Recent Posts

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91
Bugs / Re: Stuck in endless dialog waiting during Gorsky shield theft quest
« Last post by Eidein on June 07, 2026, 09:29:09 am »
Yup its an old bug, happens when you get forced into combat as you enter dialogue. Probably a deep engine problem that wont be fixed.
92
Bugs / Hoddurform Sprite with Tesla armour doesnt work
« Last post by Eidein on June 07, 2026, 07:24:12 am »
Not sure if its just a me problem but yeah the title.
93
Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on June 06, 2026, 01:30:00 pm »
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.

Been a blast this build: https://underrail.info/build/?EgUFBwMLBQhkAF0AAAAAZEtdAAAxACAwCgBkAGQAAAArARk5fzUCwr1-M0vCheKvvALir70B37w at lvl 18 now.

I still have Protectorate missions to do, but otherwise everything has mostly been cleared. Psychokinesis works like a charm. Drop the imprint for easy traps, the telekinetic chains are awesome to lock down someone big, electrokinesis works like a charm. TM gives buffs for great actions.

Only problem that I've been having was the idea of a second gun. What to use? Sniper takes down easily 3 enemies in the first round. If someone gets close, I've been using the refurbished W&S revolver, but it's 32AP a pop. Not that great.

Was wondering if I should invest in Commando, Suppressive fire, Spec ops and something, to get a perception kind of SMG backup. That would give an edge if someone gets close, or if there's a blob of enemies to shoot. Might actually go that way, cause I use psi only for CC, so I really see no point in investing in that. I see more potential with adding stuff to SMG, cause it's light and easy to use. AR could also work, but.... hmmmm...

Actually no. SMG doesn't really work well with the setup. Need more feats and lower AP cost to be useful. Grenade launchers are a good secondary for AoE and some debuffing (25mm), and W&S is good for the special attack. Have to concentrate on those.
94
Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on June 06, 2026, 11:52:19 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.

Been a blast this build: https://underrail.info/build/?EgUFBwMLBQhkAF0AAAAAZEtdAAAxACAwCgBkAGQAAAArARk5fzUCwr1-M0vCheKvvALir70B37w at lvl 18 now.

I still have Protectorate missions to do, but otherwise everything has mostly been cleared. Psychokinesis works like a charm. Drop the imprint for easy traps, the telekinetic chains are awesome to lock down someone big, electrokinesis works like a charm. TM gives buffs for great actions.

Only problem that I've been having was the idea of a second gun. What to use? Sniper takes down easily 3 enemies in the first round. If someone gets close, I've been using the refurbished W&S revolver, but it's 32AP a pop. Not that great.

Was wondering if I should invest in Commando, Suppressive fire, Spec ops and something, to get a perception kind of SMG backup. That would give an edge if someone gets close, or if there's a blob of enemies to shoot. Might actually go that way, cause I use psi only for CC, so I really see no point in investing in that. I see more potential with adding stuff to SMG, cause it's light and easy to use. AR could also work, but.... hmmmm...
95
Localization / Re: French translation
« Last post by OOgmaa on June 06, 2026, 08:54:25 am »
Hi Vex_Orion!

Thanks for your feedback and for sharing! I'm not sure if you saw my post just above, but I already shared a Google Drive link. The entirety of all the game folders has already been translated in that version. There are just a few minor errors here and there or a few rare segments left in English, but nothing major.

Since there are already a few of us working together on this project, it would be awesome if you joined us instead of everyone working in their own corner! We are currently fine-tuning everything on Discord: on my end, I'm manually adding all the missing keys one by one, and someone else is handling the proofreading to make the whole thing sound much more fluid and natural.

If you'd like to centralize our efforts and come lend a hand, feel free to add me on Discord (my username is ogma.). You're more than welcome!
96
Localization / Re: French translation
« Last post by Vex_Orion on June 05, 2026, 01:16:40 pm »
I’ve decided to tackle a massive challenge: a full French translation of Underrail. Since the word count is astronomical, I’m using a technical approach to speed up the process and I'm happy to share the very first v0.1 with you today.

Good luck :)
**https://mega.nz/file/QgwwBQrD#vtFBiStwTstLkhJFmgGe4lMp-ByHUtylz2I9iNbKGBs
97
General / Re: Prednisone Solution after beating the original game?
« Last post by katarina8 on June 04, 2026, 01:06:50 am »
As far as I remember, monsters dropping Prednisone in Hollow Earth can still respawn while you're stuck in Deep Caverns, so farming at this point is perfectly feasible. However, after you defeat the final boss of this area, the endgame event will begin. Therefore, the answer is: Farm now. Good luck with your LMG!
98
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.
99
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.
100
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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