Underrail Forum

Underrail => Development Log => Topic started by: Styg on July 13, 2017, 07:59:38 am

Title: Dev Log #53: Expedition Gameplay Video
Post by: Styg on July 13, 2017, 07:59:38 am
Hi guys.

Just wanted to let you all know that, even though we've been quiet, we're working hard on getting all the content for the expansion done, now that all the new mechanics have been implemented. The good news is that the the bulk of the main quest, including all the heavy scripting, c&c, etc, is complete and functioning (for the most part, it needs further testing, of course).

For those who just can't wait to get to explore the Black Sea themselves, here's a short video from the recent internal testing that we've done (this is NOT a trailer). It does contain some spoilers, though we tried to censor the important stuff, so be warned.

https://youtu.be/qHXG2SCMEGk (https://youtu.be/qHXG2SCMEGk)

Anyway, that's it for now guys. Let us know what you think.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: MirddinEmris on July 13, 2017, 10:18:12 am
So psi crab is like a psi beetle and coil spider rolled in one? You really hate us.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Tygrende on July 13, 2017, 10:30:08 am
Looking good. I really like that twitch drug. The double barrel's ability to fire both shells at once or fire the other one first are really cool mechanics too.

So psi crab is like a psi beetle and coil spider rolled in one? You really hate us.
It also applies Crippled up close, so yet another enemy that can easily screw metal armor/assault rifle/sniper rifle users.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Altos on July 13, 2017, 01:38:11 pm
This post contains minor spoilers about the expansion from the video. You have been warned!




Everything looks great so far! The new weapons and armor look like a lot of fun to use, the enemies are awesome (that Handmaiden assassin robot thing is giving me System Shock 2 flashbacks), the graphics are stellar, and the new music tracks all seem to fit in perfectly with the atmosphere. My favorite of the new tracks has to be the piece @ 3:54, even though you only let us hear 6 seconds of it. :P

The one thing that has me a bit concerned is the new Hypercerebrix med. Properly built Psi-users are already OP enough as it is with +2 INT Junkyard Surprise, +1 WILL Tchortist Noble Robes, etc. Do we really need another item that gives +2 INT? Well, at least we won't have to save-scum JS for crafting anymore. On second thought, it's not a problem. I forgot that the only combat stat INT affects is psi regen. Derp!

Also, lovin' the new Twitch drug. Finally, something that buffs Initiative! Take that, Carnifex!

Keep up the good work, you guys! :)
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: ciox on July 13, 2017, 02:45:26 pm
Really interesting shotgun mechanics that I spy, no Aimed Shot or Snipe for you, but there's a feat for doing bonus damage with shotgun at point blank it seems, also if you have a double-barreled shotgun you can choose which of the two shells to fire, I'm glad Styg is adding this real shotgun feel to the game.

This post contains minor spoilers about the expansion from the video. You have been warned!




Everything looks great so far! The new weapons and armor look like a lot of fun to use, the enemies are awesome (that Handmaiden assassin robot thing is giving me System Shock 2 flashbacks), the graphics are stellar, and the new music tracks all seem to fit in perfectly with the atmosphere. My favorite of the new tracks has to be the piece @ 3:54, even though you only let us hear 6 seconds of it. :P

The one thing that has me a bit concerned is the new Hypercerebrix med. Properly built Psi-users are already OP enough as it is with +2 INT Junkyard Surprise, +1 WILL Tchortist Noble Robes, etc. Do we really need another item that gives +2 INT? Well, at least we won't have to save-scum JS for crafting anymore.

Also, lovin' the new Twitch drug. Finally, something that buffs Initiative! Take that, Carnifex!

Keep up the good work, you guys! :)
Sounds interesting but where in the video is this stuff?
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Mac Orion on July 13, 2017, 03:03:04 pm
This post contains minor spoilers about the expansion from the video. You have been warned!




Everything looks great so far! The new weapons and armor look like a lot of fun to use, the enemies are awesome (that Handmaiden assassin robot thing is giving me System Shock 2 flashbacks), the graphics are stellar, and the new music tracks all seem to fit in perfectly with the atmosphere. My favorite of the new tracks has to be the piece @ 3:54, even though you only let us hear 6 seconds of it. :P

The one thing that has me a bit concerned is the new Hypercerebrix med. Properly built Psi-users are already OP enough as it is with +2 INT Junkyard Surprise, +1 WILL Tchortist Noble Robes, etc. Do we really need another item that gives +2 INT? Well, at least we won't have to save-scum JS for crafting anymore.

Also, lovin' the new Twitch drug. Finally, something that buffs Initiative! Take that, Carnifex!

Keep up the good work, you guys! :)

Well, numbers are possible to change, the idea was more to show off some stuff we did.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Tygrende on July 13, 2017, 04:01:27 pm
Also, lovin' the new Twitch drug. Finally, something that buffs Initiative! Take that, Carnifex!
I think his cutscene lasts longer than 10 turns, so it won't help you unfortunately. Still, another source of bonus initiative is a nice thing.

Sounds interesting but where in the video is this stuff?
You just have to pause the video at the right moments.

Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Yonaiker on July 13, 2017, 05:38:49 pm
I hoped to see the new skills and some action with the spears and machetes, good to know no more disgusting junkyard stew to get the 2+ int for crafting.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Arclight on July 13, 2017, 06:09:17 pm
Looking good so far. Shotguns look good - any vids of swords?
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Cmdr. DuctTape on July 13, 2017, 06:22:24 pm
Looks good. I really like the way shotguns work, and that there are so many types of shells. Looking forward to playing the dlc! :)
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Darthgrey on July 13, 2017, 07:28:30 pm
Cant wait, want to play it as soon as possible. Any chance to release it this year?
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: TΛPETRVE on July 13, 2017, 08:14:48 pm
The bazungolf, it is real!
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Altos on July 13, 2017, 08:55:48 pm
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Yonaiker on July 14, 2017, 12:08:58 am
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Styg on July 14, 2017, 07:51:00 am
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)

The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Styg on July 14, 2017, 07:58:38 am
Cant wait, want to play it as soon as possible. Any chance to release it this year?

There's always hope.

Styg, are those stylized dash icons the new transition mechanic you talked about? Tell us a little about that. Looks like they're unavailable while you're encumbered.

Those are new direct ability checks for strength and agility tasks (agility ones are unavailable if you're encumbered as well).

And now you've done it, your forum probably can't handle the tribals' pseudo-nordic names! :P

People will have to purchase the forum DLC in order to discuss those.

Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

Looking good so far. Shotguns look good - any vids of swords?

No vids, atm, but let me assure you - the swords are awesome.

Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: sin on July 14, 2017, 10:51:22 am
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Styg on July 14, 2017, 12:12:39 pm
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P

That's in too.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Altos on July 14, 2017, 01:57:02 pm
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I can get behind that.

On another note, will it be possible to find any of the new items outside of the Black Sea, or will the player have to venture into the expansion in order to find a spear or a shotgun? Sorry if you've already answered this.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Styg on July 14, 2017, 02:06:37 pm
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I can get behind that.

On another note, will it be possible to find any of the new items outside of the Black Sea, or will the player have to venture into the expansion in order to find a spear or a shotgun? Sorry if you've already answered this.

As for weapons, you'll find them regularly in stores and loot of the original game once you install the DLC. While new meds and such will require blueprints and crafting materials from the new areas.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: destroyor on July 14, 2017, 11:34:13 pm
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)

The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I hope this change will apply to DLC owners only as it seems to punish players without DLC.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Styg on July 15, 2017, 07:56:11 am
No, it will apply to all. I never much liked the idea of the optimal crafting session including spamming junk food.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Bruno on July 15, 2017, 08:44:59 am
No, it will apply to all. I never much liked the idea of the optimal crafting session including spamming junk food.
Thanks, this is good to hear. Didnt much like all "use JS for crafting, only 20 reloads" build suggestions, it is bad for the feeling of the game.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Turbodevil on July 15, 2017, 08:59:42 am
Good:

- The music is AMAZING are these new tracks or were I deaf during my playthrough?
- Environment looks great as usual
- Shotgun has kicks!
- Spear is huge and looks like melee weapon for actual combat (sorry knives)
- Transition to jet-skiis seems smooth

Bad:

- Shotgun burst attack seems weird. Aren't assault rifles/smg for burst?
- Another bug that shoots lightning? I still get nightmares with these Coil Spiders :P

Funny:

- I chuckled when enemy run up to you and threw knives at you, then after losing 10% of health you picked a shotgun and one shotted him. "That's cute, here's actual weapon though. Bye" :)
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: mercy on July 15, 2017, 11:18:23 am
[..]For those who just can't wait to get to explore the Black Sea themselves, here's a short video from the recent internal testing that we've done (this is NOT a trailer). It does contain some spoilers, though we tried to censor the important stuff, so be warned.

https://youtu.be/qHXG2SCMEGk (https://youtu.be/qHXG2SCMEGk)

Anyway, that's it for now guys. Let us know what you think.
- = negative, + = positive


+ Awesome animated water effects! Had to zoom in and rewind multiple times just to look at the beauty you created.

- Shotgun SFX should be one big BAM! Not this weak, automatic rifle sound thingy. This way its "MEH!.." and not satisfying at all. :(

+ Electric attack SFX (monsters) is much better for example than your "shotgun"

- "Rock Blasting through" sound (ends with rocks falling) is very loud and frightening, tone it down PLS.

+ New graphics is surprisingly nice!

- At elevator the text is nice green, but your dialog selection option BG highlight should be toned down or be something else, like a low opacity green color BG or a much more faint  orange w. low opacity!

- Handmaiden attack physical feedback: you should have "player character-hit" animations. Player character standing there like a rock, while he is being hit by the Handmaiden takes away from immersion! Even fallout had hit-hurt-reel-back animations. 

- Single shotgun sound is also weak, if that's what is shot during Handmaiden battle.

+ Very nice room illumination effect when the machine is turned on and it switches on the lighting.

- Gun + grenade explosion sounds are weak overall. They should have that "OOMPH!"  Review the awesome DOOM 1 or DOOM 2 sounds please from the DOS/4GW Extender era!

I you want your weapons to really sound good and have an "OOMPH!", I can make your sound effects go BOOM, if you agree to send me your current ones - even if you send just one weapon sound file to try me out: PM meHere is my sound effects portfolio for OpenXCOM (http://www.mediafire.com/file/xpf9ejytv495o45/Sound_effects.ZIP).

+ Nice Jet Ski graphics and sound effects!
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: mattu on July 15, 2017, 12:28:27 pm
Yeah, all the music is new. Sounds like the soundtrack is getting a sizable expansion as well.

Oh, that is great news. I love Underrail's music. Josh Culler is so good.

Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Megaost on July 25, 2017, 01:23:55 am
Man, this expansion looks great! And sounds great as well! From what the video shows whoever makes the music outdid themselves with this.
Can't wait for the release.
Title: Re: Dev Log #53: Expedition Gameplay Video
Post by: Fenix on August 10, 2017, 02:37:32 pm
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

Yeah, I waited so long and it happen!