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Eu sou Aug 19, 2019 @ 2:49pm
Death Crawler bug?
Death Crawler bug?

It's been a while since I've been facing Crawlers, and I've been extremely repetitive and boring.

Basically I depend on luck, because they just inject the venom and run away. And whenever I find them using the torches or hit them while walking they also run away regardless of anything.

Even with my molotov grenades they recover hit points on fire! (+40 per turn)

and if I don't kill with 1-2 htis + stun (flash bang) they run away and recover all their lives.

They told me that I need to let it be stunned by the poison, then hit them as they approach. The problem is, I can't be stunned because I have Thick Skull!
Originally posted by Greb:
Their AI seems to be based around injecting you with venom and then teleporting nearby, usually behind an object if possible, then they follow you with their insanely high stealth skill, which also cuts their movement by a fair chunk. You get hit by the poison and stunned, and they then come over and hit you repeatedly for two turns, then poison you and restealth, rinse and repeat. Thick Skull doesn't really make a difference, nor does the rare resistance of the stun effect without it, they just come in and try to sting you again.

They're a nightmare to find and pretty much always get the first attack off when they enter combat, but afterwards you have a lot of opportunity to find them assuming you're not struggling with movement points because of your armour penalty. Flares help, but so does intelligent use of bear traps and caltrops, especially in bottlenecks...there's always bottlenecks when Crawlers are around. Also doors. It's a scary prospect to close a door on a small room with a Death Crawler inside with you, but it will screw up its range of motion and let you get hits in...unless they can teleport outside of the room somehow, anyway.

Also consider Night Vision Goggles with Smart Vision or whatever, the stuff that bumps up your detection.

It's a little sad that usually you require meta-gaming to survive most encounters with them, but they're really easy to handle if you use the above stuff.

Styg is evil. Giving them HP regen and insane stealth capability, and an AI that pretty much focuses on hiding until it can attack you with impunity.,pure evil. Scary looking things too, going up into the cavern roof like that. Ack. I'm amazed I haven't encountered any inside Ventilation Shafts, after finding some Rathounds early on. I keep expecting it but thus far nothing. I guess I should be thankful for that.
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Greb Aug 19, 2019 @ 3:42pm 
Their AI seems to be based around injecting you with venom and then teleporting nearby, usually behind an object if possible, then they follow you with their insanely high stealth skill, which also cuts their movement by a fair chunk. You get hit by the poison and stunned, and they then come over and hit you repeatedly for two turns, then poison you and restealth, rinse and repeat. Thick Skull doesn't really make a difference, nor does the rare resistance of the stun effect without it, they just come in and try to sting you again.

They're a nightmare to find and pretty much always get the first attack off when they enter combat, but afterwards you have a lot of opportunity to find them assuming you're not struggling with movement points because of your armour penalty. Flares help, but so does intelligent use of bear traps and caltrops, especially in bottlenecks...there's always bottlenecks when Crawlers are around. Also doors. It's a scary prospect to close a door on a small room with a Death Crawler inside with you, but it will screw up its range of motion and let you get hits in...unless they can teleport outside of the room somehow, anyway.

Also consider Night Vision Goggles with Smart Vision or whatever, the stuff that bumps up your detection.

It's a little sad that usually you require meta-gaming to survive most encounters with them, but they're really easy to handle if you use the above stuff.

Styg is evil. Giving them HP regen and insane stealth capability, and an AI that pretty much focuses on hiding until it can attack you with impunity.,pure evil. Scary looking things too, going up into the cavern roof like that. Ack. I'm amazed I haven't encountered any inside Ventilation Shafts, after finding some Rathounds early on. I keep expecting it but thus far nothing. I guess I should be thankful for that.
Eu sou Aug 19, 2019 @ 4:28pm 
Originally posted by Greb:
Their AI seems to be based around injecting you with venom and then teleporting nearby, usually behind an object if possible, then they follow you with their insanely high stealth skill, which also cuts their movement by a fair chunk. You get hit by the poison and stunned, and they then come over and hit you repeatedly for two turns, then poison you and restealth, rinse and repeat. Thick Skull doesn't really make a difference, nor does the rare resistance of the stun effect without it, they just come in and try to sting you again.

They're a nightmare to find and pretty much always get the first attack off when they enter combat, but afterwards you have a lot of opportunity to find them assuming you're not struggling with movement points because of your armour penalty. Flares help, but so does intelligent use of bear traps and caltrops, especially in bottlenecks...there's always bottlenecks when Crawlers are around. Also doors. It's a scary prospect to close a door on a small room with a Death Crawler inside with you, but it will screw up its range of motion and let you get hits in...unless they can teleport outside of the room somehow, anyway.

Also consider Night Vision Goggles with Smart Vision or whatever, the stuff that bumps up your detection.

It's a little sad that usually you require meta-gaming to survive most encounters with them, but they're really easy to handle if you use the above stuff.

Styg is evil. Giving them HP regen and insane stealth capability, and an AI that pretty much focuses on hiding until it can attack you with impunity.,pure evil. Scary looking things too, going up into the cavern roof like that. Ack. I'm amazed I haven't encountered any inside Ventilation Shafts, after finding some Rathounds early on. I keep expecting it but thus far nothing. I guess I should be thankful for that.

huahuhua tks man!
HostileGroove Aug 20, 2019 @ 6:34am 
yeah styg should add random crawlers/DC in ventilation shaft starting from junkyard
King Fossil Aug 20, 2019 @ 8:05am 
The easy way is to just use bear traps. You put down a bear trap wall as soon as you enter an area with crawlers in it, and then throw a grenade to make noise. Crawler comes to investigate and charges you when it sees you, and then runs into the trap like an idiot. Now it's locked in place so it can't attack you or run and it has 0 evasion so it's easy to hit too. Makes things really simple.
If there are a bunch of crawlers in the one area you might need to put down multiple layers of bear traps to catch them all, but hey, it's not like they cost much.
Last edited by King Fossil; Aug 20, 2019 @ 8:05am
14 legs $10 Aug 20, 2019 @ 9:36am 
I basically always go into psi, if only for psychokinetic imprint (and force field). As mentioned, bear traps are also necessary.

Also, don't dismiss just sneaking through their areas. Red dream mushrooms are an (almost) sure sign that there are crawlers around!
Eu sou Aug 20, 2019 @ 1:07pm 
Tks all!
Serendipitous Aug 20, 2019 @ 1:37pm 
While they are very dangerous, they are somewhat predictable. They "teleport" near you and if you have good movement, you can just run out of the are and then you basically know where they come from and sometimes roughly where they are. Caltrops (preferable with crawler poison for irony) and molotovs are then great for flushing them out.

Also, yes, they are pretty stupid when it comes to traps. Often walking right on it, despite the fact that they probably noticed it (they have insanely high detection).

If you have very high initiative (like in ~35-40), you can walk around bumping them out of stealth and killing them by wining initiative and striking first.
Serendipitous Aug 20, 2019 @ 1:38pm 
Also, if the area is very dark and doesn't have other enemies around, expect crawlers.

Red mushrooms are good sign too.
Morgian Aug 21, 2019 @ 9:22am 
And there is a reason they aren't in vantilation shafts: too easy to find in a straight corridor :)
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Date Posted: Aug 19, 2019 @ 2:49pm
Posts: 9