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 22.214.171.124 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.
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.