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91
Builds / Re: Pistol / Sniper build advice / comments
« Last post by laeski on May 24, 2026, 03:25:56 pm »
Generally you are better off with throwing gauntlet and using throwing knives to restore AP. But honestly it does not matter what you put into your offhand with firearm pistols build. They are that strong.

As for specifics.

Polymath feels like waste.
10 int for specialist .. its very strong feat sure. But power from it comes so late I generally prefer not to pick it and have easeir early/mid game (Which are the hardest on DOM).
I would take gunslinger earlier. In place of recklessness maybe?

Hmmmmm.... Seems like the planner isn't working properly with the specialist being moved around. Oh well... Had to go back to the old underrail.info and here I use "Expertise" as "Specialist" feat. underrail.info/build/?HgUMAwMKAwrCoADCoAAAAADCoFVVAABkZGRkZAAAAAAAAAABFyc6AlF-w5JLTzPDkxY-wrMxXuKkjgXiqLoF4r2EBd-8

I was planning on having W&S ASAP as my main, refurbish it at some point, and then craft a better one when possible. In the second slot, I was planning on using mainly sniper rifle, as it synergizes with sharpshooter feat. Pistol for close range, sniper for long range, if I haven't moved in turn, and for opening shots. Going to also take a 5 or 6 shell 25mm grenade launcher for some rapid AoE damange, as it requires 5 strength to use, and throwing glove would actually be good addition. Doesn't weigh really that much, but gives a lot.

Polymath is.... Well, it's a free 160 points to 1 skill. So, I swapped it out, so that I can take Aimed shot and Gunslinger at lvl 1. Specialized is something I want, cause the double specialization points is just too good. Took a pack rathound also, for extra space, switched point and rapid fire out to more throwing centric (fatal throw and remote surgeon, for AP recovery).  For the other 15 points in specialization, that is not visible in the link, I was thinking of adding the 5/5 in remote surgeon and maybe 10/10 for critical power, or ambush. Might be ambush, for more consistent crits.

So, how about it?
92
Builds / Re: Pistol / Sniper build advice / comments
« Last post by Valor on May 24, 2026, 12:48:54 pm »
Generally you are better off with throwing gauntlet and using throwing knives to restore AP. But honestly it does not matter what you put into your offhand with firearm pistols build. They are that strong.

As for specifics.

Polymath feels like waste.
10 int for specialist .. its very strong feat sure. But power from it comes so late I generally prefer not to pick it and have easeir early/mid game (Which are the hardest on DOM).
I would take gunslinger earlier. In place of recklessness maybe?
93
Builds / Pistol / Sniper build advice / comments
« Last post by laeski on May 24, 2026, 07:11:20 am »
Hello!

I'd like to get some comments on the my build. Been pondering on a build that could clear the game all the way through to Heavy Duty.

Some background. My first playthrough was with a full PSI build, when they were OP. Second was a sword / throwing knife stealth build. Both of these were prior heavy duty dlc release. As a side note, was wondering if the sword / throwing knife would be viable for a new start all the way through to Heavy Duty, considering that int 10 is really damn good now for polymath and specialized feats.

Third is a chem pistol (acid) / crossbow. Aim was to entangle enemies in acid and then deadly snare them down. But, as it is very AP heavy build and requires preparation to entangle / trap enemies, it's not feeling that good. Having trouble with Expansion DLC's colossal crabs and other heavy armored enemies.

SO! My new plan was to start anew again, but this time go with pistols and sniper rifles. Idea is to utilize pistol mainly (bullet time, W&S free attack, pistol whip), and have sniper as backup. Pistol for close range, and sniper for round openers, if enemy is far away, but visible. Throwing for caltrops and grenades. Link to the build here (using the new builder from cannedbean29 for Heavy Duty feats): cannedbean29.github.io/UnderrailBuilderRemake/?HgUMAwMKAwrCoADCoAAAAADCoFVVAABkZGRkZAAAAAAAAADDpwExOgIXfsOSS8OoM1lbFsKzPlPinKQK4qSOBeKllAXip74F4r2EBd-8

I'd like comments on whether this would work for heavy duty (also comments on whether throwing knife build is viable for heavy duty)? I haven't ever even started Heavy Duty, so I'd like to go through it all with this. Difficulty is Dominating. There's still 130 points left, so most of them are going to Mercantile, and don't know about the rest.
94
Development Log / Re: Dev Log #16: Targeting and Projectiles
« Last post by 2001_Toyota_Tacoma on May 22, 2026, 07:03:28 am »
A bit of a preemptive question but will dialogue work any differently from the first game? Besides the intimidation feats, it and persuasion weren't extremely useful barring a few choices. I'm wondering if there would be ways to go through the game in some part without combat or have it take a slight role in ways certain quests could be completed. Just a thought, in the end I'm not making the game. I just think it'd be neat.
95
Builds / Re: Jack of all crowd controls (versality chemgun + grenade launcher)
« Last post by Enchat on May 21, 2026, 05:51:56 am »
Ok, after finishing the game with this build I've several more things to add

Additional feats:
Point shot - garbage, extremely unreliable, at the end of the game we will have 10 AP attack for chemguns, this ability allows us to save 5 AP for, but it miss oftener than it hits, and its exacerbating the late game problem of chempistols - 8 rounds magazine and constant need for reloading. Although if you are going to take High technicalities and carrying smart plasma/electroshock pistols - this maybe of some value

Execute - it works much better than previous one, but still it is hard to use it because of how many conditions need to be fulfilled, the hardest one - close range for 3 agi build.

Steadfast Aim - the value depends on many factors, but according to my calculations its about ~7.6% dps increase for high-end chemguns. The same amount you will get from high quality infused rathound leather armor. Much better that two previous options

Future orientation - on paper it doesn't sound like a big deal, but in practice it makes a big difference. With it, the uptime of temporal contraction will raise to almost 100%, and it increases the amount of cooked shots - our main source of damage and control. Highly recommended, it should be in all chemgun builds

High technicalities - With this feast at the end of the game smart plasma pistols deals ~1500 dmg with aimed shots. It allows us to reliably snipe down priority targets. It also helps on stealth missions and pairs well with ice guns.

Fatal throw - works at maximum efficiency in the middle game, but damage of chemguns grows faster than hp pools of enemies. Acidic entailments from high end pistols occasionally tics for 300-500 damage, which is often enough to skip 25% of the window entirely. I still like this ability, and in this game the further you progress the easier the game.



Items:
Here we have basically two approaches - area denial or stealth+mobility.
First one implies heavy use of incendiary grenades and poisoned caltrops, hence we need antithermic overcoats and metal boots, it is a defensive style where you want to provoke enemies to attack you in some enclosed space and then hold the line.
The second approach is  more offensive, it allows you to scout enemy positions in stealth and dispose of isolated targets with an ice gun + plasma. For items it utilizes leather armor and tabi boots. Armor either is infused cave hopper or infused rathound, i prefer the cave hoppers because our main weapon have 4 effective range and we have 3 agi. Infused rathound armor gives like 11-12% crit chance, in theory this means 7% increase for damage of chemguns, that not much, and in practice it even less because with ambush and focus stim crit chance easily reach 100% anyway, and you constantly use aimed shots. For boots are wider but less impactful, I've played with ninja, but an infused mutated dog or infused  siphoner looks good as well.
Unlike feats choice we can change approach anytime, in my experience the further game progresses the stronger offensive style becomes, so I suggest to start with first approach and convert to second when you finish beast quest and gather all super steel refinery data.

Guns:
Our main source of damage - acid pistols. I've seen some other chemgun builds that suggest that fire pistols outdamage them. It is understandable why such opinions have a place, in attach characteristics of high-end chemguns, acid DoT have  60% chance for 351% damage and it doesn't stack,  fire DoT on the other looks much better with 75% chance for 645% and it stack with itself. But the problem here is the inexplicit mechanic of mad chemist feat, it works differently for each gun: for acid it increases damage per round, as expected, but for fire one it increases the length of the DoT, damage per rounds remains the same. That means that this big numbers of fire pistols are indeed big only in prolonged fights. I did calculations for high-end weapons and according to it acid gun significantly out-damaged the fire one in the first 3 rounds, around the 4th fire one catches up and at 5th and further starts to lead. But the thing is that nothing except a maybe final boss lives that long.
There are also additional factors that i didn't include in this calculation, like acid trap proc opportunist, and fire dot set up ambush. This may make some fluctuations in damage charts, but under simplified conditions in terms of pure damage acid gun killing stuff almost  twice as fast than fire.

Ice gun is not for damage, it is still invaluable for its controlling capabilities. Although in the first round before dots tick it still outdamage other contenders.

Conclusion - acid for dealing damage, ice for stealth, fire for control and for some root immune enemies like coil spiders.

Additional weapons:
Grenade launcher to soften targets from afar, additional aoe, killing psionics with mirror images. Despite zero feats investments damage is still good, especially on targets in acidic trap
Plasma pistol - alpha strike, stealth assassinations. Helps to conserve acid on naga and industrial robots.
Additionally i've tried sniper rifles, knifes and pneumatic gloves. While not being completely useless there still better contenders for weapon slot

Specialization:
Specialist feat is a big deal for this build, because now we are able to full spec both versatility and mad chemist. The latter is often overlooked, I've seen builds that take opportunist spec instead of it, this is a mistake. I did the math and each spec point of mad chemist giving us about a 3.5% increase of damage(calculated it for acid, for fire it will yield more), but its works despite the condition of a target, so in the majority of situations each point spent on mad chemist yields more damage. An exception is the ice gun, mad chemist spec only increases slow duration, so my final ice pistol slows targets for 16 turns.
We have 3 specializations that clearly stand out from the rest: versatility, mad chemist and cooked shot cost, they will take 25 points. The rest 5 are not that important, and maybe spent according to personal preferences. I've taken fatal throw AP and premed CD reduction


I would be very grateful for any feedback, and feel to ask any questions about chemguns.
96
Localization / Re: Why is this object name not translated?
« Last post by OOgmaa on May 18, 2026, 12:34:49 pm »
In my opinion, the problem probably comes from the forward slash (/) which messes up the key reading, but I don't know for sure.

On my end, I've coded a Python script that automates the translation via the Google Translate API. Since you've done an exceptional, painstaking job tracking down these lines, would you mind sharing all the English keys you've already found? It would save me a massive amount of time so I can feed them directly into my script!

Thanks a lot!
97
Builds / Re: Optimal non-psi hammer build
« Last post by Kamkehsahlin on May 17, 2026, 05:51:00 pm »
I wanted to do a non-psi hammer build on my second run(Vet difficulty) and this looks great.  Unfortunately, I ran into a problem at level 4 picking Thick Skull.  How do I distribute my stats at the start?  I initially did 8/7/7/7/3/3/5.  But I needed a ton of Con for Thick Skull.  Do I just not use a sledge from the start?  Or do I reduce dex/agi by 1 each?  Not really sure what would be best.

Thanks for the help!

Edit: I did run 1 less Agi/Dex and 2 more Con.  Add 1 Con at 4, then Dex will be added at 8, and Agi at 20.  Str all other times.
98
Localization / Why is this object name not translated?
« Last post by Bucket_p on May 16, 2026, 06:05:56 am »
Other things are working properly, but this one is a bit different.

::Microchip Implantation/Extraction Unit
마이크로칩 이식/추출 장치

Is it possible that the slash ('/') is causing the malfunction?
99
Suggestions / Poisons
« Last post by Enchat on May 16, 2026, 12:38:52 am »
The game already has so many different poisons with interesting effects, but in practice, all this variety only works well at the beginning. The closer you get to the end, the less useful the poisons become, with the only exception being the leper poison . Below is a list of my ideas on how to make poisoner gameplay more interesting and make poisons relevant until the end.

Feats
Hypertoxicity - now req 8 int, damage increase scale with effective biology or intelligence, poisons now ignore resistances and immunities of organic targets(not sure if last part is balanced, maybe it should only ignore X% of biological resistance and value increases with effective biology). It should address the endgame relevancy of poisons.
Vile weaponry - also works when target get poisoned, but increased damage only affect bio and bleeds. DoTs based gameplay requires some measures against healing. Alternatively there could be a poison that reduces healing, or even do dmg when target restore health
new feat  - metabolic catalyst, active ability next attack advances all other poisons by one turn, works with melee, t-knives and xbows, 3-5 turns cooldown
new feat - system shock, applying poison to target that already suffer from 2-3 poisons cause additional bio dmg and incapacitate/daze
new feat - hemorrhagic agent, applying poison to target also affects its with effect that converts a percentage of missing HP into damage, something similar to morphine effect but weaker

Crossbows
new xbow frame - injector 10-15 AP shots, week dmg and can shoot only chem/poison bolts
new attachment mutually excusive with superstring, something increasing bio dmg or dosages applied
quiver belt - added one additional slot or maybe new belt that allows to shoot poisoned bolts from inventory

Throwing knives
Quite good already

Melee
new attachment - injection module, poison target with each hit, can be rearmed mid combat. Exclusive with energy dmg modules. Reservoir size increases with quality.  Maybe it should have multiple reservoirs that allows to choose from 2-3 poison options, giving melee poisoners same variety of choices as t-knives and xbows have


Poisons:
Dmg dealing:
   burrower - ok
   heartbreak - applying new dosages does not refresh duration
   spirit - -65% resolve debuff stays after doppelganger appears

Debilitating:      
   black dragon - ok
   blinding - each stack add flat 10-15% chance to miss with melee or ranged attack
   new paralytic agent/myorelaxant - reduces AP/MP progressively

Control&utility:
   crawler - add hyperallergenic effect
   cave ear - add -65% fortitude effect
   leper - should be nerfed
   new hallucinogen/neurotoxin - chance for target to attack random target or run away, just like AI Scrambler but for organic. Can be stackable, each stack increases the chance that the target waste the turn

Additional Ideas:
Cross-contamination - poisoned corpses become hazards that create toxic clouds or acid puddles or infectious spread
Its probably a bug, but now if target have at least one stack of poison from weapons its immune to caltrops with same poison


100
There are plenty of guides already, in short
1. Damage dealing skills should always be at maximum
2. Hacking. lockpicking - 135 of effective skill, there are lot of items that boosts those skills
3. Pickpocketing 105, there are some oddities that can be only pickpocketed
4. Mercantile - 105 effective, special merchandise is much better than usual stock
5. Don't overinvest in stealth, you can always get about ~140 of this skill from items(provided that you can craft them)

If you are trying domination - there is my build for chemguns few topics below, it starts as knife user and I share few advices about how to start the game.
There are also build planners, it is better to plan what feats you will take in advance, this is the updated version with new feats
https://cannedbean29.github.io/UnderrailBuilderRemake/
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