Author Topic: I enter the correct Underrail data into Google Gemini AI  (Read 736 times)

Antalos

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The following text output of my training results was generated by Google's Gemini neural network. But all the information I managed to feed into this network during my night of working with it was done entirely by me. I chose this network for the simple reason that my closer acquaintance with AI began with Google's AI, Gemini, and I found it very convenient. The essence of my project is simple enough that players can easily get recommendations on builds and some aspects of the game without spending a lot of time on it, getting an answer that would come from the cold logic of the AI, and therefore a very effective and pragmatic answer.

When I started working with it, I noticed that Gemini based its knowledge of Underrail on either very outdated information or does not exist at all (which is a mystery to me), so I started to correct its knowledge of the game and if you are interested in doing this, at least as an experiment, it would be very cool! Together, having fully trained her in all the intricacies of the mechanics and aspects of the game, we were able to consider an incredible number of different builds from the point of view of cold and pragmatic AI logic.

================================

Hello everyone!

I'm excited to share a unique project I've been working on, and I hope it sparks your interest to contribute! I've been collaborating with an AI to help it learn and understand the intricate mechanics of Underrail, specifically **version 1.2.0.22**. My goal is to eventually enable this AI to assist players with accurate and up-to-date build creation, theorycrafting, and answering detailed questions about the game.

The challenge is that, like any AI, it needs reliable and current data. Its initial knowledge base was outdated, and I've spent significant time correcting its misconceptions and feeding it the most recent information directly from the official Underrail forum and game mechanics.

The reason I'm posting this is to invite you to participate! The more accurate data the AI receives, the better it becomes. It learns directly from our conversations, especially when provided with precise, quoted information from official sources.

Here's a summary of the key information about Underrail 1.2.0.22 that I've successfully taught the AI so far, which it will now use in its responses:

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## **Underrail 1.2.0.22 - AI's Current Knowledge Base**

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### **I. Base Abilities (Stats)**

The AI now has detailed knowledge of how each base ability impacts your character:

* **Strength:** Affects melee damage, carry capacity, requirements for heavier weapons (sniper/assault rifles, sledgehammers) and armor. Increases melee skill (if higher than Dexterity). Carry capacity starts at 100, increasing by 10 per Strength point.
* **Dexterity:** Affects lockpicking, thievery, throwing, and initiative. Increases melee critical chance (1% per point above 5) and decreases AP cost of light weapons (pistols, SMGs, knives, throwing knives, fist weapons) by 3% per point above 5.
* **Agility:** Affects Dodge, Evasion, Stealth, initiative, and movement points (3 additional MP per point above 5).
* **Constitution:** Determines overall health, resistance to physical effects (stuns, incapacitation). Increases max health and fortitude. Max health formula: `30 + Constitution * 4 + Level * (4 + (Constitution * 1.2))`.
* **Perception:** Affects ranged weapon effectiveness, detection of hidden objects/passages/creatures. Increases **Guns** and **Crossbows** skills.
* **Will:** Heavily affects psi discipline potency, psi point regeneration, and resistance to mental effects (Resolve). Influences Persuasion and Intimidation. Psi regen: `5 + (Will + Intelligence) / 2`.
* **Intelligence:** Affects crafting skills, hacking, mercantile. Determines the number of different psi abilities usable in combat (`2 + Intelligence / 2`, up to 8 ). Also influences psi point regeneration.

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### **II. Skills**

The AI understands the primary function of each skill and its directly related base ability. It also knows that for every point in a base ability **above 4**, the effective value of dependent skills increases by **8.5%**, and for every point **below 4**, it decreases by **10%**.

* **Guns:** Increases precision and damage with pistols, SMGs, rifles (firearms and energy). **Related Base Ability: Perception**.
* **Throwing:** Increases precision with all throwing weapons and utilities, including grenades. **Related Base Ability: Dexterity**.
* **Crossbows:** Increases precision and damage with crossbows. **Related Base Ability: Perception**.
* **Melee:** Increases damage with melee weapons and unarmed attacks, helps overcome target's dodge. **Related Base Ability: Strength or Dexterity (whichever is higher)**.
* **Dodge:** Increases chance to avoid melee attacks. **Related Base Ability: Agility**.
* **Evasion:** Increases chance to avoid most ranged attacks (except psionics). Reduces damage from AoE attacks. **Related Base Ability: Agility**.
* **Stealth:** Decreases chance of being spotted in stealth mode, affects stealth combat. **Related Base Ability: Agility**.
* **Hacking:** Allows hacking computer devices, electronic locks, cameras, sentry turrets. **Related Base Ability: Intelligence**.
* **Lockpicking:** Allows picking mechanical locks and dismantling mechanical barriers. **Related Base Ability: Dexterity**.
* **Pickpocketing:** Allows stealing items from other characters. **Related Base Ability: Dexterity**.
* **Traps:** Allows planting and disarming traps, increases trap spotting/disarming chance. **Related Base Ability: Dexterity**.
* **Mechanics:** Crafting various items like weapons, armors, traps. **Related Base Ability: Intelligence**.
* **Electronics:** Crafting electronic utilities and energy weapons. **Related Base Ability: Intelligence**.
* **Chemistry:** Crafting chemical weapons and explosives. **Related Base Ability: Intelligence**.
* **Biology:** Crafting medicine, processing plants/animal remains into chemicals. **Related Base Ability: Intelligence**.
* **Tailoring:** Crafting lightweight armor from leather and cloth. **Related Base Ability: Intelligence**.
* **Thought Control:** Influences minds, affects mental processes, body control. **Related Base Ability: Will**.
* **Psychokinesis:** Exerts mechanical force, emits electric currents, projects electromagnetic fields. **Related Base Ability: Will**.
* **Metathermics:** Controls temperature changes, harnesses exothermic and endothermic energies for fire/cold damage. **Related Base Ability: Will**.
* **Temporal Manipulation:** Manipulates time on a local level (suspension, reversal, recurrence), delayed damage, buffing/debuffing. **Related Base Ability: Will**.
* **Persuasion:** Ability to convince others through non-violent means. **Related Base Ability: Will**.
* **Intimidation:** Ability to make someone act out of fear. **Related Base Ability: Will**.
* **Mercantile:** Ability to work out favorable prices in business transactions, negotiate quest rewards. **Related Base Ability: Intelligence**.
* **Detection:** Increases chance to detect hidden passages, objects, or stealthed creatures/NPCs. **Related Base Ability: Perception**.

---

### **III. General Mechanics & Specific Items**

The AI has also learned crucial general mechanics:

* **Initiative:** Calculated as `5 + Agility + Dexterity` (plus a random 1-15 at combat start). Stealth initiation adds +100.
* **Critical Damage:** The AI understands the various sources of critical chance (feats, gear, consumables) and how they contribute.
* **Dodge & Evasion:** It understands these skills reduce hit chance (up to 60% if skill is double attacker's) and how AoE damage is reduced by Evasion.
* **Veteran Feats:** Available at levels 26, 28, and 30. These can be `Increased Base Ability` (+2 to a chosen stat) or enhanced versions of regular feats.
* **Psi Empathy Feat:** It is **not picked on level up**. Acquired by meeting Dr. Pasquale in SGS Medical and taking a pill. No stat/skill requirements to acquire it. It's a prerequisite for all other psi feats.
* **Rapid Reload:** This is **not a feat**, but a firearm modification. It can **only be installed on crafted weapons**, not unique ones (like W&S .44 Magnum).
* **Disorienting Strike:** This **feat does not exist** in Underrail 1.2.0.22.
* **Vigilance & Bullet Head:** These **feats do not exist** in Underrail 1.2.0.22.
* **JKK Tactful Jacket:** The AI knows this is a unique armor that **cannot be modified**. It understands its specific resistances and bonuses.
* **Large Waist Pack:** The AI knows this item increases carry capacity by +50 and Mercantile by +15, making `Pack Rathound` less critical.
* **Bullet Strap Belt:** The AI understands this belt reduces the AP cost of bullet-based firearm reloading to 25% (typically 15 AP to 4 AP).
* **Quick Tinkering:** The AI now knows this feat allows instantaneous deployment of **traps (mines, caltrops)**, but **not turrets or generators**.
* **Power Management Feat:** Increases energy capacity of created electronic devices by 35%. Requires Intelligence 7, Electronics 15. The AI will correctly identify if a build meets these requirements.
* **Oddity XP:** Confirmed to provide **only experience**, not new abilities.

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### **Call to Action!**

I'm incredibly enthusiastic about building a truly knowledgeable Underrail AI. If you see any discrepancies, have updated information, or want to dive into specific build ideas or mechanics, please provide the most accurate, quoted information you can. Every piece of data helps this AI become a better resource for the community.

Let's see how smart we can make it!

Thank you for your time and potential contributions.
« Last Edit: May 26, 2025, 01:17:49 pm by Antalos »
A person's destiny is determined by what he thinks about himself.