shots/Expose weakness/Fancy footwork/Uncanny dodge/Premeditation. I can't reccomend only one of them, just take what you need more at that point in the game.
8. Ripper/Taste for blood. Ripper is straight up better and doesn't require any setup, we had took 5 WIL not only for psi after all.
10. Cut-throat.

After that it doesn't matter much what feats to take, we've got essentials. From this point you can steer this build in any point you want from poison+bleed to something more psi oriented.

How would you build a Cut-throat build after all the new changes?
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Suggestions / Tricky Trajectory and Practiced Parabola for RLs
« Last post by rararaven on December 20, 2025, 01:02:49 pm »
Tricky Trajectory and Practiced Parabola feats should apply to rocket launchers as well
95
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« Last post by PaposikG6 on December 20, 2025, 11:52:54 am »
RIP One Turn Man in this 10th anniversary
I plan to play this build again in near future and review its current performance after the changes.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Antalos on December 20, 2025, 10:32:31 am »
Overall, the results of the balance update can be summed up in the following phrase: "The weak will be overcome by fear, the strong will catch the thrill."   8)
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Albert Altmann on December 20, 2025, 10:05:26 am »
Not to mention the fact that there is finally a good reason to invest into Int besides delving deeper into the lore, which is an upside for casuals and new players alike, who are both already far more likely to be curious about the world and the story, are already likely leaning toward a more generalist playstyle and are utterly oblivious to the fine art of min-maxing as well.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Albert Altmann on December 20, 2025, 09:54:53 am »
Even playing a low intelligence character for RPG reasons is out of the question now.

Is crafting somehow exempt from roleplaying? A complete moron being locked out of top-tier crafting components is what enhances the RPG experience, if anything, as it actually reflects the choice to go all in on one or two stats at the expense of the rest much more strongly now.

The Int-flation arguably improves build variety somewhat, by promoting an all-rounder build archetype that compensates for lower main damage stat with more spec/skill points and better crafting (rip non-psionic tanks though). The only issue that may arise from this is if such all-rounder builds begin to vastly outcompete any other build direction, but then again min-maxxing stat dump builds have been doing just that for the past, well, let's say ten years (same builds that could trivially have top damage and top crafting all at once; sounds legit, give them infinite mobility and two turn invulnerability to boot- wait hold up...) Even if we are not saved but rather under new management (c), that is still an interesting change of pace.
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Development Log / Re: Dev Log #74: 10-Year Anniversary Update (1.3)
« Last post by Vokial on December 20, 2025, 09:21:20 am »
Unique items remained the same, they received a cosmetic update only where you can see them being hold by your character model.

However INT has basically become the main stat regardless of builds.

You can have high PER when you wield a shotgun, but you get potentially equal or more damage by raising your INT so that you can craft gear from high quality components, that you won't be able to otherwise. And of course you get even more damage, since now you have an additional +15 spec points that you can max out Critical Power and whatnot with. Reduce your cooldowns, get again further more damage if you use energy edge melee weapons, etc...

These are all stuff your PER or STR cannot compete with. Which seems very weird and will result in builds with different approach having more similar stat allocation, resulting in reduced replayability as most builds will have the same mandatory feats. Even playing a low intelligence character for RPG reasons is out of the question now. It kinda seem like some bootleg modded version of a game that was originally quite diverse and distinct. It still is, but considerably less. It's like if someone had a build idea he found good and are now forcing it to every build out there.
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Bugs / Rocket Launcher Name + Description
« Last post by Dan11111 on December 20, 2025, 04:08:31 am »
Noticed that the 4 rocket launcher tubes do not change their names or descriptions to indicate what kind of Firing Mechanism is used for their creation. their stats do change however, is this intended ?
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