1. Underrail
  2. News

Underrail News

Patch 1.3.0.17

Version 1.3.0.17

  • Fixed the character outlining issues
  • [Heavy Duty] Beast of Burden specialization fixed

10-Year Anniversary Update (v1.3) (Dev Log #74)

[p]Hi guys,[/p][p][/p][p]It has been 10 years since Underrail hit its 1.0 version. In celebration, we're releasing a small but important update that touches up the game's visuals and delivers an extra weapon to the Heavy Duty arsenal.[/p][p][/p][p][/p][p][/p][p]First, we've created unique sprites for all of the game's unique weapons. These should now be visible when the player equips them, except on a few armor types and when riding jet skis (but we plan to correct this in the future).[/p][p][/p][p][/p][p][/p][p]Secondly, we added a new weapon to the Heavy Guns roster - the rocket launcher. As you might expect, it's a high-powered high-AP area of effect weapon that requires a lot of strength to wield. It can fire 4 different rocket types and there are even some unique ones that have their own payloads.[/p][p][/p][p]Lastly, we've started work on localization support. This is going to be something that will remain in slow but active development over the next year, as I slowly migrate all the game's text into external files. As it stands right now, though, most of the UI elements and the dialog can be freely translated.[/p][p][/p][p]To learn more about how to do this, visit our Localization sub-forum.[/p][p][/p][p]We also made a bunch of other smaller and medium balance changes, with the major focus being on the impact of the intelligence stat.[/p][p]Here's the full list:[/p][p][/p][p]General[/p]
  • [p]Unique weapons now have custom sprites when held (except on jet skis)[/p]
  • [p]Extracted a good amount of text of the game into .txt files for localization; UI elements, object names, items, abilities, dialogs and more can be localized as of now; further localization support is in development[/p]
  • [p]Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified. The effect is not drastic, but should be noticeable.[/p]
  • [p]\[Heavy Duty] Added Rocket Launchers[/p]
[p]Graphics[/p]
  • [p]Improved the fog of war and nightvision shaders; you can switch to the old one in video settings if you prefer the old look[/p]
[p]Difficulty[/p]
  • [p]NPCs now gain 3% crit chance bonus on Dominating difficulty for weapon and psi attacks[/p]
  • [p]NPCs health is now increased by 100% (up from 50%) on Dominating difficulty[/p]
  • [p]NPCs health is now increased by 50% on Hard difficulty (previously it was not increased at all)[/p]
[p]Items[/p]
  • [p]Increased the base healing amount of enriched health hypos by about 25%[/p]
  • [p]Mining helmet and headlamp enhancements will now project light in a cone in front of the user; range increased[/p]
  • [p]\[Heavy Duty] Increased The Stunner's hacking requirement from 120 to 150[/p]
[p]Crafting[/p]
  • [p]Changed the crafting requirement base from fixed 80% of component quality to ranging from 77% to 112% component quality, scaling with the quality itself (curving up); Tweaked the specific modifiers for various components.[/p]
  • [p]Metal combat gloves have their strength scaling changed to +10% for STR over 5 (down from 7)[/p]
  • [p]Reduced the shield conversion rate of High Efficiency Energy Converter[/p]
  • [p]Base energy shield conversion rate increased[/p]
  • [p]Circular Wave Amplifier's energy shield conversion rate penalty no longer scales with component quality[/p]
  • [p]Increased the Circular Wave Amplifier's effect on shielding values[/p]
  • [p]Silencer no longer reduces damage (this change does not affect already crafted/generated pistols)[/p]
  • [p]\[Heavy Duty] The grenade launcher technical manuals publication used in firearm refurbishing has been changed to also include rocket launchers[/p]
[p]Feats[/p]
  • [p]Expose Weakness - now reduces resistance and threshold by 30% plus 2% per intelligence (down from fixed 50%) and the effect is halved for non-living targets; cooldown change to 5 turns (up from 4)[/p]
  • [p]High-Technicalities now also increases damage from energy edge and electroshock modules[/p]
  • [p]Hit and Run - when triggered multiple times in the same turn, the maximum movement points reset point gets halved with each triggering[/p]
  • [p]Fancy Footwork - when triggered multiple times in the same turn, the amount of movement points gain is reduced by 1 point each time[/p]
  • [p]Cheap Shots - Incapacitation chance changed to 8% (down from 15%)[/p]
  • [p]Heavy Punch - Damage changed to 300% (up from 180%); AP cost changed to 150% (down from 200%); now has 3 turns cooldown[/p]
  • [p]Cut-throat - Action point cost changed to 15 (down from 25)[/p]
  • [p]Pummel - cooldown changed to 1 turn (down from 3 turns)[/p]
  • [p]Expanded Psi Capacitance - Now also increase psi regeneration by 1% of max psi reserves[/p]
  • [p]Mantra - Psi regen bonus changed to 10 (up from 5)[/p]
  • [p]Added Polymath (intelligence 8) - Immediately grants 15 skill points and additional 5 skill points at every subsequent level.[/p]
  • [p]\[Expedition] Added Specialist (level 16, intelligence 10) - Grants 1 additional specialization point per level.[/p]
  • [p]\[Heavy Duty] Shell Shock now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill[/p]
  • [p]\[Heavy Duty] Demolition Man now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill[/p]
  • [p]\[Heavy Duty] Bullet Trance - will only work with LMGs and miniguns[/p]
  • [p]\[Heavy Duty] Added Beast of Burden (strength 10) - Increases carry capacity by 150.[/p]
[p]Psi[/p]
  • [p]Added Heavy Punch: Damage - Increases damage by 10% for each specialization point (max: 10).[/p]
  • [p]Added Heavy Punch: Action Point - Reduces the action point cost modifier by 10% for each specialization point (max: 5).[/p]
  • [p]\[Heavy Duty] Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5).[/p]
[p]Specializations[/p]
  • [p]Added Heavy Punch: Damage - Increases damage by 10% for each specialization point (max: 10).[/p]
  • [p]Added Heavy Punch: Action Point - Reduces the action point cost modifier by 10% for each specialization point (max: 5).[/p]
  • [p]\[Heavy Duty] Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5).[/p]
[p]Psi[/p]
  • [p]Forcefield now has resistances that scale with skill[/p]
  • [p]Cryogenic Barrier now has mechanical resistance that scales with skill[/p]
  • [p]Exothermic Aura now burns off throwing nets and webs that entangle the invoker[/p]
  • [p]Psychokinetic Chain - now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 50% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)[/p]
  • [p]Psychosomatic Predation - killing the target now also resets the cooldown[/p]
  • [p]\[Expedition] Stasis can now absorb maximum of 10 damage per effective skill point[/p]
  • [p]\[Expedition] Temporary Rewind - action point cost changed to 20 (down from 25), cooldown changed to 6 (down from 8), reversion delayed by an additional turn[/p]
[p]Tweaks[/p]
  • [p]Skill-based damage bonus for light weapons (those that have their AP cost reduced by Dexterity, which are: pistols, SMGs, unarmed, fist weapons, and knives) changed from the standard 0.7% per skill to 0.5% per skill[/p]
  • [p]Cold effects will now remove a stack of Warmed Up[/p]
  • [p]Minimal weapon usage action point cost changed to 5 (up from 4)[/p]
  • [p]Added dry-firing sound effects[/p]
  • [p]Contamined - damage taken bonus per stack changed to 5% (down from 10%)[/p]
  • [p]\[Expedition] Plasma grenade now performs one attack with both damage type instead of two attacks; this does not change damage in any way but will make evading it more consistent[/p]
  • [p]\[Expedition] Heartbreak poison duration will no longer be refreshed with stacking[/p]
  • [p]\[Expedition] Added new shotgun loading/reloading sounds[/p]
  • [p]\[Heavy Duty] Added new grenade launcher loading/reloading sounds[/p]
  • [p]\[Heavy Duty] Reduced damage of grenade launchers across the board by about 20%[/p]
  • [p]\[Heavy Duty] Adjusted optimal ranges for grenade launchers, will not affect those already crafted[/p]
  • [p]\[Heavy Duty] Certain truesighted robots now have their truesight sight ranged decoupled (and lowered) from their normal sight range[/p]
  • [p]\[Heavy Duty] The Gunslinger will no longer give you a certain item unless you reached a certain point in the Compound quest together[/p]
[p]Bugs[/p]
  • [p]Fixed some old rare save/load bug that might have been the root cause of another rare save data corruption bug[/p]
  • [p]Fixed not being able to report one of the Hephaestus Research quest outcomes to Colonel Cathcart in a specific case[/p]
  • [p]No longer able to change the zoom level when using cameras, spying endoscope and the like[/p]
  • [p]\[Expedition] Shattering a target with a spear attack will now properly apply spear guard[/p]
  • [p]\[Expedition] Fixed reinforced leper serpent skin boots displaying the wrong icon[/p]
  • [p]\[Expedition] Fixed provoking hostilities when using a certain laptop at The Rig when reloading a game even if the player has been granted access to it[/p]
  • [p]\[Expedition] Locust hives no longer have knees and ribs (that can be shot and broken)[/p]
  • [p]Various minor dialog/zone fixes[/p]
[p][/p][p]That's it for now, guys. There's more work to be done on Underrail 1 in the future. I don't think we'll ever truly be done with its development as there's always more stuff to add or expand upon.[/p][p][/p][p][/p][p]For now, though, our focus is on Underrail 2: Infusion. If you haven't wishlisted it yet - please do, and keep an eye out on its dev logs in the coming year.[/p][p][/p][p]Cheers.[/p]

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.