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Underrail News

Underrail 2: Infusion - Steam page is up! Wishlist now!

[p]UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video on the store page or on Youtube:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.[/p][p][/p][p]For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on the new game's steam news as well.[/p][p][/p][p]So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.[/p][p][/p][p]That's it for now. In the coming weeks we have some work to do on Underrail 1 as it's nearing its 10 year anniversary, but after that we're going back into Infusion trenches with Early Access as our next big goal.[/p][p][/p][p]In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.[/p][p][/p][p]Cheers![/p]

Dev Log #73: Version 1.2.0.0 and the incoming DLC



Hi guys,

In preparation of the coming release of Heavy Duty DLC (which you can wishlist now) we are pushing version 1.2.0.0 out on the main branch today.

In one of the dev logs back in 2022, I hinted at a possiblity of us releasing a small DLC that would contain some important mechanics that we originally planned for a bigger DLC that would follow after Expedition. These mechanics were the new weapon types. As I said then, instead of making this large DLC we decided to move on to Infusion and basically rework the entire engine.

However, we didn't want to just leave those out permanently. While I was busy working on the new engine, along with the 3D artists, I decide to have the level/quest designers, who could not do any substantial work in the new engine yet anyway, work on a short, but unique, side-mission that we could then package with the weapons as a smaller DLC.

That way we could freshen up the game without disrupting the work on Infusion significantly. Granted, it did take some of my development time to code the new weapons (because at that point we only had the spritesheet renders) as well as some of the artists' time when creating the new tilesets. However, the majority of the work was done by the two level designers that had time to spare anyway.

So I hope you all enjoy the new weapons, I found them very fun during testing, as well as the new adventure. I can now confidently say that this is probably maybe the last big content update to the game until we're finished with Infusion. Of course, there's still the question of improved Steam Deck support and localization tools. Also it wouldn't hurt to add a couple more unique weapons, spears in particular...

Anyway, here is the list of changes in this patch. It does not include the DLC stuff that's coming later.

Features
  • New seasonal events
Items
  • Increased the cost of Hexogen
  • Scopes, crossbow superstring, pneumatic reloader and laser sight are now stackable
  • Praetorian heavy armor acid resistance changed to 0% / 5 (down from 20% / 10). This was a mistake, regular metal armors have minimal fixed acid resistance
  • Praetorian heavy armor health bonused changed to 35 (up from 20)
  • Reduced the mechanics required for a number of different gun barrels (7.62, 8.6, .44, 12.7)
  • Increased durability of TT 3000 from 690 to 2220, and Balor's Hammer from 1770 to 3570
NPCs
  • Rathound King and What now have custom combat taunts
  • Doctor Merrick will now treat injured players
  • Gorsky is now immune to fear
  • [Expedition] Becket will now sell spears and offer them as a reward; also, he will now always buy some medical items per restock (was random before)
Tweaks:
  • Reduced the spread angle for assault rifle/SMG bursts
  • Echoing Soliloquy persuasion buff will now work a lot more reliably on higher difficulties
  • Tchortlings will now despawn (go back to their wretched holes) if the player returns to Hollow Earth zones without being affected by the Eye of Tchort debuff
  • Protectorate Dreadnought's minigun now behaves like a proper minigun; also, the shoot rocket ability's AP cost has been reduced from 30 to 20, whereas cooldown has been increased from 2 to 3 turns
Bugs
  • Item macro stacking (1000 = 1k, 1000000 = 1m...) will now properly work with the new UI settings (was Classic-only)
  • Fatal Throw should no longer provide any benefit when throwing acid vials
  • Fixed the UI bug with certain vehicle slot background icons in some UI sizes
  • Updated HARP rocket explosion to use the same sprites as High Explosive grenades, instead of the old one
  • Commando will no longer trigger when destroying inanimate objects
  • Certain special acid attack will now count towards "Acid Trip" achievement
  • Fixed being able to tell Lt. Garren that a certain sneaky person is located somewhere despite the fact that he isn't
  • Fixed Leo sometimes not leaving his hiding place properly and thus not being accessible for the rest of the playthrough
  • Fixed Epione Lab cameras sometimes tracking the player despite them having been allowed access by the front guard
  • Fixed Gorsky staying in Tanner's office even after certain events that should prevent their conversation from happening have taken place
  • Fixed being able to pickpocket femurs from hunchback mutants
  • Fixed certain Mushroom Root parts being selectable from outside of the actual sprite
  • Fixed thrown oil barrels doing acid damage on direct impact
  • Fixed being able to daze machines while under the influence of Scrapperac
  • Fixed the game not acknowledging you had paid for the Wormhole access if you did so through a mercantile check
  • Fixed Tchortling Sower Tentacles sometimes dropping their bio attack weapon items for the players to pick up
  • Fixed SRO assault squad not returning to home base upon victory
  • If the player manages to survive the electric shock and subsequently kill the other runners in the Gauntlet's final area, they will no longer be able to enter other lanes and go out of bounds
  • Buying drapes for your house will now properly remove 300 charons from inventory (as stated in Jyles' dialog) instead of 350
  • Death of reclined characters lke the wounded sec-trooper will no longer be displayed as destruction in the text feed
  • minor dialog/zone fixes - [Expedition] Fixed not being able to disembark at a destroyed wall section in Port Ceto during certain events
  • [Expedition] Updated Elemental Bolts feat description to include energy bolts. The text remains the same for the base game, as it does not feature this kind of bolts
  • [Expedition] Fixed the camp defense quest note not being marked as completed in certain situations
  • [Expedition] Fixed not always getting extra xp for doing the final pirate mission solo (and some other minor dialog inconsistencies)
  • [Expedition] Fixed Ladelman not selling vehicle repair kits
  • [Expedition] Fixed quests related to joining the expedition not always being marked as failed when the ship returns to the Black Sea without the player
  • [Expedition] Fixed a broken electronics check when attempting to fix an Abandoned Waterways Facility console
  • [Expedition] Fixed not getting a bonus for revealing a certain threat to the expedition
  • [Expedition] Fixed behavioural issues with Ladelman and Doc Savage when they join the camp defenses at the beach
  • [Expedition] Fixed a broken option to call for reinforcements during kidnapping negotiations
  • [Expedition] Fixed the respawning jet ski in Abandoned Waterway Facility
  • [Expedition] Fixed The Rig guard dogs engaging players riding jets skis (will occasionally growl at them only)
  • [Expedition] Fixed junk jets taken from members of a few factions still displaying red/protected cursor
  • [Expedition] Room 3 at The Rig will no longer display red/protected cursor even if Murky gave you its key
  • [Expedition] A certain persuasion option will no longer break Todd's dialog
  • minor dialog/zone fixes


That's it for now, guys. Look out for the DLC coming November 1st!

Cheers.

Announcing Underrail: Heavy Duty DLC

Hi guys,

It is our pleasure to announce a second DLC called "Underrail: Heavy Duty."

[previewyoutube][/previewyoutube]

This DLC focuses primarily on three new weapon types - light machine gun and minigun, both of which fall under a new skill called Heavy Guns, and grenade launcher which is a part of the existing Guns skill. These weapons will add a number of new interesting play styles.

In addition to this, the DLC will feature a high-level side-mission that is designed to provide a challenge to Underrail veterans. You'll be pitted against one of the most formidable fighting force in Underrail. On higher difficulties, especially, this mission will serve as an ultimate test of your particular build.

That's it. The DLC is out November 1st, but you can wishlist it now.

Cheers.

Limited Edition Rathound Plushie


Hey guys,

We've partnered up with Makeship to produce bespoke Rathound plushies that can be yours for the low price of $27.99. This is once in a lifetime opportunity and, unfortunately, all unpurchased rathounds will have to be fed into Organic Processor, so your money is actually going to a good cause - to give one of these Biocorp mishaps a home.

Here's the link: https://www.makeship.com/products/rathound-plush

Cheers,

Styg

Dev Log #72: Steam Deck Preparations

Hi guys,

Today we're pushing the 1.1.5.6 version to the main branch. If you missed the original release on experimental, you can check out the previous dev log, as well as subsequent patch notes, to see what's it all about.

Next week we're going to release an update that will be focused around making the game functional on Steam Deck and Proton in general. The game might still not be as comfortable to play on Steam Deck as we are not going to implement a specialized UI or gamepad controls right now. That's a bigger undertaking that will have to wait until I've cleared some of my Infusion development schedule.



But, while it might not be the best hand-held experience, the game should still be completely functional on Steam Deck. I've fixed the outstanding issues with Proton in regards to the slowdown (which should now make the game fully playable on Linux) and have implemented an on-screen keyboard to be used in few places where textual input is required.

Another big change that will be coming with the next update is support for Steam Cloud, which should be able to function with the game now as it's quite a bit more generous in regards of storage space than back when we originally considered it. That said, if you're like me and make a lot of separate save files, you might want to trim your Save folder if you intend to use this feature.

That's it for now, guys.

Cheers.