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Tags: Stygian Software; Underrail; Underrail: Expedition
Looks like I spoke too soon when I said there were no more new features to introduce for the Underrail: Expedition expansion. Styg has published a new development update to announced that he's reversed most of his plans for high level Veteran characters that were introduced last year. Instead of ceasing to gain ability and skill points on level-up and becoming feat beasts, Veteran level characters will now continue to advance much like normal ones. To make up for that, they'll gain access to unique Specializations that will improve their existing feats. The update explains:
Looks like I spoke too soon when I said there were no more new features to introduce for the Underrail: Expedition expansion. Styg has published a new development update to announced that he's reversed most of his plans for high level Veteran characters that were introduced last year. Instead of ceasing to gain ability and skill points on level-up and becoming feat beasts, Veteran level characters will now continue to advance much like normal ones. To make up for that, they'll gain access to unique Specializations that will improve their existing feats. The update explains:
Hi guys. I did some changes regarding veteran levels which I originally introduced back in October.
First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, derived stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.
Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.
However, the second, and more important change, is that on veteran levels you'll also get three specialization points.
You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).
That's it for now. Let us know how you like these changes.
It's definitely a more ambitious implementation, what with having to go back and add new high level content to the base game. Maybe that's why the expansion is taking longer than anticipated to complete.First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, derived stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.
Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.
However, the second, and more important change, is that on veteran levels you'll also get three specialization points.
You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).
That's it for now. Let us know how you like these changes.