Underrail Forum

Underrail => Development Log => Topic started by: Styg on May 07, 2013, 07:10:18 pm

Title: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 07, 2013, 07:10:18 pm
The game is updated to version 0.1.8.0 on Desura and GamersGate, soon to be updated on Groupees as well. You'll find all the new stuff listed here and in the previous dev log.

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

As promised, I've added a number of new feats and psi abilities. With feats I mostly focused on melee combat and grenades, both of which were sorely lacking in that department.

In regards to new psi abilities you'll notice I've added an extra thought control ability. This means that there's now an equal number of psi abilities across all psi schools. You can learn most of the new psi abilities from the existing teachers (this might change in the future), with the exception of Bilocation for which you must look elsewhere (those who played through the whole game before will have a good idea where to go ;) ).

So without further ado, here's the list of changes since the last dev log:


Let me know how you liked these changes and the new stuff.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: blackmoor on May 07, 2013, 08:08:52 pm
Great update!

Thanks for adding an additional psi abilities, they all sound interesting and powerful. In my opinion, if we eventually get some form of mind control or charm ability, I think psi powers would be nearly complete. It would seem to me that the ultimate point of psi power is to dominate the mind of your enemies.

Also, thanks for adding more Feats. They all sound great, especially Paranoia and Uncanny Dodge. Although now I'm tempted to make a melee character and specialize in dealing massive up-close damage. It's going to be fun trying these out for the first time!

Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: UnLimiTeD on May 07, 2013, 09:56:02 pm
That looks nasty.
Not sure if I should redo my melee or psi character now, neither got too far before I decided to wait for the next version.
Well, once I get a hard drive fixed.
Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
Got a question about the above.
Multiple, to be precise:
1.) In game, it shows a 30% damage bonus, as opposed to the 20% you mention here.
2.) With the reduced crit chance add up with metal helmets? Same for detection.
3.) What about unarmed attacks? Are they weapons? Or will they get their own feats?
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Sakuragi on May 09, 2013, 06:30:53 pm
I made a sort of melee dagger and psychokinesis hybrid. At level 4 you get Electrokinesis just good for the GMS compound. I gotta say it is so awesome against those 4 drones at level 2. Got them come to me and just cast it like three times to destroy all 4 of them.

Maybe you should increase the psi consumption since there is no cooldown and maybe take off the 1 sec stun.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: blackmoor on May 09, 2013, 07:10:37 pm
I made a sort of melee dagger and psychokinesis hybrid. At level 4 you get Electrokinesis just good for the GMS compound. I gotta say it is so awesome against those 4 drones at level 2. Got them come to me and just cast it like three times to destroy all 4 of them.

Maybe you should increase the psi consumption since there is no cooldown and maybe take off the 1 sec stun.

I don't have a problem with increased consumption, but I think electricity always stuns mechanical hostiles.

Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 09, 2013, 09:46:21 pm
I made a sort of melee dagger and psychokinesis hybrid. At level 4 you get Electrokinesis just good for the GMS compound. I gotta say it is so awesome against those 4 drones at level 2. Got them come to me and just cast it like three times to destroy all 4 of them.

Maybe you should increase the psi consumption since there is no cooldown and maybe take off the 1 sec stun.

I might tweak other parameters, such as AP and psi cost and damage, but the stun will stay. It's the trademark of electrical attacks in the game.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 09, 2013, 10:01:40 pm
That looks nasty.
Not sure if I should redo my melee or psi character now, neither got too far before I decided to wait for the next version.
Well, once I get a hard drive fixed.
Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
Got a question about the above.
Multiple, to be precise:
1.) In game, it shows a 30% damage bonus, as opposed to the 20% you mention here.
2.) With the reduced crit chance add up with metal helmets? Same for detection.
3.) What about unarmed attacks? Are they weapons? Or will they get their own feats?

1) It's 30%, made a mistake in the dev log.
2) Crit reduction stacks additively, detection stacks multiplicatively.
3) Unarmed attacks are considered weapon attacks, strangely enough :P
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: UnLimiTeD on May 09, 2013, 10:23:33 pm
Oh. That makes hit and run surprisingly useful for Unarmed characters, I suppose.
Thanks for that piece of info.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Fenix on May 11, 2013, 03:50:08 pm
Quote
  • Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
What is "tick" in Underrail's mechanic? Need to know to translate it correctly for update review.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 11, 2013, 03:54:57 pm
Quote
  • Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
What is "tick" in Underrail's mechanic? Need to know to translate it correctly for update review.

It's just a term used to describe that the stream hits multiple times. It all happens in the invoker's turn during the invocation.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Fenix on May 11, 2013, 05:03:03 pm
So "tick" is a number of targets Pyrokinetic Stream can hit?

Btw, Styg did you think about managing with Item Degradation rate in other way than Repaire Kit?
I mean, skill solution - something like Maintenance in System Shock 2?
Or, don't want to rework all skill system, some hidden parameter\formula, based on Intellect\Dexterity\Agility\Mechanics, mix of all this?
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 11, 2013, 05:21:30 pm
So "tick" is a number of targets Pyrokinetic Stream can hit?

Btw, Styg did you think about managing with Item Degradation rate in other way than Repaire Kit?
I mean, skill solution - something like Maintenance in System Shock 2?
Or, don't want to rework all skill system, some hidden parameter\formula, based on Intellect\Dexterity\Agility\Mechanics, mix of all this?

No, the number of ticks is the number of times the streams hits all its targets.

There aren't any changes to repair system planned. It's already skill-based since recycling items and creating repair kits requires mechanics, electronics, or tailoring respectively depending on the type of item/repair kit.

Btw, you also needed maintenance/repair kits in System Shock 2.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Fenix on May 11, 2013, 05:29:48 pm
Btw, you also needed maintenance/repair kits in System Shock 2.

I mean, it seems, that this skill discrease the rate of item degradation, but I'm not sure.
Anyway, thanks for answers. )
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Sakuragi on May 13, 2013, 03:27:40 am
Ok i am currently at the mutant area and have rerolled into a psychokinesis and thought control full constitution(10) and max will(10+x(where x is the ability point you get )). It is really fun and you use a lot of psi point (only cons for me) since i do not really use any weapons.

Electrokinesis: if there are two opponents (close) it is hands down the best psi ability. On critical i have seen upwards of 195+ for the first shot.

If there are more than 4. I will still use it and with the first ability of thought control you have (forgot the name) supported with the AOE feat.

Now bilocation is kinda tricky. It has restricted use (humans), deals  average damage for the AP cost (that's with the AOE feat, i regret it since electrokinesis would have been better). Well this is for the current game. Since there are not many enemies with electrical resist (bare none i think), maybe bilocation would be better later since it bypass resist and shields.

One question about bilocation, are the clone subjected to the dodge rating of the mob since when attacking?. Because the one time i used it i think i saw him miss quite a few punches.

This is just my point of view and thoughts.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: UnLimiTeD on May 13, 2013, 10:10:04 am
After having used it a bit, Electrokinises is definitely too strong.
If it used the player as a potential bounce target after the first hit, with a lower priority than mobs, it might incur a risk.
So far, it has high range, high chance of stun, insane damage...
Against small groups, it's essentially a riskfree, accurate, long ranged grenade replacement.
I suggest a 1 turn cooldown (one use per turn no matter how much AP you have) and toning down the damage a bit.
Say, 10% less and 20% drop per jump, off the top of my head.
It will still be a great damage option, and even if another skill should surpass it, it's a great addition to a kineticists arsenal due to how good it is against machines.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Zephyros on May 14, 2013, 08:09:41 am
I don't know. It's also quite high in AP cost (I can't do any other offensive spells in the turn) and it's damage is roughy similar to pyrokinesis, which doesn't scale off based on the number of people hit and can cause fear on everyone (as opposed to stunning one.)
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: UnLimiTeD on May 14, 2013, 10:47:35 am
The scaling of targets is actually it's strong point. Have just two, and they will take insane damage, with every hit having it's own crit roll. It also doesn't risk any self damage, and it's accurate no matter what.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 14, 2013, 11:07:23 am
What level are you and what's the base damage of your electrokinesis?

This ability was meant to be one of the primary psychokinesis damage dealers, so I won't be adding cooldown. Damage, range and AP cost might need to be tweaked in the next update though.
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: UnLimiTeD on May 14, 2013, 01:06:55 pm
Well, I used it with a Melee specialist ( I tell you, I am disappoint by spikes) with 5 Will.

I wanted to do a level comparison, but I noticed I never actually leveled PK beyond 40 (45).
Thus, I did a Will comparison:

The middle is the unsurprised base value:
WillPK LevelDamage
440 (42)26-58
340 (37)24-53
540 (45)26-61
640 (48)27-64
740 (52)28-68
For a comparison, at 5 Will, Telekinetic Punch deals 27-39 damage.

Also, I think currently Mutated dog leather boots with metal caps are better protection than pure metal boots?^^
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Sakuragi on May 14, 2013, 03:52:33 pm
I am level 9 Will 12 PK 55(92) TC 55(92)

Electrokinesis 38 -109
telekinetic punch 45-69 (no feat)
Neural overload 34-59 (no feat)
Bilocation 23-43 (not sure if it is per turn or per hit)
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: Styg on May 14, 2013, 04:09:54 pm
Thanks for the info guys. I will look into it.

@Unlimited Are you telling me that full metal boots offer less mechanical protection or just less protection overall?
Title: Re: Dev Log #17: Version 0.1.8.0 released
Post by: UnLimiTeD on May 14, 2013, 06:31:55 pm
Seems just overall; It might turn out I just found a pair of boots made from extremely well endowed rathounds or something.
With ~equal quality it's essentially trading a 1% mech for a bit of acid. Interestingly the encumbrance is close, too. So, sorry for the false alarm; Though I will compare it in the future.