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Dev Log #62: Experimental Branch with Version 1.1.0.5

Hi guys,

In preparation of the expansion release, we're releasing a new version of the base game (on which the current testing version is running on) to make sure that no major breaking bugs have been introduced.



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.

Here are the patch notes:

General
  • Added the ability to speed up the game while out of combat
  • Added achievements to the GOG Galaxy version
Feats
  • Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
Mechanics
  • Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)
  • Increased the damage reduction factor of resolve against neural overload
  • Resolve will now reduce the damage received from doppelgangers
  • Changed the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timer
  • Separated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed
Items
  • Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)
  • Bullets have new icons
  • Increased the chance to entangle enemies when firing acid blob pistol
  • Increased the chance to freeze enemies when firing cryo blob pistols
  • Reduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per each
  • 80% of the original damage repeated)
  • Reduced the weight of chemical ammo
Nice Things
  • Containers that you opened once will now have darker labels
  • Organic enemies that die while burning will now be smoking and appear charred
  • HE grenades and some other explosions will leave temporary marks on the ground
  • Gas clouds will now fade in/out
  • New barrels
Bugs
  • Fixed the bug that would allow player to cancel leveling up without being able to reattempt it
  • Fixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manually
  • Cut Throat no longer bypasses stun immunities
  • Corporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)
  • Throwing knife will now again properly play impact sounds and effects
  • Fixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)
  • Fixed the hole jump crash in Institute
  • Heavyweight will now always apply before Critical Power
  • Certain giant appendages can now be hit by cryokinetic orb
  • Changed the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of them
  • Punching bags will no longer bleed when you punch them
  • Global entities (those that can travel between maps) will now also have their suspicion meter drain with time
  • Incendiary chemical pistol burning effect will now stack damage with existing burning effect
  • Fixed the Nimble bug that would in certain situation give bonus movement points
  • Various minor map and dialog bugs


That's it. Let us know how you like the changes.

Dev Log #61: Expedition Release Date

Hi guys,

We've been wrapping the DLC up and the development is finished now. We're moving into the final stages of testing. First we'll do some internal testing on the new version before releasing it to our testers (we're accepting additional testers now, so if you're interested apply here) and then finally releasing it for everybody on July 22nd 2019.



Sometime between now and the release, there will also be a new experimental version of the game (that will be pushed to the main branch before release).

Thank you all very much for being patient with us and I hope you'll find it worth the wait.

Cheers.

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

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 page up now with a brand new trailer, so check it out. You can't pre-purchase it, but you can wishlist it.

https://www.youtube.com/watch?v=3dnKxV5tpuM

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!

Dev Log #59: In the Halls of the Savage King

Hi guys,

We're basically done with the savage natives. You won't be able to join this faction but you'll be able to explore their territory and their lore, and in any case you'll come in contact with them regularly as they are the primary danger facing the expedition.



Now we're taking a two week break to get some sun. After that we'll be putting the final touches on the rest of the Black Sea and preparing the closed alpha that will probably be available in the second half of September. It will be invite only. We'll be turning to the veterans of our community to help us test the massive amount of content we added so far to help us weed out bugs, handle any glaring imbalances as well as provide general feedback as to how to improve the expansion (within reason).

As the closed alpha is taking place we'll move to the final dungeon and the main quest wrap up.

Let us know how you like the new areas and I hope you guys are as excited for the closed alpha as we are. We really added a lot of things to the DLC over these few years, that, at times, we complete forget about them, and we're really interested to see how you guys use and abuse them to kill our precious NPCs before we nerf everything into the ground.

Cheers.

Dev Log #58: Environments Preview

Hi guys,

Just want to let you know that development is going more or less according to plan. After finishing the Rig and the stuff in the old world, we've moved back to the Black Sea and are now polishing up some of the areas and wrapping up quests and the like. You can see some of the interesting areas in the video below as you relax to the excellent atmospheric music of Josh Culler.

https://www.youtube.com/watch?v=GbUtbJogXc4

We've also started working on the savage natives and their areas, so expect to see some of that in the next dev log.

That's all - just a short update to let you guys know that the development is going more or less according to plan and that you guys should stay tuned for more dev logs in the coming months.

Let us know how you liked the areas showcased in the video.

Cheers.