Underrail Forum
Underrail => Development Log => Topic started by: Styg on March 26, 2015, 04:00:54 pm
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Dev Log #38: Version 0.1.14.0 released
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
- 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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Congratz on 1000. thread!
Level cap increase, yes!
But too late, Pillars of Eternity has just been released (:
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If I didn't know any better, I'd say you were trying to kill me with happiness. Those new feats, those new items, those crafting changes... my mind is in character build overdrive. And here I was thinking of forgoing building a character from scratch for this update since the game has gotten so huge*sigh*. The end is in sight and what a glorious end it's turning out to be. Good luck.
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Nice!
Max player character level increased to 25
Wow... :o
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- Added EMP grenades Mk II and Mk III
- 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)
- Reduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turn
- Uncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)
- Added scroll bar to crafted item view
- 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)
- Arena enemies will no longer turn their shields off before combat like idiots
Cool ones! +
- 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)
- 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)
Not cool ones! -
- Power Management - changed to now always provide 35% extra energy capacity
Noooooooooooooooooooooooooooooooooooo! - -
- Thick Skull - Cannot be stunned, only dazed
- 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.
- Escape Artist - Grants you the ability to remove all immobilization effects. Cooldown: 2 turns.
- 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.
Nice Feats! +
- Rapid Fire - Fire three bullets from any firearm except the sniper. Chance to hit falls drastically beyond optimal range.
I will try this with my .44 Hammerer! Ohohohohoh!
- Super Slam - An attack with a sledgehammer that does normal damage plus 20% of attacker's maximum health. Cooldown: 3 turns.
How about robots?)
- Guard - You have 50% chance to block melee mechanical damage equal to twice your strength.
Will be interesting to test in combo with Riot Armor.
- 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.
And where i will find so many free feat points for this!? =(
P.S. GJ, Styg! ;D
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Woohoo!!!! :D :D :D :D
So many feats, so many updates, so many changes, so many build possibilities, so little time!!! :P
I don't even know where to start! ;)
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Hahaha! Insanely great job!
Game become better with every update!
But feat balancing may require a lot of work - I can see Fancy Footwork combo with Blitz for high Dex char with bare hands or leather fists. Something like Achilles and the tortoise problem. )
PS Don't dig too dip into PoE. )
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Top stuff, looking forward to the final release come summer! :D
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Reduced crafting skills which is good. Crafing skills to make it more worth. This is a good start. However there still isn't enough of an incentive to invest into intelligence.
Still no option to remove carry weights and vendor limits.
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Congratulations on this new release!
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Level cap increase YESYESYES :D
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NPCs now use EMP grenades; you've been warned
Plasma Sentry no longer loses the rest of its turn when it switches back into mobile form
oops, missed these on the first read. RIP low CON toons.
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oops, missed these on the first read. RIP low CON toons.
I don't think so. (c) :)
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Very nice update. Great work!
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Wow thick skull, heavyweight.. heavy armor builds without locus of control might actually be good :O That opens up a lot!
Goood workan!
Edit: heh.. sure step... the "I can't get past Depot A" feat xD
And neurology... looks like every psi-focused character is getting 7 int.
These new feats are really going to change the way way non-pistol/dex builds work.
Hmmm... I think maybe thick skull should be easier to get? It kinda sucks that the only players that don't want that are the absolute "never let anyone hit you ever" builds, as this allows light armor characters to not drop dead at a single stun.
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Gah I don't check the site for a few days and look what happens. Thank God it's the weekend.
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It feels like things are going to get a lot more polarized. With thick skull, hammer and perception builds don't need LoC for not dropping dead, so they're going to go full guns or full hammer. For will, you can't afford not having the intp, so they can't afford to go hammer or perception for a backup weapon.
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I think you're a bit overestimating the importance of Neurology. It's far from being mandatory. Sure, it's nice to start a battle with some extra PSI, but after a turn or two, this advantage is gone as this feat does not modify your PSI regeneration.
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Oh I was thinking that psi booster thing was also int. Yeah I guess not. But still it does pretty much make 5 int necessary for kickass mufflers :D
Edit: Ah I see, dex also has an immobilize removal.
Also just noticed this from the devlog:
"NPCs now use EMP grenades; you've been warned"
yikes
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Also just noticed this from the devlog:
"NPCs now use EMP grenades; you've been warned"
yikes
I want that NPC's AI can trow grenades to targets around a corner.
That will be amazing deal.
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Hotfix 0.1.14.1 released:
- Minimal attack action point cost set to 4 (up from 1)
- Fancy Footwork can no longer raise your movement points higher than twice your normal maximum
- Amount of extra action point granted by Blitz limited to 20
- Telekinetic Punch will now properly daze the target instead of stunning it if it has Thick Skull feat
- Added Flashbang blueprint to Len's store in Junkyard (will appear after next merchandise reset)
- Fixed the tooltips of food effects that have been changed in this update
- Fixed Thermodynamic Destabilization
- Fixed the bug that caused generated combat gloves mechanical enhancements to always have quality of 1 (not retroactive)
- Fixed the bug that caused generated shield emitter enhancements to always have quality of 1 (not retroactive)
- Laser Sight will now correctly increase precision (not retroactive)
- Chance to hit with burst attack can never exceed single shot chance to hit anymore
- Daniel Arda should now properly sell Hercules.
- West Wing hole description
- Mediant Samuel gives proper amount of charons for his first quest
- PI Georgis' refusal to help for a quest now properly fails
- PI Schteff's radio comm properly recognizes where the player is
- Wererathound affliction now correctly increases strength and transformation will now unequip your helmet
- Fixed Free Drones Junkyard quest not starting properly in some cases
- Tchort introduction cut scene should now properly trigger when visiting Institute entrance zone after you complete the Core City quest line. If it does not trigger, that's probably because you've visited the zone previously and the save is broken. See this thread for solution: http://steamcommunity.com/app/250520/discussions/0/618457398973889102/
- Offensive armor modifiers should work again (spiked/bladed armors)
- Several quest notes fixes
- Various minor dialog and map fixes
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- Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\
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- Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\
Yep, bye-bye super-dex unarmed builds =)
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Haha guys, you're so easy to troll. It's just an April Fools joke!
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
Limiting Blitz MP conversion is not bad idea actually but 20 AP is way too low. 50 would not be excessive considering it's cooldown. It would give you extra turn every 10 turns. Now look at Commando perk - it can potentially give you 'extra turn' every turn (if you use ARs, bursts and kill your target which is now much more likely).
'Fancy Footwork can no longer raise your movement points higher than twice your normal maximum'
Now that's actually a good idea since it does not punish you for having high base MP, prevents FF from giving crazy amounts of MP and keeps Blitz in check.
I hope this one wasn't a joke.
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It's not a joke. While the numbers are subject to change in the future, pending testing and feedback, the limits are necessary to avoid the silly scenarios we previously had.
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Wait is this pre or post lightning punches? I.e. 4 ap or 2?
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways. Stunlocking 8 people with cheap shots is kinda silly.
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Haha guys, you're so easy to troll. It's just an April Fools joke!
Styg is not joking here >:(
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
_3_ will be ok)
Wait is this pre or post lightning punches? I.e. 4 ap or 2?
I think it's a hard limit of any ap cost)
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways. Stunlocking 8 people with cheap shots is kinda silly.
17? oO 17x4=68? Sutnlocking 8 people? with 15% chance to incapacitate?
It's easier to throw a flashbang into the crowd =P
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How about limiting Blitz AP gains to third of your normal maximum MP?
That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.
I didn't tweak the AP costs and FF just because of Blitz, they were a problem on their own as well.
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Haha guys, you're so easy to troll. It's just an April Fools joke!
Styg is not joking here >:(
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
_3_ will be ok)
Wait is this pre or post lightning punches? I.e. 4 ap or 2?
I think it's a hard limit of any ap cost)
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways. Stunlocking 8 people with cheap shots is kinda silly.
17? oO 17x4=68? Sutnlocking 8 people? with 15% chance to incapacitate?
It's easier to throw a flashbang into the crowd =P
Yeah adrenaline gives 70 ap, so you can get 17 shock fists in at 4 per round. Given you can then run around a corner and not take any damage because of fancy footwork, doesn't that feel fair? As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like ;)
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Hehe yeah i know it wasn't a joke. I was joking myself (:
How about limiting Blitz AP gains to third of your normal maximum MP?
That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.
I'm not sure.
Limiting Blitz like that would remove synergy of this feat and FF (if i understood You right) and synergies are good things to have.
Well, lower AP limit for attacks must be changed, attacking for 1 AP is silly. Making it 4 seems too high, however.
As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like
If You can attack for 1 AP You don't care about stunlocking at all :D
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My only question about the new minimum ap cost is whether it should be 4ap or 3ap (and I'm just throwing this out there, I don't know which is better really).
Dex 15, lightning punches, tabi boots previously gave an ap cost of 3 for unarmed (10 - 4 - 2 - 1) which now would be bumped up to the min of 4. Dex 11 I think is the minimum for 3ap reduction on fists, which along with the other factors would hit the minimum 4ap cost.
I'm not sure if this is good or bad to be honest: 4ap / attack = 12.5 attacks per round, 3ap = 16.7 attacks per round. The real cheese (in my opinion) kicked in when you got down to 2ap.
The upshot is that a pure fists build now has 4 stat points freed up (the additional benefits of going from 11 to 15 dex are much harder to justify when you're not getting the extra attacks per round imo). Conversely, total damage output has gone down but then again once you factor in feats like expertise its quite possible that combat is unbalanced even at the 12.5 attacks per round level.
Given that other melee weapons gain relatively from this change (e.g. ap reductions from taste for blood are unlikely to be useful now for fist builds), its possible that fist base damage may need to be adjusted to compensate. Again, I'm not really sure about the full impact here, but I recall that fists used to be considered poor damage relative to other options, and these changes may undo some of the other balancing that was done.
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Yeah adrenaline gives 70 ap, so you can get 17 shock fists in at 4 per round. Given you can then run around a corner and not take any damage because of fancy footwork, doesn't that feel fair? As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like ;)
We can't count adrenaline as usual case, only "Self buffs".)
1 ap is horrible i agree with this but even with 1ap you will stunlock 1(cost)*50(ap)*0.15(probab)=7.5(ok 8 people). This is cool indeed! but... you can throw flshbang for this effect(mb lesser not 8 but 6) and only for 15 ap. So stun is not the main case here =P
If You can attack for 1 AP You don't care about stunlocking at all :D
That's the spirit!
Dex 15, lightning punches, tabi boots previously gave an ap cost of 3 for unarmed (10 - 4 - 2 - 1) which now would be bumped up to the min of 4. Dex 11 I think is the minimum for 3ap reduction on fists, which along with the other factors would hit the minimum 4ap cost.
Dex 15 can be achieved either by lvl 20 or lvl 16 + temp +1 Dex. For fists weapon 3 - min and i can't see the way you can get even lower ap costs... So 3 - is good MIN.
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_3_ will be ok)
I think that too, but we need testing.
Even if 4 AP as minimal cost will be unchanged, we at least got rid of one perk - Lightning Punch, because now there is no sense to take it.
I prefer to see the positive side in everything. )
The upshot is that a pure fists build now has 4 stat points freed up (the additional benefits of going from 11 to 15 dex are much harder to justify when you're not getting the extra attacks per round imo).
...or we have 4 stat points, true.
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So... seems like supersteel might be a bit too hardcore, finally got a 150 quality and a 130 quality after 7 tries ;)
(http://i57.tinypic.com/a0uk35.jpg)
(http://i57.tinypic.com/10r69fo.jpg)
Whoos is it kickass when you reinforce it with tichrome.
And with the insulated tichrome helmet coming up that makes immunity to energy and mechanics, 50 dr in fire, as well as ~25 dr in everything but bio :D
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Yeah... I might have to implement some diminishing returns there. Being completely immune to mechanical damage sounds a bit too op. :)
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Well, it was actually possible without supersteel by using tungsten, but not possible to get both energy and mechanical until now. Certainly not immune to w2c, which I've only seen dreads use.
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Yeah... I might have to implement some diminishing returns there. Being completely immune to mechanical damage sounds a bit too op. :)
This is outright broken. While changing it keep in mind that fast melee weapons and xbows increase mechanical DR by 25% so even 80% DR is enough to negate all of their damage. Well, i didn't actually tested it but this is what description suggests.
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Well, I think the crossbow is cool as a niche weapon rather than a main weapon, although it should be put under subterfuge if that is the case so as not to confuse newbies. But I suppose it sucks even at that xD
Right now without feats to improve special bolt damage it's kind of like a pistol build without any feats or dexterity lol. It'd be cool if you could craft supersteel bolts that ignore all DR/DT altogether, tichrome bolts that ignore half, and have special bolt damage scale with xbows.
As for DR, I have played cans for the majority of my characters, so the 80 resistance cap implied above is a bit overkill: That would make them worthless all the way until you get supersteel. There's kind of bad sides to consider either a cap or diminishing returns so it seems like a choose your poison thing: a cap would make high crafting skills much less useful, diminishing returns would make one forced to use fully supersteel for the higher qualities (which might suggest supersteel should be given in 80-130 rather than 70-160). I guess you could do both?
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- acid bolts are kind of crap (compare with acid pistols or acid bullets)
- tranq bolts are kind of crap (compare with cryo pistols, cryostasis, mental breakdown or high ql pneumatic strike)
- shock bolts are kind of crap (compare with electroshock pistols, shock bullets or electrokinesis)
- incendiary bolts are kind of crap (compare with incendiary pistols, incendiary bullets or pyrokinetic stream)
- all poison bolts are kind of crap (compare with poisoned throwing knives)
PS. Styg, you promised explosive bolts years ago! And now you've got the mechanics for them in explosive bullets. ;)
What?!
Are guns supposed to completely replace xbows?
I don't have much problem with chemical pistols as they needed some more love, but those bullets ...
I bet there are cryo bullets as well.
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So... seems like supersteel might be a bit too hardcore, finally got a 150 quality and a 130 quality after 7 tries ;)
Whoos is it kickass when you reinforce it with tichrome.
Nice one! 8)
Yeah... I might have to implement some diminishing returns there. Being completely immune to mechanical damage sounds a bit too op. :)
That's never was the hard task with tung steel oO
Even Energy+Mech(with full set of metal boots, helmet and body armor) was possible with right combination of different "steel's" of high quality(110+)
But crossbows? They really have become the weakest weapon class over time. Last time they got love was back in 0.1.5.0.
Crossbow now is generally dump weapon with some weak feats.
All, yes, all bolts are crap. Sad but true =(
JHP and W2C rounds also got buffed, from +25% dmg to +40% and from -50% resistance to -65%.
I think W2C must be nerfed again) They are too cool %)
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Hotfix 0.1.14.2 released:
- Blitz feat and ability description fixed
- Player's damage resistances capped at 95%. Some re-balancing will be done in the final version to prevent certain armors from being too OP, but for now this will at least prevent players from becoming invulnerable to mechanical damage
- Various minor dialog and map fixes
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Hotfix 0.1.14.2 released:
- Player's damage resistances capped at 95%. Some re-balancing will be done in the final version to prevent certain armors from being too OP, but for now this will at least
Noooooooooooo! :'(
Bye-bye "Heavy Metal" armor build?
P.S. More advantages for light-armored guys! =P
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95 is doable :D Was worried it'd be 90 xD That would've been harsh. Incidentally, just cleared the fort so :P :P :P
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Maybe crossbows can be cheap and readily available source of debuffs?
Something like bleeding+MP+AP reduction (with right bolt of course).
Like supersteel bolts with serrated\jagged tips, that have armour piercing effect, descreasind damage resistance, or treshhold?
Also, can we have a quest way to get some unique materials in very limited quantity?
Or devices, or weapon, or chemicals.
For me - it's much, much more attractive and interesting way to obtain something.
It's post-apocalipsis, after all.
Lots of places that were centers of power, abandoned military bases, scientific facilities.
For materials it could be like some kind of automated furnace for smelting (powder metallurgy or something like this), so you should first fix it, then power it, calibrate, find raw materials.
Just an example.
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We were talking today how to improve crossbows, most likely we will add more poisons with unique debuffs, from a gameplay aspect its not so bad that crossbows aren't that effective against robots, but yes they are a bit lackluster compared to other weapons. (While testing i had a build with throwing knives and 250 effective throwing skill, doing up to 300 raw crits, at first styg was like well that needs some nerfing, but still having that much throwing is still a niche, crossbows have some nice feats, maybe they get some more interesting once but don't take my word to much to heart)
Would we have a more complex system for stealth and sound, crossbows would have a good place for stealth builds, but that wont happen in underrail, maybe some other project in the future.
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One word: Supersteel. ;)
Nope? Isn't it some kind of trader, who sell to you something?
I have heard 3 K sharons involved.
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Nope? Isn't it some kind of trader, who sell to you something?
I have heard 3 K sharons involved.
Talk to the guy standing next to gloria at the foundry after finishing the beast quest. (using supersteel infused leather in crafting gives special abilities depending on the item crafted and what leather you use)
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Awww, now we know there won't be big bad faceless robot surprises in Deep Caverns. ;)
;D yeah, devs must act like criminals on interrogation. )
Getting super steel is exactly what you described - a quest way to get some unique materials in very limited quantity, some kind of automated furnace for smelting (powder metallurgy or something like this), so you should first fix it, thaen power it, calibrate, find raw materials.
It's all connected to certain quest and certain huge furnace you probably have already seen and fixed in older versions. Charons are the smelting material, since they're made of super steel.
Well, it's not quite actually what I described.
I meant a slightly different situation - an old abandoned place, where you can get trough various obstacles: live - gunblazing or fangsnapping, dead - mad security bots (or on the contrary reasonable, intelligent and you can become friends later), natural kind - flooded tunnels, collapsed passages etc. Also material better be really rare and unique - something like you can get a canister here and a few - there, and if you have some very high stats - like mercantile, or Will, or raw Strenght, you can get even more.
But we can hold it for Underrail II: Empire strike back. )
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What a pleasant surprise.
And I was already wondering how I'd spend the two weeks till busy time after my vacation.
This sounds great.
Now we only need a feat or two for drugs, think Witcher 2 or the Flask nodes in Path of Exile or... ah hell, no need to steal from others. ....edit: And a Blood Magic equivalent. ;D
As for Shroomhead, maybe a buff to PSI/Stun/etc. resistances when near shrooms and after eating one?
The icon somehow reminds me of the trance upgrade in Alpha Centauri for unknown reasons.
Btw, does expertise really grant +1 damage for every hit per level?
So with specops etc, I can fire a full magazine per round at at least +20 damage per bullet?
0.o
As for resistances, is it too late to add diminishing returns?
As in, resistances above 80% are scaled so you'd need 110% resistance (or whatever value is balanced) to reach real 100%, and then still cap it at 95%?
It slightly lessen the impact of high resistances on the likes of crossbows.
And how does Stoicism work with resistances atm? Additive?
You could adopt the PoE terminology, where multiplicative is more/less and additive is increased/reduced.
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Yeah expertise is pretty crazy for smgs atm, although with the assault rifle's concentrated fire, ARs remain best on heavy armor builds. Stoicism is almost definitely the same type of reduction as conditioning, don't know why it would be different (additive with feats/abilities, feats/abilities multiplied with equipment)
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So does it make more sense to upgrade strength to use full auto, or dex to make the actual bursts cheaper? :P
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So does it make more sense to upgrade strength to use full auto, or dex to make the actual bursts cheaper? :P
Dex for SMG's and STR for AR's =)
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And how does Stoicism work with resistances atm? Additive?
You could adopt the PoE terminology, where multiplicative is more/less and additive is increased/reduced.
I also like PoE (Path of Exile, not Pillars of Eternity!) terminology for that particular reason, everything was very clear. But it would not all that useful for Underrail. The various multiplier stacking mechanisms aren't like PoE's.
I might be wrong about all this, so hopefully Styg reads this and corrects me if so.
You got it right and here indeed I use similar terminology to PoE - resistance and reduction. When character is hit (let's ignore shields and blocking, it's not relevant), the damage is first reduced by resistance (or threshold if that's more effective) unless it's meant to ignore resistance (poison). After that, it's modified "damage taken reduction" (which can also be positive causing you to take more damage); and this happens regardless of whether the attack ignores resistance.
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Will critical Power and heavy weight stack?
And does Heavy Punch now have a minimum cost of 8?
Edit: And does Rapid Fire count as a single attack for the Gunslinger Crit boost?
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Will critical Power and heavy weight stack?
It stacks with sharpshooter so I see no reason why it wouldn't with heavyweight.
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Assault rifle builds are much better for practical gameplay, and then there are amplified energy pistols with crit power... 0.1.14 did a lot of crazy things.
When reading changelog i was under impression that Styg wants everything to be ultra powerful now.
But then he nerfed fast melee ... and Blitz.
Too bad SMG bursts are not affected by new minimum attack AP cost.
And does Heavy Punch now have a minimum cost of 8?
Yes.
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PS. SMG bursts are affected, too :P It would now be possible to get AP cost 3 with SMGs.
Hmm, i don't think i understand... unless Styg have listened to the crowd and lowered min AP cost to 3.