Hi guys. We're all but done with the biggest feature of the expansion and that's the player's ability to ride jet skis.
Since the expansion takes place on Black Sea, naturally you will need a way to travel between all the small islands, bays and between far shores. You will be able to do this on a dozen of different jet skis, ranging from super light racing jet skis to mini-destroyers, which you can further customize under the hood by installing better engines, batteries and suspension systems. The models themselves differ way by the combat cover, durability, stability, speed, damage resistances, as well number of and maximum size of a parts you can install into them; some vehicles can have multiple engines and/or batteries. Also, some jet skis will have special attacks or abilities.
Once you get to the Black Sea it won't take long for you to get a hold of the most basic "junk jet", but to get the quality stuff, both in terms of the jet ski model and the parts, you'll have to spend a fair amount of charons at a specialized shop in Core City. You'll also have to decide what are the most important characteristics of jet ski for you, as no one model will be best at everything.
While riding a jet ski you'll be able to use most of your weapons, abilites and utilities. The most notable exceptions are sledgehammers and sniper rifles, which are not available while driving. Also, short range melee weapons (fist weapons and knives) and unarmed attacks, though still performable, will suffer significant penalties. When an attack is aimed at you, it has a chance of hitting the jet ski instead (or in case of AoE attacks, a percentage of the damage hits the vehicle), depending on the cover it provides, in which case the damage is tested against its resistences and the amount that penetrates those is deducted from the vehicle's durability. If the durability reaches zero, the vehicle is destroyed and you die (you never learned to swim).
That's it for now, guys. Let us know how all this sounds and I hope you're looking forward to some naval battles with pirates and worse things.
Hi guys. In the past few months we've been working (and we're still working) on a couple of major features for the expansion, but we didn't want to show any of them before they were ready. First of these that are now done are the new weapons, so without further ado I give you the three new weapon types - the spear, the machete and the shotgun.
The choice of spear and machete as new weapons was mostly thematic (you will learn why in some later dev log), but these weapons will also have their own place in the melee arsenal. Spears are meant to be versatile offensive and defensive weapons, while machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. More on the exact mechanics of this will be revealed later when I get to implementing their specific feats. There are two types of machetes that differ slight in critical chance/damage stats.
Now the interesting one of the bunch is the shotgun. I say this because the mechanics of the shotgun are unlike anything else that we had in the game so far when it comes to weapons. When a shotgun is fired it launches a number of pellets that may hit the intended target, some other target in the attack cone or might miss completely. So the chance to hit with the shotgun is not so much indicative of weather or not you'll inflict damage on the enemy, but how much of the damage you launch their way is going to land on the primary target.
I'm going to give you some random shotgun stats below, but keep in mind that this has not be properly balance tested and that before we get a chance to play around with this new weapon a bit it's hard to gauge it's effectiveness and what the numbers should be in order for it to fit into the role intended for it. There is a lot of factors that come into play here depending on the situation and it will take some time to make sure they perform as expected at different ranges (medium, close and point blank) and against different enemies (low armor/high armor). By the way, pay attention to the interaction with the different ammo types when considering the raw damage stat.
I've also implemented the ability for weapons (and gear in general) to grant you special attacks and abilities so expect more of that in the future.
The process of adding these new weapons took a long time because we had to change the way we handled animations of all the different human models and it required a lot of manual labor to get things in order. However, now that we have done this, it will allow us to add more new weapons in the future (not in this DLC, though), to which we are rather looking forward to. I'm not gonna lie, we already know what weapons we want to add in the future, so just keep that in mind when you're posting your wishes.
Anyway, let us know what you think of the new weapons.
Hi guys, soon we'll be ready to release a new update for the game. For those who wish to help us test it, we've set up "Experimental" branches on Steam and GOG Galaxy.
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:
AP reduction from Gunslinger feat will now properly affect only firearms
Added feats: Bowyer (crossbow crafting)
Ripper feat will now properly work with serrated knives
Added a new visual model for siphoner, ancient rathound, and super steel armor
Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Added tooltips for empty gear slots
the vent with crowbar will now be done through Quick Invoker (once the
crowbar is equipped, you'll get the ability there)
Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
Most special bullets now also require TNT to craft
Added blueprints for standard, W2C and JHP bullets
Mechanical bolt blueprint renamed to Serrated bolt blueprint
EMP mine case now counts as electronic component
Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
Increased the drop chance of Quad Damage Module oddity
Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Generated metal armors enhancements will have quality other than 1 now
Quick load will now work during enemy's turn
Closing interface help window by right clicking will no longer disable keyboard commands
Fixed the dialog window option highlighting when there's 10 or more dialog options
the cut-off tooltips on smaller resolutions with small font size (on
most tooltips; there still might be some that just have too many lines)
Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
Fixed the minor glitches with trap detection calculations
Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
Telekinetic Proxy now properly removes Premeditation when it makes use of it
Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
Heating effects should now properly remove Cryo-shield
Cooling effects should now properly remove Exothermic aura
Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
positioning problems during the cutscene in which you lead Edgar to
RK's lair that might occur when the player has increased his movement
speed beyond a certain point
Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
Fixed killing the old man in GMS crashing the game after the situation has been dealt with
Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
Fixed a dialog bug which prevented the players from telling the Rejects how to escape
Fixed some items disappearing from Fraser's store inventory after certain events take place
Fixed a few bugs with the end game slides
Fixed issues with one of the tunnelers in DC after it has been despawned
Fixed being able to kill the Gauntlet runners before the event without anyone caring
It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
Arke cameras and turrets will now properly go offline after being shut down at the main console
Edgar's quests will now properly fail if you kill him
player will no longer be able to start a civil war in Core City by
fighting with the burglar in the house opposite to the Praetorian
Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
Added another way to capture hoppers for Bret
Added another way to obtain Elwood's keycard
some tweaks to the main quest in Foundry, added more dialog options and
removed some of the backtracking; also, the miners will now return to
the mine at the end of the quest
Gaining access to
Foundry prison security room will also remove protection from the
security console there; added another hacking option as well
Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
Hathorians will occupy the area north of the camp after it has been cleared
SGS soldiers and workers will now occupy the outposts after the player has cleared them
A certain faction in DC will now be handing out better ammo than previously
Fixed a faulty transition in one of the zones beneath the Mushroom Forest
GMS jammed ventilation shaft being incorrectly positioned; also made
some minor changes to the vent layout to accommodate this
The usual minor stuff (map/dialog/quest tweaks and fixes)
Report any bugs you find on the forums and make sure you specify which version you're playing.
Enjoy and have a Merry Christmas and Happy New Year, everyone!
In the expansion, we'll be adding a new psionic school called “Temporal Manipulation”, which will primarily feature delayed damage and
This psi discipline will, probably more than any other, will function well
as a support skill that can be incorporated into other builds, rather than a primary
skill around which a build is made, though I have no doubt that some of you will
find a way to prove me wrong.
Here are the abilities:
Temporal Distortion - Places a debuff on the target that lasts 1 turn and
deals mechanical and energy damage when it expires. In the case the target is
already affected by temporal distortion, its duration will be increased by 1
turn and damage by 25% and the newly applied temporal distortion will have the
same duration and damage bonus. Damage dealt by this ability ignores shield and
50% of damage resistance and threshold. This ability cannot critically hit.
Psycho-temporal Dilation – Reduces target's action points by 15 and movement
points by 50. Lasts 2 turns.
Limited Temporal Increment – Reduces all remaining cooldowns by 1 turn.
Entropic Recurrence – Repeats the percentage of the last unit of damage
taken by the target over 3 turns. This damage ignores shields and resistances.
In cases when the original damage was very slight, the recurrence may actually
Psycho-temporal Contraction – Increases target's action points by 15 and
movement points by 30. Lasts 2 turns.
Temporary Rewind – Reverses the last damage done to the target, up to certain
amount depending on the skill level. After two turns this health is lost and
this may cause the target to die.
Precognition – While this ability is active, your chance to dodge and evade
attacks is increased by certain percentage depending on skill level (additively).
Drains 25 psi points every turn.
Stasis – Places the target in stasis for 2 turns, making it immune to all
damage and most disabling effects, but also preventing it from acting. While in
stasis, the target's status effects will not progress (except the stasis one),
but the cooldowns will.
That's about it. Let me know how you guys like the new psi school.
Hey guys, it's time to start revealing some concrete info on the expansion. Some new game mechanics stuff, to be precise.
First, let's talk about leveling. Once your character levels past level 25, they become a "veteran" character. To gain veteran levels, a character will require significantly more experience (both oddity and classical) than for regular levels.
Veteran characters no longer receive base ability or skill points during leveling and their derived stats such as health, detection and so on do not scale with levels anymore. However, they do get to pick a feat every level and, in addition to regular feats, they can also pick from the veteran feat pool.
Veteran feats, at least in this expansion, tend to be more general in nature, but they can also give you some important bonuses that you cannot otherwise obtain. Here are some examples (in addition to the one on the screenshot):
Fight Response - When starting a turn below 25% of your maximum health, your action points are increased by 10.
Improved Dodging - Increases the chance you'll dodge a melee attack by 5% (additive).
Tempered: Acid/Cold/Electricity/Heat - Reduces all X (depending on feat) damage taken by 30%.
Major Supplier - Increases the amount of money the merchants are willing to use when trading with you by 2% per mercantile skill.
Keep in mind that these feats might be altered, pending testing.
The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.
It's been almost eight months since the last formal dev log. That doesn't mean we haven't been busy working on new stuff, however, and now at long last we can announce the first Underrail expansion - "Expedition".
In Expedition you’ll be able to take a break from the usual
metro-crawling to take a boat to the infamous Black Sea, a massive underground body
There, among the old and mysterious ruins of an age long
past, you’ll face the vicious fauna, hostile natives, cunning pirates, and something
far more sinister than all of those.
Your voyage through vastness of the Black Sea will shed new
light on the history of the world of Underrail and the forces that shaped it.
Expedition will feature the following:
A brand new story line that becomes available
during the mid-game
Over a 100 new areas to explore of various types
– shores and islands of the Black Sea, mysterious underground facilities,
pirate strongholds, and more
New human factions, as well as wild creatures to
New items and crafting recipes
New skills and feats
Leveling past level 25 with a special pool of feats to choose from
Over time we'll be revealing more details through the dev log, so expect those to once again flow regularly as they did before the game's release.
We expect to release the expansion during the first half of 2017 as a paid DLC.
Hey guys. Along fixing the bugs we've been working on some quality of life improvements, so without further ado here they are.
Fonts - We've replaced one of the game's fonts to improve readability and also added more size options.
Outlines - We've added character outlines which should improve visibility and make targeting somewhat easier when things are happening behind walls and other obstacles.
Inventory filters - We've replaced inventory filter combo box with icons and also regrouped item categories in a way we believe will be most practical.
Combat stats tooltips - We've added descriptions for all the different stats in the combat stats window when you mouse over them.
Combat speed settings - Combat movement and action speed can now be adjusted in the game's options.
New save system - This is strictly under the hood thing and nothing is changed regarding how and when you can save or load the game (old saves are compatible with the new version). For those advanced users - we archived the separate zone files to improve save/load performance and also got rid of the temporary current game structure on the disk and moved it to memory.
Other minor stuff
Critical crossbow hits now also affect elemental damage (acid, shock and incendiary) from special bolts
When attacking in melee from stealth, target's dodge rating will be ignored if it hasn't detected you yet
Added more crafting components and ammo to Deep Caverns
Added a few more hints to certain Deep Caverns dialogs
Quinton's mushroom growing room is now accessible
Added a number of Lower and Upper Metro areas to better connect certain places
Critical damage modifier from items will now be properly applied to fist weapons (e.g. infused ancient rathound boots)
You will no longer be able to snipe down certain obstacles that were not meant to be sniped down
Jawbone will now correctly be considered a crossbow for the purpose of trading
Nicolas will no longer return from the dead to haunt you
Cut throat attack will no longer fail if you get detected during the attack itself (the eye wasn't read when you started performing the attack but the attack itself pushed it into red state)
When incendiary bombs cause a character to burn they will now properly suffer 150% of the original damage as the description says
You can no longer attempt to burst or rapid fire with an empty weapon
Fixed Jerre Franz not healing the player in certain instances
Fixed Fort Apogee zone security settings
Fixed a certain important woman not properly reacting to a player's response regarding her husband's fate
Fixed certain responses not appearing when speaking to the Faceless centaur near Foundry
Fixed being able to start the Find Blaine quest even after certain events took place
Silas' questline will now properly continue questline after the player pays him instead of doing his initial quests
Fixed a missing dialog option during Mediant Samuel's second mission
Fixed the unintended failing of the Kill Rathound King quest after a certain event has taken place
Crawlers and rathounds are now neutral to each other
No more free repairs from Mykola
Nicolas' and Olivia's quests will properly fail upon death
Fixed Maura's faction id not setting correctly after you've helped her
Accussing a certain person of comitting a murder and then initiating combat through dialogue will no longer cause the whole station to become hostile
Fixed the interview cutscene playing even when the player is hostile to the Tchortists; that quest will also properly fail now
Fixed dialogue options not appearing when asking Oskar and Lt. Stratford about a certain man
Fixed Arke consoles being hackable even after the player turns off the security system
Doppelgangers are now immune to Expose Weakness
All elevators should now properly notify the player when they are unpowered when used
Shield emitter weight will now be properly calculated when adding optional components
Various typos and map fixes
That's all for now. I hope you guys like the changes. As for what we'll be doing next - we'll primarily be working on more content for Underrail so stay tuned for more info on that in the coming months.
Hi guys. As most of you are aware by now, we've finally released the 126.96.36.199 version.
Development of this game has been one interesting 7 year adventure for me. First it was a one man part-time (read: night-time) hobby project where the basis for all that is to come was laid out. Then it was a one man full-time mad scientist sort of operation that gave birth to most of the game mechanics seen today. And then lastly, as a three man project during which the amount and quality of the content expanded far beyond my original intentions and even hopes.
(fan-collage by Blaine)
But all this would not have been possible if there was not a deep-seeded desire for this kind of gaming experience, still echoing from the void left by the departure of classical western RPGs, present in you, the players. So, personally and on behalf of the team, I thank you for patiently supporting us throughout the years and I hope that the final product is to your liking.
We'll still be here, supporting the game by ironing out any remaining bugs and applying some more polish here and there. As for what happens next, we'll discuss that when the dust settles. Stay tuned.
Hi guys. It is my pleasure to announce that the game has now entered beta stage and will be released in full on December 21st 2015. As before it will be available on Steam and GamersGate, but now also on GOG.com.
In the following two weeks we will be doing closed beta testing to make sure the game has as few bugs as possible on release.
Also a little heads-up: at some point between now and full release the game's price will be increased from its early access/alpha price to its full price. Those of you who have followed us since the early days know well that the game has since grown in scope and quality far beyond that of the initial release.
Thank you all for being patient with us throughout the years, the long wait is now at an end.
Hey guys, since we got back from vacation we've been developing at a rapid pace. The game is mostly done, save for some dialog and certain amount of visual components for the final event. Once that is in, the game will be playable from start to finish.
Parallel to bringing the main story line to the end, we're doing a final pass through all the areas and updating them visually and adding more flavor dialog. Some of early areas were done ages ago and were badly in a need of a rework. The biggest offenders were SGS and Junkyard, which now both got new looks:
Anyway, the game is really close to completion now and we should be entering close beta phase soon, when we might call upon some of the old dedicated fans to help us test it. There won't be any updates for the public version before full release, though, but that isn't that far off now either. Stay tuned.
Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented.
Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination.
In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.
These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous.
In other news:
Added hard difficulty (less player health, less healing with longer cooldown)
Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the map
Added an option to automatically overwrite saves
Numeric pad cannot be used for dialog choices
You can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g. for recharging, reloading, etc)
Cryogas grenade added
Added one more acid type
Added five new drugs
Added two new poisons
Added silencer enhancement that can be added to 5mm pistols and SMGs
Added Biohazard suit
Added two new Faceless types
Added five new creatures
Added one new turret
Changed Premeditation - Now also requires 6 intelligence.
Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).
Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
Changed Opportunist - Bonuses changed to 25%/15% (down from 35%/20%)
Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
Changed Quick Tinkering - Cooldown changed to 2 turns (down from 3).
Changed Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
Changed Mental Subversion - It now stacks up to 75% (up from 50%)
Changed Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
Changed Sharpshooter - Damage changed to 30% (down from 50%).
Changed Special Tactics - Dexterity requirement removed.
Added Meditation (Continue from Tranquility) - Maximum psi points increased by 25.
Added Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
Added Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
Added Psychostatic Electricity - When you damage a target with your electrical psionics you apply a debuff that increases the chance for the target to be critically hit from all sources by 5% for 2 turns. Stacks 5 times.
Added Telekinetic Undulation - When you damage a living target by moving your telekinetic proxy, there's 50% chance it will be dazed for 1 turn.
Added Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
Added Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
Added Concussive Shots - When you deal mechanical with your crossbow you have 40% chance to daze living targets for 1 turn.
Cryokinesis and Pyrokinesis can no longer be launched through fences and other partial obstacles
Resolve and fortitude base resist chance increased slightly
Execute can no longer be preformed with electrical pistol. I cannot remove the bonus damage from electrobolt jumps easily without rewriting a good chunk of code so I'm just going to ban the electrogun from the club.
Throwing knives upper damage range reduced
Blob Pistol shooting sounds changed
Increased crossbow max range by 2 and optimal range by 1 (not retroactive)
Daze debuff now also reduces movement points by 30
Sniper damage increased by ~20% across the board.
Plasma sentry laser damage increased
Made energy core and firearm barrels more easily available from merchants
Armor penalty of boots reduced (not retroactive)
Spiked boots will no longer double-trigger things like force emission and fancy footwork
Taser will no longer consume twice the energy
Taste for blood will no longer grant a stack when killing machines
Hopefully fixed all achievements to work correctly
On kill effects will now properly trigger when target is killed by an on hit effect (such as electrical melee weapons, force emission and special bolts)
Fixed the bug that caused the game to on rare occasions skip the player's turn
Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out).
That's all for now. Concerning the content - there's just one "biome" in Deep Caverns to be done before the "final event" in the game, but after that, as I mentioned before, we have to go back and rework some old areas and sprinkle a bit more flavor across the world.
Before we can do that, however, we'll need to recharge our batteries for the next three weeks by ditching our underground coding facilities and getting some Mediterranean sand in our toes (at least in my case). In the meantime, let us know how you like these changes.
Hey guys, this is just going to be a quick update to let you all know we're still alive and working on the last segment of the game - the Deep Caverns. Much has been done, but there's still a considerable amount of work left. It's hard to reveal much about the area without spoiling the surprise of various challenges that will be presented to the player, but here's, at least, a slide show of couple of screenshots with some Deep Cavern music to set the mood.
Hey guys, we've been a bit quiet lately, but that's only because we've been keeping our heads down and working hard on the last chunk of content for the game - the Deep Caverns. There's still a lot to do before we can show it in its full glory, but here's a little teaser screenshot below.
Also, we implemented player housing. Players will now get an old ruined apartment in Core City which they can fix up and furnish to their liking. Most of the stuff you can get for the house is just for show, but there is some useful equipment as well.
In other news:
Added Oddity catalog window that will show all the oddities you've collected and also how many oddity types you're still to find
You can now open system menu during the NPC turn (to load or exit the game or configure options)
Added the remaining nine psi abilities, three for each psionic school.
Electrokinetic Imprint - Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.
Disruptive Field - Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.
Implosion - Deals mechanical damage equal to a percentage of target's current health. This attack bypasses damage threshold and shields.
Psi-cognitive Interruption - Burns target's psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi points.
Mirror Image Pseudo-spatial Projection - Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there's a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.
Neurovisual Disruption - You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
Cryokinetic Orb - You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.
Exothermic Aura - Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.
Cryo-shield - Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there's 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
95% damage cap now only applies to mechanical resistance
Damage from flames reduced (includes firebombs and other sources of environmental fire)
Crawler AI improved
Destructable rocks can now also be destroyed with a jackhammer
Flat dodge and evasion bonuses are now always reduced by armor penalty
Suppressive fire will now count as a slow for purposes of opportunistic attack
Inanimate objects no longer appear scared of fire
Mental Breakdown duration can now be lessened through resolve
Gun Rush status effect now has proper icon
You can no longer skin Azif
Rapid Fire feat description now correctly notes the cooldown
Metal strider boots will now also have stealth penalty like the leather ones
Fixed the bug that caused character to lost health from attacks that deal no damage when using items/feats that grant health bonuses
You will no longer sound like a tin man after dismounting the Dreadnought
Fixed the bug that caused auto-trade option to trade money for money
Burst attack will no longer consume an extra bullet
That's all for now folks. We still have work ahead of us with new content, some gameplay balancing and tweaking, and then finally polishing the game, especially the old areas. I know some of you are really impatient to get your hands on the final release, but please don't ask me for the release date. I don't know and I don't even particularly care at this point. All I can say is it will be out this year definitively! One thing that we do know is exactly what needs to be done, by each of us in the team, for the game to be all it's meant to be at the release, and every day we hammer away at it. So stay patient, dudes.
We'll drop the next dev log when we have more of Deep Caverns to show.
Hey guys, the last Early Access/alpha version is here. It's available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it. We are proud to present to you the Institute of Tchort in all its glory, the final urban area of the game. If you want to know more about what's left on our development roadmap, check out the previous dev log.
Speaking of changes, we made quite a bit of them, some of which are quite significant for certain play-styles, so we're looking forward to hearing the feedback on those. Of course, we also added lots of new stuff in terms of items and feats. Anyway here's the list (partial list, the other half is in the previous dev log):
Added Flashbang blueprint
Added EMP grenades Mk II and Mk III
Rathound Regalia mechanical damage reduction changed to 20% (down from 25%) and all heat damage taken while wearing it increased by 100%
Burrower Burger, Eel Sandwich and Cave Hopper Steak now grant 1 point in their respective stats (down from 2)
Mushroom Brew no longe affects agility and preception and dexterity penalties changed to -2 (don from -3)
Consuming Mushroom Brew will now give you an empty bottle
Shock and incendiary bolts and acid blob traps mk III should no longer appear in shops or as random loot and mk II should now be quite rare
Healing from regenerative vests buffed; regenerative armors can no longer be recharged during combat
Finding psionic headband with an enhancement is now rare and you can no longer find one with two enhancements (you'll have to craft it)
Regular tactical vest visual model updated
Max player character level increased to 25
Base classic kill XP per target level increased slightly
Crafting requirements for components scaling with quality lowered to 80% of the original value
Removed composition difficulty from many optional component slots
Reduced the cost of firing energy pistols (not retroactive, just for new ones)
NPCs now use EMP grenades; you've been warned
Increased the range and max range of assault rifles; this will indirectly reduce burst imprecision (not retroactive)
Warhogs have been buffed
Dirty Rags now require 10 tailoring (down from 25)
Recycling stuff made of fabric will now also produce dirty rags
Pack hunting now also increases attack skill in addition to damage, so rathounds in groups will hit you more easily
NPCs will no longer attempt to disarm traps that are too hard for them
NPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)
Explosive barrel damage increased
Slightly reduced the number of mutated dogs in Depot A
Muties and regular dogs no longer respawn in Depot A
Forcefield cooldown changed to 8 turns (down from 12)
Plasma Sentry no longer loses the rest of its turn when it switches back into mobile form
Crawler poison can no longer be refreshed, so having it applied multiple times will no longer delay the stuff
Reduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turn
Bear trap weight halved
Toxic Gas grenades now apply “Contaminated” debuff which increases all damage taken
Requirements for various feats re-balanced
Shroomhead - feat disabled, pending redesign
Taste for Blood - now also grants a stack whenever you deal a killing blow regardless of whether the target had bleeding wounds or not
Power Management - changed to now always provide 35% extra energy capacity
Uncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)
Spec Ops - now correctly only works with SMGs
Opportunist - now works with throwing knives as well
Thick Skull - Cannot be stunned, only dazed
Concentrated Fire - Each hit from from burst attack increases the damage from further burst hits by 10%. Stacks 10 times.
Commando - Killing an opponent using burst attack will grant you an extra free burst attack that can be performed in the same turn. This can only happen once every turn.
Pinning - Your throwing knives have 35% chance to pin living targets to the ground for 1 turn.
Fatal Throw - Throwing knives always critically hit against targets below 25% health. Killing a target with a knife throw will refund 18 action points.
Split Spare - When throwing knives you throw an extra one at a nearby target that's within the attack cone.
Ripper – Critical hit damage with knives and throwing knives increased by 1% for each 1% of the target's missing health. Applied multiplicatively to regular critical damage bonus.
Critical Power – For each 1% of weapon or unarmed critical damage bonus above 100%, you gain an additional 1.5% critical damage bonus
Expertise - Your non-critical firearm, crossbow, and melee attacks deal additional mechanical damage equal to your level.
Blitz - Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points. Cooldown 10 turns.
Point Shot - Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision. Cooldown: 1 turn.
Survival Instincts - Increases the chance to critically hit with weapons, unarmed attacks and psi abilities by 30% while under 30% health.
Stoicism - You receive 1% less damage from all sources for each 4% health missing.
Escape Artist - Grants you the ability to remove all immobilization effects. Cooldown: 2 turns.
Rapid Fire - Fire three bullets from any firearm except the sniper. Chance to hit falls drastically beyond optimal range.
Juggernaut - Total health increased by 25% while wearing armor with armor penalty of 50% or higher.
Fast Metabolism - All healing increased by 50% and psi boosters restore extra 25 psi.
Heavyweight - You add your total armor penalty to the critical damage bonus of sledgehammer, fist weapon and unarmed attacks.
Super Slam - An attack with a sledgehammer that does normal damage plus 20% of attacker's maximum health. Cooldown: 3 turns.
Sure Step - You can safely navigate caltrops and puddles of acid.
Guard - You have 50% chance to block melee mechanical damage equal to twice your strength.
Deadly Snares - Your crossbow attacks always critically hit against targets caught in bear traps and acidic entanglements.
Gun Nut - Increases the upper damage range of all firearms you create by 20%.
Skinner - The quality of leathers counts as if 20% higher in all your crafts.
Armor Sloping - Reduces the armor penalty originating from metal plates when crafting armor by 35% (multiplicative).
Clothier - The quality of fabrics counts as if 20% higher in all your crafts.
Mad Chemist - On-hit effects of chemical pistols you create are twice as strong.
Weaponsmith - Knives and sledgehammers that you create have 5% higher critical hit chance.
Practical Physicist - Critical damage bonus of energy weapons you create is increased by 25% (additive).
Ballistics - Carrier vests give additional 3 mechanical damage threshold when you use them in crafting.
Neurology - Psi Headbands you create also provide additional 15 maximum psi points.
Items will no longer get equipped when you double click them while holding ALT or CTRL (so you can rapidly alt-click transfer stuff now)
Interface will no longer register single clicks as double clicks if they are fired rapidly after a double click
Fixed the slowdown that occurred when opening quest notes once you've got a lot of notes in there; also fixed weird spacing issues in that window
Added scroll bar to crafted item view
Game will no longer crash when you return to the secret hideout of a secret organization in a certain place
The electro room in the Gauntlet crash fixed
Fixed the bug that caused the level up to cancel without allowing you to restart it when pressing ESC when confirmation dialog appears and then again after that
Fixed the bug that caused the respawning creatures not to respawn when loading an autosave
TNT charges will now trigger explosive traps and other similar objects in their blast radius
Fixed the bug that caused melee special attacks to have their visual and sound effects trigger at the beginning of the animation instead of at the moment of impact
Arena enemies will no longer turn their shields off before combat like idiots
Fixed the bug that sometimes caused bandaging to abort if you were right on the minimal health limit
You can no longer drop things into a standard container without opening it
You can no longer burst people who are not in the same area. For example, using burst while fighting in arena and bursting people below it, thus being branded a witch and sentenced to death
Fix the bug that caused Telekinetic Proxy to not clone your abilities if it was positioned just to the side of the target
Guard at Epione Lab will no attack you after letting you pass in certain situations
You will now always be able to exit Holloway's dialog
Other various quest and dialog bugs
That's all for now folks. Enjoy the last alpha update and let us know how you like the new stuff, as well as the gameplay changes we made. We're off now to work at the last bit of the game and, hopefully, come summer, we'll have the full release ready.