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Junior Adventurer's Guild - October: UnderRail
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rusty_shackleford
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Not sure, but,logincrash wrote: ↑ October 5th, 2025, 12:16Do enemies drop better loot in harder difficulties? In the original game, I mean.
► difficulty spoiler
Last edited by rusty_shackleford on October 5th, 2025, 12:22, edited 1 time in total.
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logincrash
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How persistent are the containers in this game? Will I be able to store crap in the lockers in the starting SGS apartment indefinitely? Or will it disappear someday?
"Oh, it all makes sense now, brother."
It's safe. I used barrels in the Core city where all the stores, rift and Al Fabet are.logincrash wrote: ↑ October 5th, 2025, 18:18How persistent are the containers in this game? Will I be able to store crap in the lockers in the starting SGS apartment indefinitely? Or will it disappear someday?
Are pistols worth sticking with, or should I swap to assault rifles? I like having the ballistic shield.
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wndrbr
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you can beat the game with any weapon type assuming your build supports it. Check the feat list, pistols have a ton of feats associated with them.Tangerine wrote: ↑ October 5th, 2025, 23:42Are pistols worth sticking with, or should I swap to assault rifles? I like having the ballistic shield.
There's a feat called 'Execute' that's pistols only, it's a nuke-attack that deals a crapton of damage against stunned or flashbanged enemies (perfect to pair it with chemistry so you could craft more grenades, and with 'grenadier' feat so you could throw them more often). "Steadfast aim" is good when using pistols with a heavy AP cost (like .44 hammerer, best non-unique firearm pistol in the game), "gunslinger" and "rapid fire" are good if you prefer to shoot a lot. Pairing pistols with time manipulation psionics AFAIK can completely break the game by allowing you to destroy entire encounters in one turn, but i never tried that.
Chemical guns and Energy guns are considered pistol-sized too, though most of the firearm feats don't work with them and they require an INT-build.
Last edited by wndrbr on October 6th, 2025, 02:25, edited 2 times in total.
God, I ******* love this gun!
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rusty_shackleford
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Told you guys it can take a long time to get past Depot A if you're exploring…
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I did recently. It was brutal, had to use every trick and a lot of savescumming.
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wndrbr
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you can't really explore during that part of the game, most of the gameworld is blocked by rubble from the earthquake.rusty_shackleford wrote: ↑ October 6th, 2025, 05:57Told you guys it can take a long time to get past Depot A if you're exploring…
Yeah, just finished yesterday. Glad I put points into crafting so I could make acid resistant armor.
Same, tailoring saved the day.Tangerine wrote: ↑ October 6th, 2025, 12:32Glad I put points into crafting so I could make acid resistant armor.
True, I've even felt tempted to put points into traps though it's not my playstyle at all. Skills work in Underrail because there's not much of them and non-combat skills are somewhat multifunctional (traps are used for arming, disarming and detecting traps, crafting skills are often used in conjuction with other skills from the same category).logincrash wrote: ↑ October 6th, 2025, 13:09Usually RPGs have a whole bunch of clearly useless skills, so it's surprising how many skills feel useful and even critical in Underrail.
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logincrash
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There's a camp of Lunatics south of the warehouse where you deliver the package to for Jack Quicksilver(?). They have three dogs, two psionics and a rifleman. I had to set all the mines and bear traps I had to ensure I always remained out of line of sight.Tadeusz wrote: ↑ October 6th, 2025, 13:19True, I've even felt tempted to put points into traps though it's not my playstyle at all. Skills work in Underrail because there's not much of them and non-combat skills are somewhat multifunctional (traps are used for arming, disarming and detecting traps, crafting skills are often used in conjuction with other skills from the same category).logincrash wrote: ↑ October 6th, 2025, 13:09Usually RPGs have a whole bunch of clearly useless skills, so it's surprising how many skills feel useful and even critical in Underrail.
It was one of the more entertaining fights I've had so far.
"Oh, it all makes sense now, brother."
Yeah, I remember them. They're too difficult for me at the moment, perhaps I should visit them later. It's good that Depot A is packed with traps alreadylogincrash wrote: ↑ October 6th, 2025, 13:29There's a camp of Lunatics south of the warehouse where you deliver the package to for Jack Quicksilver(?).
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wndrbr
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Noticing a lot of little things that weren't present back when I last played the game. Stumbled upon a rape dungeon full of mind-controlled slaves and a powerful psionic miniboss named Mister Dom.
too bad Styg hates trappers. Underrail once had a very powerful feat called 'Quick tinkering' that allowed players to lay beartraps in the middle of a combat encounter. Feat was too fun, and Styg had to nerf it into oblivion because fun is not allowed.
that's because Styg spent a decade going back to Underrail and tweaking stuff with patches instead of making a sequel.logincrash wrote: ↑ October 6th, 2025, 13:09Usually RPGs have a whole bunch of clearly useless skills, so it's surprising how many skills feel useful and even critical in Underrail.
traps are really cool even when you're not running a stealth build, considering that the combat is heavily focused on luring enemies into chokepoints. The enemies will see your traps and will try to avoid stepping into them if your skill is low - you can use this to make them go where you want. Same with caltrops.Tadeusz wrote: ↑ October 6th, 2025, 13:19True, I've even felt tempted to put points into traps though it's not my playstyle at all. Skills work in Underrail because there's not much of them and non-combat skills are somewhat multifunctional (traps are used for arming, disarming and detecting traps, crafting skills are often used in conjuction with other skills from the same category).logincrash wrote: ↑ October 6th, 2025, 13:09Usually RPGs have a whole bunch of clearly useless skills, so it's surprising how many skills feel useful and even critical in Underrail.
too bad Styg hates trappers. Underrail once had a very powerful feat called 'Quick tinkering' that allowed players to lay beartraps in the middle of a combat encounter. Feat was too fun, and Styg had to nerf it into oblivion because fun is not allowed.
"TRAPPERS could be here" he thought, "I've never been in this cavern before. There could be TRAPPERS anywhere."
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rusty_shackleford
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styg displays all the behaviors of a *****, I have zero doubts about it
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wndrbr
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****** love modding. Styg hates it, and even goes out of his way to prevent sensitive young men such as Rusty from stepping on a path towards troondom by obfuscating his game's code. Can't get more anti-***** than that.
Until a better idea comes along: 

Last edited by J1M on October 7th, 2025, 16:13, edited 2 times in total.
The guy with a gas mask on the title art.
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logincrash
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Hmm. I guess I can see it now. But it's really hard to make out.J1M wrote: ↑ October 7th, 2025, 16:15The guy with a gas mask on the title art.
How about the "Start Combat" icon? Or is it too generic?
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"Oh, it all makes sense now, brother."
I like it, interested in what others think. Some of these are very clear to me what they should be and it's just about executing it well. This is one where crowdsourcing it should help. And sometimes that's easier if the first version is not very good a brown smear.logincrash wrote: ↑ October 7th, 2025, 16:33Hmm. I guess I can see it now. But it's really hard to make out.
How about the "Start Combat" icon? Or is it too generic?
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Last edited by J1M on October 7th, 2025, 16:37, edited 1 time in total.
@J1M @logincrash What about the character sheet icon?
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