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Version 0.1.13.0 released; Development Roadmap
Wednesday, 10 December 2014 16:13
Hey guys, the new version is available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it.
In this update we added new factions with their optional questlines, namely - Free Drones, Protectorate and the super secret one. We added most of the remaining areas that we planned for the game, which include Upper Underrail and Lower Underrail passages, so speaking geographically most of the game is complete. If you want the full list of what's new, check out the previous two dev logs before reading further.
One thing to note, however, is that if you want to experience the new questlines you'll probably have to start a new game, unfortunately, since we had to make some changes to existing areas and quests in order to fit them in.
Before I insert the obligatory list of miscellaneous changes, here's a little sneak peak at some of the new areas, focusing primarily on the mighty Protectorate war machine.

http://underrail.com/images/DevLog/Areas/up1.jpghttp://underrail.com/images/DevLog/Areas/up2.jpghttp://underrail.com/images/DevLog/Areas/prot1.jpghttp://underrail.com/images/DevLog/Areas/prot2.jpghttp://underrail.com/images/DevLog/Areas/prot3.jpg

Underrail - Upper Underrail Underrail - Upper Underrail Underrail - Protectorate Underrail - Protectorate Underrail - Protectorate
Screenshot unworthy stuff:
 
Bugs
Creatures immune to fear are no longer immune to Engrage (unless they are immune to all mind-affecting effects)
Tweaks
Eviscerate bonus damage per bleeding would changed to 50% (down from 100%)
Taste For Blood now stacks 10 times (down from 20)
Damage resistance provided by laminated fabric ballistic panel now scales with quality (though it's still weaker than the other one) and the damage threshold is increased; these changes will not apply to stuff that has already been generated in ongoing playthroughs
Melee resistance bonus of riot gear armor changed to 75% (up from 50%); also not retroactive
Maximum number of oddity XP required for leveling now caps at 25 (up from 15)
Maximum number of studies and/or amount of XP per studying reduced (or rebalanced) for a number of oddities; overall, less experience is available through some oddities now
Classic XP required to level changed to 1250 (up from 1000) * level
Base classic kill XP bonus per target level reduced
XP from a number of quests reduced
Lockpicking/hacking XP per required skill reduced
The leveling/XP changes introduced here are just the first step. I'll be tweaking leveling speed and level cap stuff further in the next update. From those that start a new playthrough with a new character in this version I would appreciate any feedback that they can provide on the leveling speed, time they hit level cap, and just general leveling experience (of both classical and oddity systems).
* * * * *
Now I want to talk a bit about the future development plans. I won't be giving you a release date, though I can safely say it won't be this year as I initially hoped. However, know that the end is in sight.
When it comes to mechanical stuff, there are still stuff like components, items, feats, abilities, etc to be added. However, there are currently no plans to add any more major mechanics (gas and fire should be the last). From the content side there are two parts of the main quest left that, as it happens, take part in two locations that are yet to be added - Institute of Tchort and Deep Caverns.
So here's what going to happen.
The next content update that we release will feature Institute of Tchort part of the main questline. This will be the last Early Access release. Afterwards, only the Deep Caverns are left before the game is complete. When we finish those, we will take extra time to polish up the game (we won't release Deep Caverns right away), especially the older areas which are no longer up to par with the new stuff. We will also take extra time to test the game to stomp out as many bugs as possible. Then we will release the game in full, make lots of money, retire to a tropical island and live happily ever after. That's the plan at least.
How long will this take? As long as it needs to. It would be pointless for me to give you a release date estimate, since I will gladly ignore it for the sake of the game as I did before. The quality of the game is my primary concern and in the long run that is best for everyone. We're nearing the end, though, so stay patient, dudes.
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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.

http://underrail.com/images/DevLog/Monolith.jpg

 

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):

  • Items
    • 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
  • Creatures
    • Added cats
  • Tweaks
    • 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
  • Feats
    • 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.
  • UI
    • 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
  • Bugs
    • 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.

Cheers!

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Friday, 29 May 2015 10:38

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.

http://www.underrail.com/images/DevLog/Areas/DeepCaverns.jpghttp://www.underrail.com/images/DevLog/Areas/LivingRoom.jpg

  • UI
    • 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)
  • Psi
    • Added the remaining nine psi abilities, three for each psionic school.
    • Psychokinesis
      • 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.
    • Thought Control
      • 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.
    • Metathermics
      • 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.
  • Tweaks
    • 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
  • Bugs
    • 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.

Изменено пользователем Legend
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Странная в игре система бартера, вроде реалистичная но какая-то не игровая, я по части того, что торговцы далеко не всё покупают и в ограниченном количестве (но может от скила зависит)

Не удобная система взлома, в смысле отмычку по нажатию правой копкой надо тащить из окна инвентаря до предмета взлома. Может можно как-то на пояс или куда нибудь в быстрый доступ?

А так крутая игра, прям реально олдскул и хардкор, каждый бой - как будто во 2ом фоле наварро выношу в первый раз. За чипом для проходческого щита 2 дня шёл по локам с кислотными мутантами, почёсывая репу как их завалить из 12,7мм пистолета, а это практически только начало игры.

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Странная в игре система бартера, вроде реалистичная но какая-то не игровая, я по части того, что торговцы далеко не всё покупают и в ограниченном количестве (но может от скила зависит)

 

Да, есть такое. Было дело, мне даже казалось что один товарищ вообще торговать отказывается - я ему пытался сбыть всякий ливер, а кнопка "trade" все время была неактивна. Потом посмотрел внимательнее - один из органов (сердце) перечеркнут. Красное на красном так сразу не заметишь, я уже начал думать что это такой баг...

 

 

 

Не удобная система взлома, в смысле отмычку по нажатию правой копкой надо тащить из окна инвентаря до предмета взлома. Может можно как-то на пояс или куда нибудь в быстрый доступ?

Тащить не обязательно. Можно клацнуть пкм, а затем лкм по замку. Но можно отмычку в панель действий закинуть - так действительно удобнее. У меня там и электронная отмычка, и капканы. Удочка правда не удерживается - ну так она особо часто и не нужна.

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Странная в игре система бартера, вроде реалистичная но какая-то не игровая, я по части того, что торговцы далеко не всё покупают и в ограниченном количестве (но может от скила зависит)

Не удобная система взлома, в смысле отмычку по нажатию правой копкой надо тащить из окна инвентаря до предмета взлома. Может можно как-то на пояс или куда нибудь в быстрый доступ?

А так крутая игра, прям реально олдскул и хардкор, каждый бой - как будто во 2ом фоле наварро выношу в первый раз. За чипом для проходческого щита 2 дня шёл по локам с кислотными мутантами, почёсывая репу как их завалить из 12,7мм пистолета, а это практически только начало игры.

 

Да, игрушка замечательная. В лабиринтах можно запросто заблудиться, как я например))) Может быть чего то не так дотумкал в объяснениях задания, но не могу понять, где именно искать эти самые outposts и где генератор - вроде на север на уровне первом от South Gate Station бреду и ничего похожего не могу обнаружить. Зато враги встречаются просто таки суперпупер, одними крысами дело не ограничивается.

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Да, игрушка замечательная. В лабиринтах можно запросто заблудиться, как я например))) Может быть чего то не так дотумкал в объяснениях задания, но не могу понять, где именно искать эти самые outposts и где генератор - вроде на север на уровне первом от South Gate Station бреду и ничего похожего не могу обнаружить. Зато враги встречаются просто таки суперпупер, одними крысами дело не ограничивается.

Смотри, как выходишь из станции на нижнем уровне попадаешь в пещеру где бетонная будка и старик с которым можно переговорить, от будки идёшь на север до зоны перехода в седующей же локации будет 2 поста, на западе зона перехода - там генератор и ещё пара постов, на восточной локации тоже пост. Сначала чинишь гену, потом врубаешь рубильники везде.

Как получишь уровень - качай хак и взлом, реально нужны будут скоро.

Тащить не обязательно. Можно клацнуть пкм, а затем лкм по замку. Но можно отмычку в панель действий закинуть - так действительно удобнее. У меня там и электронная отмычка, и капканы. Удочка правда не удерживается - ну так она особо часто и не нужна.

Во, спасибо.

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Смотри, как выходишь из станции на нижнем уровне попадаешь в пещеру где бетонная будка и старик с которым можно переговорить, от будки идёшь на север до зоны перехода в седующей же локации будет 2 поста, на западе зона перехода - там генератор и ещё пара постов, на восточной локации тоже пост. Сначала чинишь гену, потом врубаешь рубильники везде.

Как получишь уровень - качай хак и взлом, реально нужны будут скоро.

 

Спасибочки! А я все тупил конечно. Не мог из станции на нижнем уровне выйти, потому что Malcom - чувак который выпускает - сидит в запертом помещении, и отчего вот не мог догадаться поговорить с ним через решетку... Нда-с... Поперся зачем то наверху, там уже малость наследил.))) Небольшое западло еще в том, что в описании квеста в notes не указано, где именно, на каком именно уровне - просто сказано "на север".

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Спасибочки! А я все тупил конечно. Не мог из станции на нижнем уровне выйти, потому что Malcom - чувак который выпускает - сидит в запертом помещении, и отчего вот не мог догадаться поговорить с ним через решетку... Нда-с... Поперся зачем то наверху, там уже малость наследил.))) Небольшое западло еще в том, что в описании квеста в notes не указано, где именно, на каком именно уровне - просто сказано "на север".

Он там говорит в реплике про пещеры а пещеры на станции только одни - внизу:) Ещё, чтоб не плутал напротив охранника на нижнем уровне решётчатая дверь с зоной перехода - это порт, потом пригодиться.

Ну и, игра на столько хардкорна что много чего следует в аналоговый блокнот руками записывать:) Например как куда дойти и т.д.

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Да, разобрался... Даже нашел часы для старикана.))) Помниться, в Фаллауте 2-м в Модоке у деда тоже часы потерялись, и в конце концов в канализации, в небольшой пещере под охраной кротокрыса обнаружились. Аналогия очевидна  :)

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А кто подскажет, есть ли в игре шансы на убалтывание или там только проверка на скил в разговоре. А то есть один квест в котором можно чувака от смерти спасти убалтав врагов, а у меня есть эти реплики в разговоре но враги не ведутся. Есть смысл сейв-лоад'а?

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А кто подскажет, есть ли в игре шансы на убалтывание или там только проверка на скил в разговоре. А то есть один квест в котором можно чувака от смерти спасти убалтав врагов, а у меня есть эти реплики в разговоре но враги не ведутся. Есть смысл сейв-лоад'а?

Ну не знаю, как насчет убалтывания, насчет к примеру воровства никакого смысла в сейв-лоадах нет - идет строгая проверка pickpocket, если ниже нужного уровня, то сколько раз ни загружай, не сопрет рано или поздно денежки у того же жителя SGS.*

Игрушка конечно всеобъемлющая. В вентиляции ползаю))) PSI - вот наше все, в частности с роботами электричеством борюсь, ну и гранаты естественно помогают.

*Ну и pickpocket - как я с некоторым запозданием сообразил))) - сразу показывает возможность воровства внизу окошка (suspicion).

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