Infusion will probably be smaller in scope due to time they will need to actually finish the engine but after that it should not take much time to do "Underrail 2" or any new project.
Oddity. It's so much better, encourages exploration, and makes for a better levelling curvequestion...
you guys playing oddity or classic?
Wanna try oddity but sucker for immediate satisfaction
Brute Aim
Your Perception base ability is counted as being 3 points higher for the purpose of modifying the Heavy Guns skill
Requirements
- Strength 11
- Heavy Guns 30
Practiced Parabola
Increases precision with grenade lauchers by 5% and reduces the maximum grenade miss distance by 1
Requirements
- Perception 7
- Intelligence 5
- Guns 40
Bullet Trance
Grants 5% bonus damage to heavy gun attacks each time you kill an enemy with one of thsese weapons. Last 2 turns and stacks 5 times.
Requirements
- Will 5 (thats bullshit!)
- Heavy Guns 50
Heavy Metal
Reduces mechanical damage taken by 1% for each point of current weapon's strength requirement, and grants bonus percentage damage equal to 50% of the total armor penalty when attacking with heavy guns. Only works when heavy guns or sledgehammers are equipped in both weapon slots and total armor penalty is 50% or higher.
Requirements
- Strength 10
- Heavy Guns 60
Shell Shock
All humanoids caught in the blast radius of your grenade launcher's grenade have their offensive and defensive skills reduced by 4% for 3 turns. This stacks 5 times.
Requirements
- Guns 60
- Intimidation 40
Gunner's High
Whenever you deal damage to an enemy with a machine gun or minigun attack you gain an effect that heals you for one health each turn for 10 turns, but cannot heal above 65% of your maximum health. Stacks 10 times.
Requirements
- Heavy Guns 70
- Feat: Fast Metabolism
Mag Dump
Further increases number of extra rounds for LMG burst by 2, and increases the amount of extra rounds you get for each wind up stack when bursting with a minigun by 0.5
Requirements
- Strength 8
- Heavy Guns 80
- Feat: Full-Auto
Tricky Trajectory
Area of effect weapons deal 10% bonus damage and ignore 30% of target's evasion. This works with all non-thrown area of effect weapons, including those mounted on vehicles.
Requirements
- Perception 8
- Guns of Heavy Guns 90
Demolition Man
Getting hit by area of effect heat damage will grant 5% bonus damage to your grenade laucher attacks for 3 turns. Stacks 5 times.
Requirements
-Constitution 5
- Guns 100
Shell ShockHeavy Metal
Reduces mechanical damage taken by 1% for each point of current weapon's strength requirement, and grants bonus percentage damage equal to 50% of the total armor penalty when attacking with heavy guns. Only works when heavy guns or sledgehammers are equipped in both weapon slots and total armor penalty is 50% or higher.
Requirements
- Strength 10
- Heavy Guns 60
All humanoids caught in the blast radius of your grenade launcher's grenade have their offensive and defensive skills reduced by 4% for 3 turns. This stacks 5 times.
Requirements
- Guns 60
- Intimidation 40Gunner's High
Whenever you deal damage to an enemy with a machine gun or minigun attack you gain an effect that heals you for one health each turn for 10 turns, but cannot heal above 65% of your maximum health. Stacks 10 times.
Requirements
- Heavy Guns 70
- Feat: Fast MetabolismDemolition Man
Getting hit by area of effect heat damage will grant 5% bonus damage to your grenade laucher attacks for 3 turns. Stacks 5 times.
Requirements
-Constitution 5
- Guns 100