Dev Log


Wrapping up the Crafting Stuff
Monday, 31 December 2012 16:17

I've finished all the crafting updates for the next release:

Underrail - Health Hypo Blueprint

  • Renamed the "Extract Toxin" blueprint into "Extract Humour". It can now be used to extract various bodily fluids from organs of dead animals
  • Creatures will now drop organs when killed. Different types of creatures (animals, insectoids) drop different organs. Harder to kill creatures have greater chance of dropping organs (e.g. rathound alpha has a better chance of dropping adrenal gland than the regular rathound)
  • Added health hypo blueprint. You'll need to extract substances from both animal (cave hopper, rathounds, dogs) and insectoid (psi beetle, burrower) organs in order to create those.
  • Added adrenaline shot blueprint. You can extract adrenaline from adrenal glands which are a rare drop on most creatures.

Underrail - Acid Blob Trap & Caltrops

  • Added chemical blob trap blueprint you can use to create acid blob traps which entangle the victim causing high damage spread over a couple of turns.
  • Added acid bolts that you can create from the existing chemical bolt blueprint.
  • Added caltrops blueprint. When deployed caltrops deal small amount of damage to anyone who moves over them and drain additional movement/action points. They can also be coated in poison.

  • Added plasma pistol. It can be created from the existing energy pistol blueprint. Plasma pistols are high-damage energy weapons, but consume a lot of AP and energy when used which makes them a good power attack weapons (aimed shot /execute), but not the best damage per turn weapons. They deal equal amounts of energy and heat damage.

 

* * * * *

 

I've also added Morphine Shot to the game. It reduces damage taken from any source by 50% for 3 turns, but after it expires the user will take damage equal to 50% of their missing health. Basically, you can use it to absorb good amount of damage over 3 turns, but you better make sure to stabilize before it expires. It's also a good way to survive between health hypo usages in difficult fights.

 

* * * * *

 

I will be tackling the creature respawning feature next, and then I'll fix the problem with certain kills not giving XP to the player (damage over time effects, explosive barrels, etc). After that there's a couple minor tweaks and bug fixes to handle and the next release will be ready.

 

Happy New Year everyone and see you in 2013.

 
Importing Characters and More Crafting
Tuesday, 18 December 2012 21:39

Alrighty, now that the stuff around alpha release finally settled down a bit I was able to get some real work done again.

Underrail -Character Importing

I've added export/import character options so that you can restart the game with an existing character (and all their equipment) in the future updates. This ties up to what a lot of you have been asking about - the saved game compatibility between releases. Well, the saves usually won't be 100% compatible. I won't prevent you from loading your old saves, but your saved state might miss a dialog/quest flag, an object you should have picked up earlier, a new NPC that have been added to an area you already visited, etc. So in short, you can load an outdated save game and mess around with it (it shouldn't crash or anything), but if you for some reason can't progress with the quests, I won't be able to help you with that.

 

Next, I've added an option to autosave on transitions for those who sometimes forget to save for a long time and die 5 areas later, losing all of the progress. I don't advise you to use this feature at the moment, because saving is a bit slow right now, especially when you get later into the game and you'll be changing areas frequently. But if you want it it's there. Also, you'll now have the option of using 'rolling saves' which means that the game will retain your (one) previous quicksave and autosave instead of overwriting it.

 

Now some gameplay changes.

 

I've changed the way the lockpicks and haxxors work. Lockpicks are now spent on successful lockpicking, so they work as a resource. They have distinct power levels and icons (+0, +5, +10) and are stackable. Haxxors work similarly like they did before, but also have distinct power levels and icons and require energy (batteries) to use.

 

Next up is the blueprint for chemical pistols that you'll be able to use to craft guns that fire various chemicals in various forms, if you have sufficient chemistry skill that is. A chemical pistol has two major components - collector, which determines the type of substance you can load into the weapon, and dispenser, which determines the way the gun fires the substance. For now you'll only be able to create Acid Blob Pistols, but there will be more in the future. There's also "Chemical Ammo" blueprint to accompany this. If you have sufficient biology and chemistry skills you'll be able to extract acid from acid mutants and make ammo from it.

 

* * * * *

 

I'm aiming for a new release somewhere around New Year. Not sure if it's going to be before or just after though, we'll see. It'll focus mainly on crafting. I'll be adding blueprints for new interesting gadgets as well as some existing stuff that you can't craft at the moment, such as health hypos.

 

Another major change will be adding respawn timers on creatures in certain areas. This will serve two purposes. First, if you ever find the yourself too weak to progress further with the quests, you can spend some time and hunt through the lower level areas. Now, I'm not saying this is something you'll have to do. The game won't ever require you to grind anything. However, the combat in this game tends to be a bit hard at times, so if you're not that good at it, you'll have this option. And secondly, you'll be able to return to previously visited areas to obtain crafting materials if you're missing on some of them (like you already can with the mushrooms).

 

That's it for now. Let me know what you think of these changes.

 
Underrail released on Desura and GamersGate!
Thursday, 06 December 2012 00:49


Underrail alpha version has just been released on Desura and GamersGate!

and

If you want to know what's new in this release (since the demo) you can go check out the dev log posts from the last couple of months, but let me just quickly recap the highlights:

  • Huge new urban zone consisting of 8 areas
  • Big new 'dungeon' consisting of 6 areas (twice as much as the last one)
  • A couple of 'mini-dungeons'
  • New quests
  • New feats
  • Traps skill
  • Some updated game mechanics
  • Re-balanced economy
  • Food
  • More weapons and armors
  • Updated crossbows (feats, special bolts, damage boost)
  • Various other smaller stuff



 
Alpha Release in Testing
Thursday, 29 November 2012 12:19

Finally it's complete. All the content I wanted to put in for the first commercial alpha release is in and we're now doing last bits of testing (getting our faces melted in the needlessly hard dungeons and toning the stuff down)

Underrail - Junkyard Docks

If you want to know what's new in this release you can go check out the dev log posts from the last couple of months, but let me just quickly recap the highlights:

  • Huge new urban zone consisting of 8 areas
  • Big new 'dungeon' consisting of 6 areas (twice as much as the last one)
  • A couple of 'mini-dungeons'
  • New quests
  • New feats
  • Traps skill
  • Some updated game mechanics
  • Re-balanced economy
  • Food
  • More weapons and armors
  • Updated crossbows (feats, special bolts, damage boost)
  • Various other smaller stuff
Also very recently I've changed pickpocketing mechanics a bit. It's not quite where I want it to be yet, so I'm going to revisit it sometime after the alpha release for sure, but I think this goes a long way in making it not completely useless. Namely, pickpocketing doesn't require stealth anymore and is just directly checked versus the target's detection. So you don't have to invest into two skills anymore and you won't be always detected because pickpocketing takes so long and stealth works terribly when you're too close to the target. In any case I'll be keeping an eye out for it, so let me know what you guys thought of this change.
Anyway, the testing is underway and after that I'll be sending the build to distributors for publishing and hopefully it won't take too long before it will be available for purchase.

 
More Quests and Feats
Saturday, 10 November 2012 13:15

I'm almost done with quest implementation for the new areas. There's still a couple smaller ones to go, as well as some support scripting and dialog to do, but that shouldn't take more than couple of days. After that I'm going to start the work on the next 'dungeon' area and that will be the last bit of content for this release.

I do intend to revisit these areas post-release and add more quests, but for now this will do.

Underrail - Junkyard Docks

I've also added some new weapons and armors:

  • One new model of each firearm type: pistol, SMG, assault and sniper rifle
  • One new crossbow type
  • Knives and sledgehammers made of tungsten steel
  • Tungsteen steel armor
  • Regenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors)
  • Acid resistant leather armor (this will be useful in the upcoming dungeon)
Then there are couple of new feats I got to implement. It's not much because this release I'm more focused on new areas, so expect a lot more in the future updates. I implemented a couple of melee feats because they were sorely missing in the demo:
  • Pummel - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turns
  • Crippling Strike - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times).
  • Dirty Kick - Unarmed attack that deals damage and stuns the target for 1 turn (double that if the target is human male)
  • Hit and Run - After you kill an enemy, your movement points are restored to 25 (or your maximum, whichever is lower)
  • Yell - You attempt to reduce offensive skills (guns, corssbows, melee and grenades skills) of all surrounding enemies by 20% of your intimidation skill
  • Shroomhead - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi
All in all, this version is nearing completion and it will be done by the end of this month for sure. Can't say exactly when it will be release for alpha purchase, as I don't know what the process for that will be, but it can't be far off now.

 
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