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Topics - epeli

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Bugs / broke sniper rifle blueprint
« on: December 14, 2017, 12:55:35 AM »
Behold, the power of midnight patches! ;D

General / How defense skills (Dodge and Evasion) work
« on: December 12, 2017, 09:32:53 PM »
This has been bothering me for far too long! Dodge and Evasion have always been bit of a mystery. Most Underrailers probably have a gut feeling on how they work based on gameplay experience and limited, confusing information.

So I made this:

The relation of defense to attack skill is only my estimate and you can change it around.
The scaling itself is exact. To put it simply, doubling attack skill always halves chance to miss.

When considering these numbers, remember that it's only the basic skill calculation. There are more factors that alter hit chances after the skill calculation.

General /
« on: October 22, 2016, 10:12:32 AM »
Underrail infoTM

I figured a general thread for my Underrail fansite would be in order since I've been posting updates and stuff all over the place. (old thread, sort of)

The site is a collection of standalone tools for underrailers. It should work on any modern web browser, but is designed with PC resolutions in mind. As always, let me know if you have any suggestions or questions, or if you find anything that seems to be wrong/broken.


The main feature, a character build calculator and theorycrafting tool. Calculates base abilities, skills, feats and the stats directly derived from them. Numbers should be identical to Underrail, down to all its rounding quirks. It's basically the same as the game's Character Sheet screen with some additions from Combat Stats, but compressed to one page instead of three tabs. My primary intention with this tool is to automate any tedious calculations (mainly skill thresholds) involved in character planning.

  • Complete calculator for base abilities, skills, feats and derived stats - skill synergies, base ability modifiers, health, and other number-crunching happens exactly as in Underrail.
  • Ctrl+click to (un)assign all points, shift+click to (un)assign 5 points
  • Save/load any number of builds through your browser's local storage
  • Share builds through URLs like (that link is simply for the default new character)
  • Options for various item bonuses (mainly base abilities and Hacking/Lockpicking/Traps as other skill check numbers aren't shown in-game)
  • Options for difficulty, food buffs, house crafting workbench bonuses
  • Shows skill damage multiplier for offense skills
  • Shows whether any skill has lost synergy points due to the skill cap
  • Detailed skill value breakdown (skillpoints, base ability, synergies, other bonuses) in tooltips, hover over the skill numbers
  • Expedition mode and Specializations! Well, not yet. :( But as soon as the expansion is released!


This is a helper for the mutagen puzzle, not a solver. It should make the puzzle more fun for those who struggle to understand the logic or have done it too many times and gotten a bit lazy. :) It does, however, use a solver in the background to check if your inputted sequences actually make a solvable puzzle. This is to detect if you've made any typos when copying reagents. Puzzles generated by the game are always solvable.

It can optionally offer two kinds of hints, 1) automatically disabling unusable reagents and 2) highlighting atoms. I hope the highlighting is mostly self-explanatory - green is good, red is bad, faded out colors can be ignored and atoms matching Exitus-1 are under/overlined. Once you've typed your reagents in and set the options you want to use, just hit the button to lock your reagents in and start solving. There are reset and undo buttons, but if you need to restart, just hit F5. Your browser will remember reagents you've inputted if it saves form history.

If you don't have mutagen sets at hand but would like to try it, you can use the testsets I left in, like so, 2, 3, etc.


A tool for unpacking and repacking most of Underrail's files (such as your saves' global.dat for editing) through a simple drag & drop interface. Many thanks to MichaelBurge for his work on Underrail file format and the original Underrail-unpacker.

Tip: If you're only looking for a way to mass unpack files without a need to repack them or check their version, normal archivers such as 7zip will do the trick.

Other Games / Fallout 1.5: Resurrection
« on: July 16, 2016, 10:52:44 AM »
English version of Fallout 1.5: Resurrection, a total conversion mod for Fallout 2, just recently got released. Seems promising so far, check it out!

General / Endings (obvious spoiler alert)
« on: April 17, 2016, 10:45:01 AM »
Let's talk about the endings!

I put up a tentative wiki page for endings and started filling it with some stuff I had screenshotted earlier:

There's a lot of stuff to test and plenty of text to copy, but the endings seemed simple enough. Just consequences of the major quests - or so I thought. I asked the devs for a full text dump of the endings, but apparently there's some super secret stuff in the endings! Seems like Underrail still has mysteries to uncover. :)

So, share any endings you've found or theories about the secret stuff. The mysterious disk? Siphoner man? The faceless medallion?
Screenshots of any endings not on the wiki would also be great, it's still missing plenty of the simple endings.

Bugs / [Release version] Crash on startup? Look here
« on: December 18, 2015, 05:12:08 PM »
Try verifying Steam game cache if playing the steam version. Otherwise, try reinstalling.

Check your Documents\My Games\Underrail\ folder for a crash log. If there is a crashlog, post it in this thread.

If there is no crashlog, that indicates a problem with something other than the game. Usually XNA or .NET installation, but it could even be VC++ or DirectX redists.
  • Make sure they are installed and try reinstalling or repairing them.
  • You should find the necessary redist installers in the game's folder.
  • If you are on Windows 8 or newer, you should already have the necessary .NET version.
  • If you have multiple versions of XNA installed, try uninstalling them and reinstall only XNA 4.0 Refresh.

If you use an old version of Avast DeepScreen (or similar technology), that might also cause problems. Try disabling it.

Bugs / (Fixed) Nimble is broken - again!
« on: August 22, 2015, 09:02:28 PM »
Third time's the charm. This time it's more broken than ever before. Version

First of all, everything works correctly as long as your Armor Penalty in combat stats is above 0%.

If Nimble drops your Armor Penalty to 0%, the Armor Penalty displayed in combat stats doesn't match your actual Armor Penalty. You still get some penalty to Stealth, Dodge, Evasion and Movement Points, depending on your armor... but the penalty is less than your armor's normal Armor Penalty ??? I haven't got the slightest clue what's going on here.

Also, Nimble's 15% bonus to Evasion/Dodge is now always applied twice (you made the old bug slightly worse :D) as long as your displayed Armor Penalty is zero.

Devlog 39 had bugfix for "Flat dodge and evasion bonuses are now always reduced by armor penalty", so I'm not sure if you've already done some changes related to this.

And a minor unrelated bug:
If you equip/change armor in turn-based mode (while not In Combat, of course) and your MP changes, your AP/MP meter updates visually but its tooltip and your actual MP do not. I guess that's because MP is not tracked out of combat?

Suggestions / Single bullet loading & ammo counter confusion
« on: June 03, 2015, 05:54:17 AM »
Hey, I just remembered that there was some confusion concerning the ammo counter in this thread but I forgot to post a simple solution I had in mind for it back then.

Let's look at the ammo counter and how it's animated:
I bet most players intuitively assume that bullets are used from the left side first, because that's what it looks like.

But if there was a simple one-frame inbetween animation, the logic would be obvious:
Bullets from right side are used first and the remaining ones move towards the right side, as if pushed by a magazine spring.

I don't know if something like this would be as simple to implement as it is to draw, but if it is, give it a go.

Bugs / Fade-out/fade-in bug
« on: May 05, 2015, 02:47:08 PM »
Pickpocketing NPCs while they initiate dialog with you can break fade-out/fade-in effects started in the dialog. The fade-in doesn't complete and you're left with an almost black screen.

Noticed this with Garry's dialog before facing Dread Lord in the arena.

Quote from: debug log
[19220] Underrail (Ouroboros) - Information - 40000 : [Timelapse Vertigo] - Global property changed: 'npc_cc_garry_met' = 'True'
[19220] Underrail (Ouroboros) - Information - 40000 : [Timelapse Vertigo] - Global property changed: 'npc_cc_garry_getReady' = 'True'
[19220] Underrail (Ouroboros) - Information - 117 : [Workflow Manager] - New activity queued: 'ef067556-4398-412c-8ddc-a860c22a40c7 - j4'. Number of activities in queue: 1
[19220] Underrail (Ouroboros) - Information - 116 : [Global Event Aggregator] - Event handler unregistered for event of type 'bi8': bob+a
[19220] Underrail (Ouroboros) - Information - 116 : [Global Event Aggregator] - Event handler unregistered for event of type 'aqu': bob+b
[19220] Underrail (Ouroboros) - Information - 116 : [Global Event Aggregator] - Event handler unregistered for event of type 'bbz': beh+a
[19220] Underrail (Ouroboros) - Error - 117 : [Workflow Manager] - Error occurred while updating activity 'ef067556-4398-412c-8ddc-a860c22a40c7 - j4'. Exception: System.Runtime.Serialization.SerializationException: Failed to retrieve method element name for method 'Void a(System.Object, axa)' declared in type 'bvg'.
[19220]    at ae0.a(Delegate A_0)
[19220]    at ae0.WriteEvent[T](String eventName, EventHandler`1 eventHandler, SerializationInfo info)
[19220]    at ob.GetObjectData(SerializationInfo info, StreamingContext ctx)
[19220]    at System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitSerialize(Object obj, ISurrogateSelector surrogateSelector, StreamingContext context, SerObjectInfoInit serObjectInfoInit, IFormatterConverter converter, ObjectWriter objectWriter, SerializationBinder binder)
[19220]    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write(WriteObjectInfo objectInfo, NameInfo memberNameInfo, NameInfo typeNameInfo)
[19220]    at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Serialize(Object graph, Header[] inHeaders, __BinaryWriter serWriter, Boolean fCheck)
[19220]    at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize(Stream serializationStream, Object graph, Header[] headers, Boolean fCheck)
[19220]    at byw.a(Stream A_0, Object A_1, SerializationBinder A_2, Int64 A_3)
[19220]    at byw.SerializeToBinary[T](T obj, SerializationBinder binder, Stream targetStream, Int64 currentDataModelVersion, Boolean embedDataModelVersion)
[19220]    at byw.SerializeToBinaryFile[T](String filePath, T obj, SerializationBinder binder, Int64 currentDataModelVersion, Boolean embedDataModelVersion)
[19220]    at ah3.a(be4 A_0)
[19220]    at a7e.a(axc A_0, bmb A_1, i7 A_2)
[19220]    at a7e.acd(be4 A_0, bmb A_1)
[19220]    at eq.wj(af8 A_0)
[19220]    at wv.c(af8 A_0)
[19220]    at a4j.a(af8 A_0)
[19220]    at a4j.b(af8 A_0)
[19220]    at A_0)
[19220]    at wv.e(af8 A_0).
[19220] Underrail (Ouroboros) - Information - 117 : [Workflow Manager] - New activity queued: '514f7fb6-03ea-458f-9a25-ad87c6fb7910 - a4j'. Number of activities in queue: 1
[19220] Underrail (Ouroboros) - Warning - 117 : [Workflow Manager] - Compensating activity 'ef067556-4398-412c-8ddc-a860c22a40c7 - j4' with activity '514f7fb6-03ea-458f-9a25-ad87c6fb7910 - a4j'.
[19220] Underrail (Ouroboros) - Information - 117 : [Workflow Manager] - Activity '514f7fb6-03ea-458f-9a25-ad87c6fb7910 - a4j' was completed. Remaining activities in queue: 0

Screenshot after dialog. Kinda looks like Doom 3.

Bugs / 0.1.14 bugs
« on: March 28, 2015, 12:06:25 AM »
edit: This thread is mostly for reporting minor content bugs introduced in version 0.1.14.

If you find any kind of bug while playing any 0.1.14.x alpha version, you can post it here or make a new thread, whichever is fine! It will get fixed as long as the devs hear about it.

original post:
- tch-mainhall lower level is glitchy. You can walk off the level at both stairways leading down and you can get under the staircase leading to upper floor
- you can click on only one of the 3 labs signs (physics and chemistry dont work)
- utility station 7 terminal 6 can move the window frame by repeatedly toggling the emergency shutters

quest stuff
- Psycho quest doesn't complete properly. not in your notes and vuk keeps screaming psycho is on the loose. at least rista still gives more missions
- median samuel claims to give you 450 charons for the utility station 7 quest, but he actually gives 400. that lying bastard! :P
- notes for forsaken island quest mentions PI Georgis instead of Rista
- radio comms in the first T-ray quest go bonkers inside tch_mut, they tell you to head back west instead of south to the table

items, crafting
- cant craft the new mk2/3 emp nades/mines with the old blueprint
- you forgot to update the item/buff descriptions for the nerfed food items
- new blueprints (ammo, infused leather, flashbang) arent sold anywhere

General / Underrail music
« on: February 10, 2015, 12:50:00 AM »
A little preview montage of Underrail music from Josh Culler: (new stuff from 2:00 on)

Also, his soundcloud if you're interested

Bugs / 0.1.13 bugs
« on: December 11, 2014, 08:50:15 PM »
I guess I'll make a new thread for spamming reports for minor bugs in case I find as many as I did in previous version.
I haven't really even started playing yet, but here's some stuff to get this thread started :P

- options screen loses focus after rebinding a key
- using take all shortcut key instead of take all button still makes no sound
- characters from previous versions have no portrait in character sheet, despite the new default portrait showing up otherwise
- character sheet always shows the default background rather than current area background (intended?)
- rg2 and rg f2 portraits seem to be swapped (or are they? hard to tell)

- The default portrait is cut off from top in trading windows.
- Empty junk piles don't seem to retain the (empty) label after leaving the area.

Core City manor - a couple of exit grids are under stairs:

There's also a z-order glitch with the pipes near the balcony, but I didn't catch the exact spot where it happened.

Core City upper metro station - these barrels can only be accessed through wall:

ALL of the upper underrail metro stations - there's a train on my head! (only happens in these spots)

University - stairs z-order glitch when standing at this spot:

Epione Lab - really nitpicking, but these stairs appear longer than they are when first uncovered from fog of war:

Bugs / Ranged hit chance
« on: November 14, 2014, 09:20:18 AM »
Precision with zero weapon skill has some unexpected results at the shooting range. Things seem to work normally if you actually have any points in guns skill or when the target is not lit up.
Could this little quirk cause more serious bugs elsewhere?

I'm assuming 70% is the base hit chance without any skills or other modifiers and that sudden jump to 75% is a bug.

General / [Poll] Which XP system do you prefer?
« on: November 13, 2014, 10:14:19 AM »
Oddity XP system has been out for a while now, so it might be a good time to ask this. (made an external poll so I can paste it elsewhere)

General / Riot Gear shield types?
« on: October 09, 2014, 10:51:54 AM »
So, at the moment there are five different shield types for Riot Gear armor.
, , , ,

Anyone know how to craft the third one? I thought it would use TiChrome Bars, Impure Chromium Blades or maybe Ancient Rathound Leather, but turns out its none of those. :\

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