Underrail Forum

Underrail => Development Log => Topic started by: Styg on December 28, 2016, 01:14:46 pm

Title: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Styg on December 28, 2016, 01:14:46 pm
Hi guys, soon we'll be ready to release a new update for the game. For those who wish to help us test it, we've set up "Experimental" branches on Steam and GOG Galaxy.

(http://underrail.com/images/DevLog/ExperimentalBranch.PNG)

To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

Here are the patch notes:

Feats
Visuals
Interface
Mechanics
Items
Bug fixes
Quests/Maps


Report any bugs you find on the forums and make sure you specify which version you're playing.

Enjoy and have a Merry Christmas and Happy New Year, everyone!
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Arclight on December 28, 2016, 02:42:16 pm
Wow..... Christmas again! Thanks!
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: mattu on December 28, 2016, 09:46:52 pm
These regular updates are great.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Yonaiker on December 28, 2016, 11:18:06 pm
Very nice, I really want to see the super steel armor new model.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: destroyor on December 29, 2016, 12:58:12 am
I'm pump!

Ouch, it's official, chemical pistol is the second weakest class, with throwing knives being the weakest.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: hilf on December 29, 2016, 08:03:44 am
I'm pump!

Ouch, it's official, chemical pistol is the second weakest class, with throwing knives being the weakest.
There's still hope! http://underrail.com/forums/index.php?topic=2790.0

Granted Stygsoft very rarely implements player's feat suggestions but ... that's what hope is about.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Styg on December 29, 2016, 09:09:31 am
I'm pump!

Ouch, it's official, chemical pistol is the second weakest class, with throwing knives being the weakest.
There's still hope! http://underrail.com/forums/index.php?topic=2790.0

Granted Stygsoft very rarely implements player's feat suggestions but ... that's what hope is about.

I'll probably add some sort of feat for chemical pistols to compensate this change. I'm not so sure energy pistols need it though, but they might receive some new interesting stuff in the future as well.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Arclight on December 29, 2016, 11:53:31 pm
Been using the Experimental build, and have no issue with save files. Plays pretty smoothly. Only thing noticed is a small (.5sec) trasission between moving from old 'red zone' to new. Its very minor, but...

Nice so far. Nothing really noticeable in combat, building, exploring, ect.

Have not tried to buy from merchants, but I'll try that next. Been using the update list as a QA sheet, and, so far, its smooth sailing (so to speak).

Anything 'special' you wish tested???
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: kpoxo6op on December 30, 2016, 04:30:07 am
Quote
I'll probably add some sort of feat for chemical pistols to compensate this change. I'm not so sure energy pistols need it though, but they might receive some new interesting stuff in the future as well.
Yes please, these are my favorite weapons
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Altos on December 30, 2016, 11:10:49 pm
I'm slowly working my way through a new playthrough on this patch and everything is running great so far. I can confirm that killing the Old Citizen in GMS no longer breaks the game (yay, genocide!), and it seems to me like a lot of old areas have been touched up a bit visually since the last patch. Maybe it's just me.

I love that SGS soldiers now show up when you clear out the outposts, and I'm kinda surprised by just how many there are! One of them actually patrols around!
I haven't been upping my Intimidation stat because I'm testing out Mercantile, but I wonder what would've happened if I left M'lan Ratula alive in the last outpost? A peaceful coexistence, perhaps?

Working my way through Junkyard now, and I am really excited to see the changes to the Elwood quest (finally!!).

On another note, I haven't noticed any significant changes to dialogue so far besides improvements to the Feat descriptions, but I did kinda gloss through Old Jonas' text so I may have missed it (unless the option for him to give you directions to Junkyard is new; I did notice that).

All in all, it's working great so far. Thanks, StygSoft! <3

EDIT: One thing I forgot to mention (but found incredibly humorous) is the fact that you can now tell Gorsky about how you helped out the people being held hostage by raiders in GMS even if you totally massacred both the raiders and their hostages, and his response will be the same as if you had just killed the raiders.
Yes, Gorsky, I certainly "helped" those poor souls. xD
Cheers!
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: destroyor on January 04, 2017, 01:20:47 am
Some feedback for the beta patch:

NPC seems to react more to your accomplishment (Good job taking the outpost!) and more backstory (Kohlmeier's backstory), good work on the polish.

Rathound drop rate seems to be reduced? I used to be able to get tons of rathound leather and make money by selling repair kits but this is no longer viable. I think the rate should be increase a bit.

Mercantile is still a luxury skill. You need 25 to convince Blaine and 40 to convince Kevin. You only get a wider selection but the quality seems to increase only a little bit (slightly better armors and gun components). I think the quality should be increase to a noticeable difference. Skill points are scarce enough as it is and personally I don't think it's worth it (as it is right now).

Merchants should sell more quantity of graphite.

Foundry: reporting to the mayor about the mine creature - option 1. and option 2 should be combine or optional 2 should be reworded. Right now option 2 is just "and I even have a way to lure the creature.".
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Hazard on January 09, 2017, 01:14:11 pm
A question concerning the upcoming expansion: will it be compatible with existing saves?
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Styg on January 09, 2017, 11:47:20 pm
A question concerning the upcoming expansion: will it be compatible with existing saves?
Yes.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Hazard on January 14, 2017, 01:43:38 pm
Alright, good.

And another question which I suspect I won't get an answer for, but what the hell... will there be energy rifles in Expedition? I remember those were planned for the base game at some point, but were dropped before release.

Because let's face it, who doesn't want a laser machine gun? :D
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Styg on January 14, 2017, 02:35:39 pm
Alright, good.

And another question which I suspect I won't get an answer for, but what the hell... will there be energy rifles in Expedition? I remember those were planned for the base game at some point, but were dropped before release.

Because let's face it, who doesn't want a laser machine gun? :D

Not in this expansion, no.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Megaost on January 16, 2017, 11:29:58 am
Not sure if this is a bug or just a really weird coincidence, but nobody seems to sell goggle frames in the experimental branch.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Fenix on January 19, 2017, 12:35:04 pm
Should I start anew to see all changes?
Like with populated outposts e.g.
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Styg on January 19, 2017, 01:46:20 pm
Should I start anew to see all changes?
Like with populated outposts e.g.

It all works with current saves (though some stuff is timer based, so it might not appear immediately).
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Hazard on February 04, 2017, 09:41:05 pm
Styg, please, save my F5 key and post a new devlog. It's wearing out from the constant use. :)
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: Styg on February 05, 2017, 07:48:36 am
Styg, please, save my F5 key and post a new devlog. It's wearing out from the constant use. :)

We currently have a couple of very interesting things in the works, but none are yet quite ready to be shown. Soon, though. ;)
Title: Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
Post by: UnLimiTeD on February 11, 2017, 02:01:00 pm
So, I have a question there: How is this distributed?
I switched to the beta on steam recently (being there as a Desura legacy), and I didn't see an update. Is the file so small I couldn't see a tick of download, was it all there and now just switches a config, or does it only update while I'm not looking?
Edit: To clarify, it did work, just wondering.

In other news:
I'll probably add some sort of feat for chemical pistols to compensate this change. I'm not so sure energy pistols need it though, but they might receive some new interesting stuff in the future as well.
Here's hoping for something subversive instead of just damage. I dunno, hit reduce the targets fortitude and resolve. Or substitute chemistry for guns so you can fight with SCIENCE. :P