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Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
749
Location
Serbia
Hi guys,

As a lot of you know, the expansion has been in closed alpha for a while now. This helped us weed out a lot of bugs from the available content (which doesn't include the last dungeon) and we would like to thank our dedicated alpha testers for their time. Without them it would take much much longer to get the DLC to run properly and smoothly and we surely would not have found as many bugs. This is not the end of alpha, though, as it will remain in place (likely) to the very release.

Speaking of release, we have the store pages up now (Steam; GOG) with a brand new trailer, so check it out. You can't pre-purchase it, but you can wishlist it.



In preparation for the eventual release (it will happen) I'm pushing the version on the experimental branch. In regards to the original game, this update has a bit of everything, including fixes for some old persistent bugs, but also this is the code that runs the current build of Expedition and I want to make sure it doesn't break anything in the base game before we finally release the DLC. Here is the list of changes:

  • Engine
    • Replaced the black window with a cosmetic loading bar when loading up the game
  • Items
    • When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
    • CAU armor will now also increase the damage of Cooked Shot by 20%
    • Added brown worker suit as an armor item
    • Added the previously default model's shirt and pants as an armor item
    • Cost of food increase by an order of magnitude
    • Doctor's Coat and Biotechnician Suit can now degrade, be repaired and recycled
    • AKX is now indestructible (it won't take damage from use) and has been moved from the train hijacker to Kokoschka
    • Added new foods
  • Mechanics
    • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
    • Immobilizing status effects will now also set your effective dodge stat to 0 (just like evasion)
    • Damage from standing in fire will now remove incapacitation and also remove "chilled", "frozen" and other cold based status effects
    • Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
    • Cameras will now report on you when you steal stuff
    • Ground fire percentual burning damage capped to 16-40 (based on fire level).
    • Net throw will now displace success chance during targeting
    • Burning and exothermic aura status effects, as well as some other direct fire exposures, will now also remove webbed status effect
  • Feats
    • Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)
    • Added Versatility: Your effective Guns, Crossbows and Melee skill value is brought up to 60% of the effective value of the highest of those skills.
  • Tweaks
    • Players wearing no armor will appear in their underwear instead in the default outfit
    • Explosive barrels will now ignore 40% of target's resistance and threshold (same as HE grenades)
    • New models and portraits for Kokoschka and Dude
  • UI
    • You can now copy current dialog text to clipboard by pressing Ctrl+C.
  • Bugs
    • Fixed the keybinding for the global map
    • Fixed the bug that caused patrol waypoint delay to end on save/load
    • Hopefully fixed the bug that caused the window to lose focus when starting the game in full screen mode on some computers
    • Fixed (or at least) improved the mechanics concerning turn-based combat and area (blue) transitions. Player will now retain his combat turn while transitioning to a different area (section) within the same zone and NPCs will not bug out as much when attempting to follow him
    • Fixed the bug that caused the crafting UI to swallow up items in some rare instances
    • Activating exothermic aura will now also remove any burning effects the invoker has
    • Fixed the weird weapon rules in Fort Apogee Consulate
    • Fixed the bug that caused certain NPCs to respond to noise in turn-based mode, but not in real-time mode; there might be more instances of this
    • Commando feat will now properly trigger from kills caused by on-hit damage from special ammo
    • Using special attacks in real-time mode will no longer automatically be followed by a single regular attack
    • Hunchback mutants will now use proper yell sound
    • Bear traps, cryoliquid blob traps and throwing knives will no longer ignore immunity to critical hits
    • You can no longer add a silencer to a weapon alongside another muzzle device
    • Fixed the bug that caused the player to receive the strange feeling debuff after saving the game and staying still even though he should be safe from it
    • Shoot Dreadnought rocket ability now has actual tooltip text
    • Pseudo-spatial Projection will now work against throwing knives; also throwing knives will report misses in combat log now
    • Fixed the minor bugs with word emphasis in dialogs through bolding.
    • Fixed some issues with Grover's quest not being set to completed in the quest notes
    • Fixed an issue with a trapdoor in a certain bunker in Foundry not being properly unlocked in some instances
    • Fixed an issue with Azif sometimes not wanting to leave his starting zone
    • Fixed the Zone Rats not being hostile to mutants
    • Fixed the wounded man from a certain random event dying even if the player has healed him.
    • Fixed not being able to finish Gorsky's final mission in certain instances
    • Fixed an unclickable item in the abandoned sofa random encounter
    • Fixed invisible attackers during the Core City warehouse invasion
    • Fixed being able to talk to Daniel Arda in a situation where that shouldn't be possible
    • Minor dialog/map and scripting fixes
To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

And finally, in regards to DLC development, the final dungeon is just about done. Though the dungeon is very small, we developed a lot of custom content for it specifically, so it took longer than expected (per usual). After we're done with the final dungeon we'll need some time to wrap things up and do some final testing and then the game is good to go.

That's it for now. Let us know what you thought of the trailer and the new experimental version. Enjoy the holidays and hopefully take some break from work like we will.

Merry Christmas! Christ is born!
 
Last edited by a moderator:

Black Angel

Arcane
Joined
Jun 23, 2016
Messages
2,910
Location
Wonderland
  • Items
    • Cost of food increase by an order of magnitude
And now, the denizens of Underrail are going to starve :negative:

  • Mechanics
    • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
  • Feats
    • Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)
9d5.png
  • Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
Depot A :incline:

  • Tweaks
    • Players wearing no armor will appear in their underwear instead in the default outfit
*Pervert of Tarant intensifies*
 
Last edited by a moderator:

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Man, I just decided to check on Underrail, since I've been waiting for the expansion, and I went to the Dev Log, saw this, and it turns out the update went up like an hour ago.

Looks cool.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,464
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So it's a standard Steam DLC huh.

You could still make it part of a discounted new edition though. On Steam there have even been cases of games where the original release is replaced by a "Gold Edition"-type bundle, which becomes the only way to purchase the game (with the DLC still available for sale separately for people who already owned it)
 
Joined
Jan 1, 2011
Messages
617
RIP SMGs/ARs. At least crafting them will be more interesting since you don't have smart module as something you should always pick now.
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
749
Location
Serbia
So it's a standard Steam DLC huh.

You could still make it part of a discounted new edition though. On Steam there have even been cases of games where the original release is replaced by a "Gold Edition"-type bundle, which becomes the only way to purchase the game (with the DLC still available for sale separately for people who already owned it)
We might make a discounted bundle, but we are unlikely to remove the ability to purchase the base game alone at this point.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,187
Feats
  • Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)
Uff, crossbows killed.

Can you at least buff crossbows in some other way? Quick Tinkering was one of the only really effective ways to survive rushing melee enemies from turning your crossbow dude into swiss cheese. Taking a step back and putting a bear trap between you and him was what saved your ass from quick annihilation. With 5 cooldown, 2 such guys will murder your way too often.
 
Joined
Jan 1, 2011
Messages
617
Quick Tinkering was one of the only really effective ways to survive rushing melee enemies from turning your crossbow dude into swiss cheese.
Use special bolts more. Shock bolts are a 100% stun if they hit, and incendiary bolts have 50% ignite chance. Spam them and you can control enemies easily even without traps.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,187
Quick Tinkering was one of the only really effective ways to survive rushing melee enemies from turning your crossbow dude into swiss cheese.
Use special bolts more. Shock bolts are a 100% stun if they hit, and incendiary bolts have 50% ignite chance. Spam them and you can control enemies easily even without traps.
I did, quick tinkering was still needed often. You often fight more enemies than your special bolts can handle.
 
Joined
Jan 1, 2011
Messages
617
I did, quick tinkering was still needed often. You often fight more enemies than your special bolts can handle.
You're seriously saying you need quick tinkering multiple times per fight even with the ability to stun/fear up to four enemies per turn? If you're getting rushed that hard it seems like the cooldown change wouldn't even matter since you'd be dead before it'd refresh anyway.
I don't really know what to say. My crossbow build didn't have that many problems. Maybe I did more sneaking around or preplacing traps or something than you did. All I'm sure of is that our experiences differed.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,464
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Last edited by a moderator:

Ent

Savant
Joined
Nov 20, 2015
Messages
541
that smart module change is a pretty big deal. Still a very strong module on Snipers, Pistols and Energy Pistol builds but sad for the burst builds.
 
Joined
Dec 22, 2018
Messages
31
Quick Tinkering was one of the only really effective ways to survive rushing melee enemies from turning your crossbow dude into swiss cheese.
Use special bolts more. Shock bolts are a 100% stun if they hit, and incendiary bolts have 50% ignite chance. Spam them and you can control enemies easily even without traps.
I did, quick tinkering was still needed often. You often fight more enemies than your special bolts can handle.

First time I played underrail, on hard, I played a crossbow build without quick tinkering. You just have to be careful and place traps ahead of time.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,944
  • Tweaks
    • Players wearing no armor will appear in their underwear instead in the default outfit
*Pervert of Tarant intensifies*
Yeah, spent a lot of time when testing running around naked. On dominating i found weight more important than wearing an armor that wont keep you alive, tho i did dump con.
 

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