Underrail Forum

Underrail => Development Log => Topic started by: Styg on May 27, 2013, 10:13:15 pm

Title: Dev Log #18: Lower Underrail and Mad Hattering
Post by: Styg on May 27, 2013, 10:13:15 pm
I'm currently in the process of building the Lower Underrail.

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

For those who don't know the Lower Underrail was the industrial/military zone of the big underground metro system before things went to hell, as opposed to the Upper Underrail which was the residential zone.

I have it mapped out on paper and am now going through each zone and constructing it in the editor. It's a lot of work without much to report so bear with me as I grind through it. At first, there won't be any quests or special points of interest (just containers, monsters, bandits, traps, and that stuff), until later I start adding the stations, dungeons and occasional random encounter. The metro train is also on the way. It will be connecting the aforementioned stations.

In other news, I've added psionic headbands to the game along with blueprint and components required to make them (creating them will require electronics and a bit of biology). These headbands can enhance one of the three psionic schools, but there are also universal ones that enhance all three (though those are generally weaker). Depending on what components are used, they can increase skill levels, critical chances, critical modifiers, and psi costs. I will add more components in the future that will have other effects or have greater effects (per quality) but with certain drawbacks.
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: UnLimiTeD on May 28, 2013, 09:29:21 pm
Why would anyone create a headband with increased cost?
Is that meant to mean lower cost, or is it a negative sideeffect of a stronger other modifier?

Yeah, I know, I'm pestering you with unnecessary questions.  8)
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: 16bitAindo on May 28, 2013, 10:14:07 pm
I would imagine it means that the Psi required to use a particular skill will be reduced.
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: joejoefine on May 29, 2013, 02:03:04 am
He probably meant decrease psi costs, but yeah I'm guessing even if it does increase it it will be because it also increases the damage or critical chance of some skill.
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: Styg on May 29, 2013, 09:53:37 am
Yeah, I meant to say it can decrease psi cost. But some future component might increase it as a negative side effect.
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: blackmoor on May 30, 2013, 04:55:48 am
Good to know the game-world is expanding and that the train is coming.

The new psi headbands sound awesome, it's also nice to get more gear.
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: UnLimiTeD on May 30, 2013, 11:19:49 am
You will have sneaky psionicists killing entire groups with augmented mindblasts. :P
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: Eliasfrost on June 27, 2013, 08:59:15 pm
How are things getting along, Styg? New dev logs coming up soon perhaps? :)
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: Styg on July 02, 2013, 12:42:03 pm
How are things getting along, Styg? New dev logs coming up soon perhaps? :)

Yes, I'll try to get one out this week. Sorry for being a bit quiet lately.
Title: Re: Dev Log #18: Lower Underrail and Mad Hattering
Post by: Eliasfrost on July 02, 2013, 08:07:55 pm
Awesome! It's k, we've all been a bit silent lately. ;)