Underrail Forum

Underrail => Development Log => Topic started by: Styg on September 29, 2014, 09:56:52 AM

Title: Dev Log #34: With Fire and Brimstone
Post by: Styg on September 29, 2014, 09:56:52 AM
Hey guys, we took a couple weeks off in August/September to recharge our batteries, but we're back now and we're kicking it into high gear. While we're also working on new areas and quests (we'll get to that in some future dev log), I'm taking this time to finally implement last of the game mechanics (not quite done yet). In this case that would be fire and gas.

(http://www.underrail.com/images/DevLog/Fire.jpg)

(http://www.underrail.com/images/DevLog/PoisonCloud.jpg)

You will now be able to create fire bombs (such as Molotov cocktail) that set character, creatures and the ground on fire as well. The burning ground is very dangerous as it deals both flat and -percentage of max health- damage so you cannot ignore it even on high levels. The amount of damage dealt depends on the intensity of the flames (which depends on the power of the fire bomb, but can also stack if you throw multiple bombs).

You'll now also be able to craft gas grenades. The only type of gas grenade at the moment is "Toxic Gas Grenade" which deals flat bio damage. The damage dealt depends on the density of the gas (it's more dense at the source). While toxic gas doesn't deal damage quickly, the grenade does last for a long time and also bio resistance is currently not present on standard combat armors and if introduced later it will not be in generous amounts. Specialized equipment to deal with this and more powerful bio-hazzards will be added in the future. Also, players will encounter permanent sources of toxic gas in certain places (such as the one on the screenshot).

* * * * *

In other news, I've taken the time to do some UI improvements. This is probably the definitive list of the UI changes as I have tons of other stuff to get done before we release the game so I hope I answered most of your complaints/suggestions:


That's all for now dudes. Cheers.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: UnLimiTeD on September 29, 2014, 10:33:14 AM
Nice.
Quote
Available component for a given blueprint will not be highlighted in the same manner as when trading
There were so far? 0.o Never noticed.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: epeli on September 29, 2014, 12:09:03 PM
Nice.
Quote
Available component for a given blueprint will not be highlighted in the same manner as when trading
There were so far? 0.o Never noticed.
Probably just a typo. not -> now
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: LightningMonk on September 29, 2014, 01:08:41 PM
UI improvements sound excellent so far as well as the molotovs and gas grenades. Throwing weapons seems to be getting a lot of love recently.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: DMonin on September 29, 2014, 01:11:13 PM
Thanks for hotkeys!

Whats about level cap?
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Fenix on September 30, 2014, 12:36:14 AM
Nice.

Not nice. VERY nice.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: screeg on September 30, 2014, 02:03:04 PM
To all your GUI improvements, I say Thank Glob!  Good work Styg.

Raging flames and toxic gas also awesome.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: LightningMonk on September 30, 2014, 02:49:16 PM
Do fire bombs and gas grenades not have cooldowns or are they treated like grenades/special grenades?
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: hilf on September 30, 2014, 03:40:47 PM
UI changes are really cool.

Can we also craft fire/gas mines?
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Mac Orion on September 30, 2014, 06:42:30 PM
Do fire bombs and gas grenades not have cooldowns or are they treated like grenades/special grenades?
they are treated like grenades

Can we also craft fire/gas mines?


As of now, no. But it's an interesting idea, we will surely take it into consideration, but no promises.


Whats about level cap?

Most likely not in this update, the level cap will be raise once we have end game content in there because it does not make sense to balance it without that content. (how much it will be raised we still can not say, or if it will be raised at all, but we will take a closer look to balancing once we close up).

Title: Re: Dev Log #34: With Fire and Brimstone
Post by: DMonin on September 30, 2014, 07:15:36 PM
Most likely not in this update, the level cap will be raise once we have end game content in there because it does not make sense to balance it without that content. (how much it will be raised we still can not say, or if it will be raised at all, but we will take a closer look to balancing once we close up).

Okay, thanks.

I don't know maybe someone already asked about to add books/school/computures or something like this to have ability learn and increase chars skills? Especially techs skills.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Styg on October 01, 2014, 06:52:03 AM
Do fire bombs and gas grenades not have cooldowns or are they treated like grenades/special grenades?
they are treated like grenades

Actually, gas grenades have their separate cooldown and are considered "special" grenades for the purpose of cooldown modification. Firebombs are, indeed, treated as standard grenades.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Omegakill on October 05, 2014, 11:53:52 AM
Any rough ideas when this content will be ready to hit steam at all? Just started a new game but don't want to have to restart again to experience new content if I only need to wait a week or so and I really like the sound of the new stuff that's coming up.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Styg on October 06, 2014, 08:52:37 AM
Any rough ideas when this content will be ready to hit steam at all? Just started a new game but don't want to have to restart again to experience new content if I only need to wait a week or so and I really like the sound of the new stuff that's coming up.

It won't be up this month for sure.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Omegakill on October 06, 2014, 12:36:16 PM
Ok not a problem, thanks for taking the time to reply. Still loving the game so far I just want to be careful how many times I play through it because sometimes the starting few missions are a bit of a pain in the backside when you've done it 7 or 8 times.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: epeli on October 07, 2014, 09:58:06 AM
I just want to be careful how many times I play through it because sometimes the starting few missions are a bit of a pain in the backside when you've done it 7 or 8 times.

Oh, I know that feeling very well. :P Thankfully, recent patches have worked well with old saves.
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: Eliasfrost on October 07, 2014, 10:58:29 AM
Ok not a problem, thanks for taking the time to reply. Still loving the game so far I just want to be careful how many times I play through it because sometimes the starting few missions are a bit of a pain in the backside when you've done it 7 or 8 times.

Yeah Burnout can become a problem, but that's more a problem with the Early Acces model than anything. Personally, I play through the game once every 2 major update or so, keeps things fresh for me. :)
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: meow on October 10, 2014, 03:18:34 PM
I like these new additions to combat/crafting, molotovs sound fun and gas grenades for sure. I've noticed enemies will occasionally throw grenades (but rarely do much damage with them, either that or I kill them to quickly to unleash full force upon me), will they be likely to be using molotovs/gas grenades also? I would like them to, coming up against gas grenadiers would be pretty intense or being burned to death by a molotov lobber.

Also I'm guessing the inclusion of gas grenades will mean various bio-armors/gas masks will be introduced somewhere down the line? I mean bio-armors btw, not the current bio-suit... oh never mind I just re-read through the log again:
"bio resistance is currently not present on standard combat armors and if introduced later it will not be in generous amounts. Specialized equipment to deal with this and more powerful bio-hazzards will be added in the future."
Title: Re: Dev Log #34: With Fire and Brimstone
Post by: epeli on October 11, 2014, 09:36:17 PM
Oh by they way, any plans for new fiery Metathermics toys?