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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.

Dev Log #57: The Rig

Hi guys, here's a quick update on what we've been up to in the past few months.



In order to wrap up the geographical consistency of the base game, we had to create a number of water maps that connect SGS, Junkyard, Core City, Camp Hathor, and the Black Sea. In the expansion the player will be able to traverse and explore these maps with his jet ski, but he won't be the only one as a number of factions also utilize these waters, such as Protectorate, Black Eels, and Black Sea pirates. Also encounters with random sea bandits are not uncommon.



The most powerful naval faction in the South Underrail is, of course, the Black Eels. Their naval platform The Rig is perfectly positioned to facilitate the trade between different stations as well as their own scrap exporting business. The Rig is also used to control the central body of water of the Lower Caves in order to fend off pirates. This place will be vital for pirate missions that the player will be able to take part in if he chooses to ally with the them in the expansion.

The Rig missions are not 100% complete yet, but will be soon. After that we'll be returning to the Black Sea to wrap up and polish off the maps we made so far and integrate them into the global map. And then we still have two more areas to develop - the villages of the savage natives and the final dungeon.

Let us know how you like the aesthetics of the new areas.

Cheers.