Dev Log


Version 0.1.12.0 released
Wednesday, 06 August 2014 17:00

Hey guys, the new version is up. We're all very happy to have finally released this. It's the centerpiece of the game, our Athkatla/Sigil/Neverwinter. The main story still has places to go and we still plan on introducing more factions and sideplots, but expect the future updates to be a lot more focused and a lot less spacious.

We showed you bunch of screenshots already, so for this occassion we decided to make a short teaser trailer instead.

As before, we're releasing it to Steam first until we're sure it's stable and any potential major bugs that we missed during internal testing are fixed.

And because no dev log would be complete without a bullet list, here's an incomplete list of minor tweaks and stuff that were done since the last dev log:

  • Tweaks
    • EMP mine blueprint component requirements changed to be the same to that of the EMP grenade
    • Increased the amount of bear traps crafted when not applying poison to 10
    • Increased the amount of caltrops crafted when not applying poison to 10
    • Reduced the cost of metal plates and, by extension, some items that are crafted from them
    • Added an option to turn off automatic door opening
    • Removed the cooldown of Burst attack (don't know why it was there in the first place)
  • Bugs
    • Hopefully finally fixed the bug(s) that caused the factions to get all messed up after the Junkyard showdown event
    • Merchants will no longer roam while in bartering mode
    • Game will no longer crash when saving while mining
    • Chemical pistols have weight now
    • Action point counter fixed to work with extreme amounts of action points
    • Adrenaline shot will now always properly grant 20 bonus AP
    • Execute will no longer deal extra damage even if the target is not stunned/incapacitated
Enjoy the update folks, report bugs and let us know how you liked it. Cheers.
 
Blood Sports
Monday, 07 July 2014 06:40

Hey guys. We've been quiet lately, but that's only because we've been working hard on the biggest and the most difficult section of the game, center of the game world, the metropolis that is Core City.

Underrail - Core City Underrail - Core City Underrail - Core City

The Core City is the place of extremes. On one hand we have the oligarch families and their associates who live lives of luxury (or at least what can be considered such in the world of Underrail) while on the other hand the slums are filled with the poor that perish daily from hunger, disease and gang fighting.

The masters of Core City know how to keep the masses complacent though. What started as place for gangs to settle their disputes has grown to become the most popular form of entertainment in the city and the whole of Underrail. We're talking about the Arena, the Roman style field of combat where they pit men against various deadly creatures as well as gladiator against gladiator. All for the viewing pleasure of the numerous Arena fans. Watching people die violently is the favorite pastime for the oppressed masses of Core City.

Underrail - Core City Underrail - Core City Underrail - Core City

People from all over the Underrail pay for the privilege to watch direct broadcasts of these fights as well as take trips to Core City to watch the matches live, if they can manage to get hold of tickets which are always sold out quickly. The Arena and the its betting office have made the oligarch families rich.

Players will, of course, be given an opportunity to test themselves in the Arena and see if they have what it takes to climb all the way to the top and claim the title of Invictus.

Beyond that they will also have an opportunity to enter the Gauntlet, and new blood sport where the contenders race through series of rooms, each containing a unique challenge, to be the first to reach the finish line and claim the prize, or die trying.

* * * * *

This update will be taking us a bit longer than we expected, but in many ways this is the hardest section to develop. It encompasses more intractable NPCs than any other update, way more urban areas than any other city so far as well as multiple quest-lines. All this stuffs had us stretched a bit thin, but if we get this part of the game right it should be more or less smooth sailing to completion.

 
New Meds, Psi, and Weapons; Core City Sneak Peak
Friday, 23 May 2014 10:17

Hey guys. The development of the next city-state in the world of Underrail is in full swing. Core City, the metropolis of the South Underrail, is the largest of the urban areas this game will feature. Here's a little sneak peek:

Underrail - Core City Underrail - Core City Underrail - Core City

* * * * *

I've added more firearms: one new pistol, one new SMG, two more assault rifles and two more sniper rifles. Also added two new crossbows. One model from each of the weapon categories (pistol, SMG, crossbow, etc) will be only available through crafting. This doesn't mean it will necessarily be stronger than the others, just different.

I've tweaked the base stats (damage spread, crit chance, crit bonus, precision, etc) of each of the firearm and crossbow models to diversify them further and make the choice between them more meaningful when crafting or purchasing. I won't be adding any more craftable firearms or crossbows to the game (though we will be adding unique ones), instead I'll be adding more weapon enhancements you'll be able to add to the mix when crafting your weapon of choice. These new enhancements will only be available through crafting, meaning, they won't appear (or will appear extremely rarely) on randomly generated gear.

Additionally, in the future I will be adding more character feats that will play on strengths of thoughtfully crafted and enhanced custom weapons. E.g. if you make a character build that gives you a number of ways to perform on-demand critical hits, you'll want to stack critical damage bonus and use a slow hard hitting weapon; while on the other hand if you have feats that give you extra on-hit effects (such as flat damage bonus) with critical hits and have high dexterity you'll want to use quick light weapons with high critical hit chance.

* * * * *

In other news:

 

  • Items
    • Added throwing knives - they are fairly inexpensive and their damage scales with your throwing skill. While they are unlikely to replace your primary offensive skill, they do act as a nice ranged supplement for high dexterity characters, especially when you use the poisoned ones.
    • Added electrical pistols - a type of energy pistol that shoots electrical bolts that stun the primary target and jump a few times (similar to electroshock bolts)
    • Added two energy weapon enhancements - only applicable through crafting; one increases the critical damage bonus, while the other increases the special attack damage
    • Added 5 new crafting only meds and appropriate organs and chemicals that are needed to produce them
  • Creatures
    • Added the deadly coil spider
  • Psi
    • Added Thermodynamic Destabilization (metathermics) - You tag a creature with a debuff. If you kill it within 2 turns, it will explode, dealing heat and mechanical damage to everything around it. The amount of damage dealt scales with the metathermics skill and the amount of health the creature had when it was tagged
    • Added Enrage (Thought Control) - Enrages a living target for up to 4 turns which causes it to turn hostile to everyone.
    • Reworked Force Emission (Psychokinesis) - No longer provides extra range, but works with fist weapons as well.
    • Added Telekinetic Proxy (Psychokinesis) - Moves the telekinetic proxy from its current location to the specified location, dealing mechanical damage to everything in its path. If the proxy is not present, is too far away, or doesn't have a clear straight line path to the destination, a new one will be spawned. Telekinetic proxy will mimic your single target telekinetic psi abilities and effects (currently Telekinetic Punch and Force Emission) if the target is within its radius. The proxy lasts 3 turns, but the timer refreshes with each move or mimic.
  • Bug fixes
    • Fixed the overly heavy boots (will only affect the newly generated/crafted items, the old ones will remain heavy)
    • Crawler poison component now correctly named (was "Cave Ear" poison)
    • Plot items can no longer vanish when attempting to transfer them to the trading window (oops)
    • Opportunity feat now works with wrestling/tacklling (they are considered slows)
    • Balaclava repair category changed to fabric
    • Armor penalty calculation rounding errors fixed (Nimble feat should now apply properly in all cases)
    • Bleeding wounds from boots/armor enhancements will now stack as they should
    • Weapons of wheeled bots and turrets now considered firearms so vests should work correctly against them now
    • Dirty kick now triggers hostilities as it does in real life
    • You can now reload chemical pistol from the quick reload bar like other weapons (cannot unload, that's inteded)
    • Combo feat will now properly stack when using armors or boots that provide extra damage
    • You can no longer use Expose Weakness to kill The Beast or other stuff that's immune to mechanical damage
    • No longer possible to beat up some creatures to the point their "armor" degrades
That's all for now. Cheers.

 

 
Version 0.1.11.0 released
Tuesday, 15 April 2014 00:00

The new version is here. It took a bit longer to release than planned, but I think you guys will be pleased with the amount of content added. The game now features two more urban areas (one major and one minor) and lot more Lower Underrail and cave areas. We also reworked some of the starting quests to make the early difficulty curve smoother. For the full list of changes see the text below as well as two previous dev logs.

Underrail - Arc Furnace

We will initially be releasing the new update only on Steam until the version stabilizes (we fix any glaring issues you guys find that we missed) after which we'll deploy it to other platforms as well. I'm sorry for the inconvenience this might cause to some, but it's just way too much overhead to deploy hotfixes on multiple platforms.

Aside from new areas and quests, we also added the following since the last dev log:
  • Item
    • Added new metal type for crafting
    • Added taser blueprint so electronics experts can protect themselves from hooligans and stalkers
  • Tweaks
    • Throwing nets made more useful now (no longer completely ineffective against opponents with decent or higher strength).
    • Carrier vests made more common as loot/merchandise.
    • Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be required.
    • Completely most quests in oddity mode now grants some (usually small: 1-3) amount of XP. This should make completing quests feel more rewarding (especially those quests that don't involve exploration) without significantly affecting the XP balance in this mode.
  • Interface
    • Improved item management mechanics by adding sort button to containers and "transfer all" button to player inventory that can be used to transfer all the items to the currently opened container.
  • Bugs
    • Fixed the bug with certain secret monoliths not recognizing character's psi empathy
    • Increased the bear trap triggering radius so characters cannot pass in between two adjacent traps
We put a lot of effort in improving the narrative, quest hub area quality and game world cohesion, which I believe were up to this point the weaker aspects of the game. I hope you guys enjoy the update. Let us know what you think.
 
Foundry
Monday, 03 March 2014 08:41

Hey guys. We're still working on the new update and it will be a while longer because some of the new areas require quite a bit of graphical work. Here's a little sneak peek at the new major urban area - the Foundry:

Underrail - Foundry Underrail - Foundry Underrail - Foundry

In addition to that we're also adding a new minor quest hub in the cave areas south of SGS and couple more quests in SGS and Rail Crossing. Also, we reworked the order in which you receive the early game quests to avoid sending people to GMS too early and added some early game oddities.

* * * * *

In other news:

 

  • Tweaks
    • Reduced electronic crafting requirements for galvanic vests
    • Increased drops rates for all types of carrier vests
    • Boots now require a pair of rubber soles to craft
  • Bugs
    • Fixed the bug that caused the game to crash when attempting to set up the fishing rod on certain spots
    • TNT charges will now go off properly after loading a game in which it's been already set
  • Feats
    • Changes
      • Changed the AP reduction of Tranquility to 5 (down from 10)
    • New
      • Vile Weaponry - Whenever you cause a bleeding wound with a cold weapon, armor enhancement or trap you also apply infected wound which increases the damage taken from all sources by 10% and reduces healing effects by 25%. Stacks 3 times.
      • Expose Weakness - You can preform a special melee attack that deals normal damage and reduces target's mechanical resistance and threshold by 50% if it lands for 2 turns.
      • Steadfast Aim - Increases critical hit chance with a pistol by 1% for each base action point required to fire it above 10.
      • Spec Ops - Reduces action point cost modifier for burst attack from 300% to 200% when using SMGs. Also reduces cooldown of flashbangs by 1 turn.
      • Supressive Fire - Enemies caught in your burst attack cone (regardless of whether they've been shot) have their ranged chance to hit reduced by 10%, action points reduced by 5 and movement points reduced by 10 for 1 turn.
      • Quick Tinkering - Grants you an ability that when activated will allow you to arm your next trap instantly, even in combat in which case it will cost no action points.
      • Fancy Footwork - When you land a melee attack you gain up to 8 movement points, depending on your armor penalty. This can exceed your movement point maximum.
      • Taste for Blood - Whenever you attack a bleeding target with a melee weapon, you increase your melee damage by 5% and reduce action point cost of melee weapons by 0.2 for each bleeding wound the target has. This can stack up to 20 times. Expires after 2 turns if not refreshed.
      • Eviscerate - Grants you a special knife attack that removes all bleeding wounds from the target and deals 100% bonus damage for each bleeding wound removed.
      • Hypertoxicity - Increases damage done by poisons you apply by 100%.
      • Wrestling - When you strike a living target with fist weapon or unarmed attack you have 50% chance to reduce target's movement points by 8, action points by 3 and chance to hit with all ranged weapons by 7%. Stacks 5 times.
      • Combo - If you land three consecutive damage dealing unarmed or fist weapon attacks against a single target in a single turn, the third attack will deal 100% bonus damage and stun the target for 1 turn.
      • Pack Rathound - Increases carry capacity by 50.
      • Last Stand - Grants you an ability that when activated it will temporarily reset your health to your maximum for 2 turns. After the effect expires, your health will be reduced to 1.
      • Salesman - Increases the amount of goods merchants will buy from you by 1% per mercantile skill.
  • Items
    • Tabi Boots - lightweight boots that can be crafted from leather or fabric components
    • Components (these are all crafting only; that is items made of these cannot be found or bought)
      • Siphoner leather
      • Psi Beetle armor plate
      • Burrower armor plate
    • Super secret stuff

 

 
<< Start < Prev 1 2 3 4 5 6 7 8 9 10 Next > End >>

Page 5 of 18