Underrail Forum

Underrail => Development Log => Topic started by: Styg on December 18, 2025, 01:53:00 pm

Title: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Styg on December 18, 2025, 01:53:00 pm
See nicely formatter HTML version on the website (https://stygiansoftware.com/underrail/devlogs/74-10-year-anniversary-update.html).

Hi guys,

It has been 10 years since Underrail hit its 1.0 version. In celebration, we're releasing a small but important update that touches up the game's visuals and delivers an extra weapon to the Heavy Duty arsenal.

https://stygiansoftware.com/videos/devlogs/underrail/74/loop_uniques.mp4 (https://stygiansoftware.com/videos/devlogs/underrail/74/loop_uniques.mp4)

First, we've created unique sprites for all of the game's unique weapons. These should now be visible when the player equips them, except on a few armor types and when riding jet skis (but we plan to correct this in the future).

https://stygiansoftware.com/videos/devlogs/underrail/74/loop_rocketlauncher.mp4 (https://stygiansoftware.com/videos/devlogs/underrail/74/loop_rocketlauncher.mp4)

Secondly, we added a new weapon to the Heavy Guns roster - the rocket launcher. As you might expect, it's a high-powered high-AP area of effect weapon that requires a lot of strength to wield. It can fire 4 different rocket types and there are even some unique ones that have their own payloads.

Lastly, we've started work on localization support. This is going to be something that will remain in slow but active development over the next year, as I slowly migrate all the game's text into external files. As it stands right now, though, most of the UI elements and the dialog can be freely translated.

To learn more about how to do this, visit our Localization sub-forum.

We also made a bunch of other smaller and medium balance changes, with the major focus being on the impact of the intelligence stat.

Here's the full list:

General
Graphics
Difficulty
Items
Crafting
Feats
Specializations
Psi
Tweaks
Bugs
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: deanisi on December 18, 2025, 03:42:23 pm
I really appreciate the work done for sprites and localization, finally I can introduce my non english speaking friends to this game.
New content is always welcomed and small increase in difficulty isn't hurting either. But some choices make my scrath my head in lack of understanding.

All the buffs and changes like what you guys did with INT is just different. Not bad or good, just different from what I've used to know for these last years. Well, at least it's a good reson to start a new run.

But debuffs are what I have a hard time understanding, especially dexterity perks like footwork and Hit & Run. It feels like dexterity builds were nerfed in general, which is strange cause I don't feel that they were that strong.

I can understand buffs and reworks, some skills were in need of them (stasis was too strong and heartbreak poison was ridiculous to use with constand immobilizing and running away). But what are reasons behind nerfing damage of light weapons or hit and run for example?

Can you guys share an intent behind those nerfs?
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Alt on December 18, 2025, 05:06:22 pm
YOOOOOOOOOOOOOOOOOOOOO  :o
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Styg on December 18, 2025, 08:26:53 pm
I really appreciate the work done for sprites and localization, finally I can introduce my non english speaking friends to this game.
New content is always welcomed and small increase in difficulty isn't hurting either. But some choices make my scrath my head in lack of understanding.

All the buffs and changes like what you guys did with INT is just different. Not bad or good, just different from what I've used to know for these last years. Well, at least it's a good reson to start a new run.

But debuffs are what I have a hard time understanding, especially dexterity perks like footwork and Hit & Run. It feels like dexterity builds were nerfed in general, which is strange cause I don't feel that they were that strong.

I can understand buffs and reworks, some skills were in need of them (stasis was too strong and heartbreak poison was ridiculous to use with constand immobilizing and running away). But what are reasons behind nerfing damage of light weapons or hit and run for example?

Can you guys share an intent behind those nerfs?

- Light weapons had double scaling - one through bonus damage from skill and the other from reduced AP cost. I reduced the amount scaling from skill in order to reign the damage per turn in a bit.
- Fancy footwork and Hit and Run were previously able to restore ridiculous amounts of MP per turn. These diminishing returns are more than reasonable.
- Expose Weakness allowed some weapons to largely ignore their innate disadvantage when fighting robots, which should serve to offset their general high damage and utility. Hence the change to this ability.
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Vokial on December 19, 2025, 12:39:15 am
- Fancy footwork and Hit and Run were previously able to restore ridiculous amounts of MP per turn. These diminishing returns are more than reasonable.

Literally every single person in this sub 100% was hating on Hit and Run and absolutely salivating on Sprint with me as the single exeption praising it, totally willing to die on this hill. To me, this confirms that nobody else tried it. Should they did, they would've known how immensely tenfold better H&R was in comparison to Sprint. However, they still lectured others like they know what they were talking about, while not having the slightest idea. To me, that always looked ridiculously stupid and made me loose all respect for these people, simply due to them making these practices.

It's still better btw... but Styg just encouraged them to not try it for sure. Anyway, this was a needless nerf. In order to get loads of MP bonus, you had to meet with several conditions, like already emptying your MP and delivering a deadly shot. Then emptying your MP again. While Sprint is unconditional. While in practice, this is just you properly planning the sequence of your actions, I still think that the nerf is unjustified. Anyway - the update proves my point from the dev himself. So there's that. Just wanted to put that out for the sprinting loosers out there that are now never get the chance to experience the utter freedom of flying through the area of several corners after 6 deadly sniper shots per round, killing enemies even when they were behind cover before the turn. You all missed it and will never get to experience it.
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Alt on December 19, 2025, 05:03:50 am
WHO CARES ABOUT MP FEATS, HAVE YOU SEEN THESE NEW SPRITES??? WE CAN FNLY ROLL WITH STYLE
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: harperfan7 on December 19, 2025, 03:02:02 pm

Turbodevil and I have both posted builds with Hit & Run where we do exactly that, except his was pistols and mine was hammers.  A couple years ago on the discord, it was discovered that H&R refunds ap-ignoring mp like from sprint or haste or jumping bean, meaning even with 95% armor penalty you can move around quite a bit. 
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: SQ1 on December 19, 2025, 06:40:31 pm
I've been waiting for a flamethrower for so long.  :-X
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Styg on December 19, 2025, 08:47:56 pm
I've been waiting for a flamethrower for so long.  :-X
One day...
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Epic_Dingus on December 19, 2025, 10:47:08 pm
it feels a little too much to increase max crafting requirements by almost half in a game where crafting is pretty much necessary for good equipment
but at least there's more reason to make builds with unique items
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Vokial on December 20, 2025, 09:21:20 am
Unique items remained the same, they received a cosmetic update only where you can see them being hold by your character model.

However INT has basically become the main stat regardless of builds.

You can have high PER when you wield a shotgun, but you get potentially equal or more damage by raising your INT so that you can craft gear from high quality components, that you won't be able to otherwise. And of course you get even more damage, since now you have an additional +15 spec points that you can max out Critical Power and whatnot with. Reduce your cooldowns, get again further more damage if you use energy edge melee weapons, etc...

These are all stuff your PER or STR cannot compete with. Which seems very weird and will result in builds with different approach having more similar stat allocation, resulting in reduced replayability as most builds will have the same mandatory feats. Even playing a low intelligence character for RPG reasons is out of the question now. It kinda seem like some bootleg modded version of a game that was originally quite diverse and distinct. It still is, but considerably less. It's like if someone had a build idea he found good and are now forcing it to every build out there.
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Albert Altmann on December 20, 2025, 09:54:53 am
Even playing a low intelligence character for RPG reasons is out of the question now.

Is crafting somehow exempt from roleplaying? A complete moron being locked out of top-tier crafting components is what enhances the RPG experience, if anything, as it actually reflects the choice to go all in on one or two stats at the expense of the rest much more strongly now.

The Int-flation arguably improves build variety somewhat, by promoting an all-rounder build archetype that compensates for lower main damage stat with more spec/skill points and better crafting (rip non-psionic tanks though). The only issue that may arise from this is if such all-rounder builds begin to vastly outcompete any other build direction, but then again min-maxxing stat dump builds have been doing just that for the past, well, let's say ten years (same builds that could trivially have top damage and top crafting all at once; sounds legit, give them infinite mobility and two turn invulnerability to boot- wait hold up...) Even if we are not saved but rather under new management (c), that is still an interesting change of pace.
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Albert Altmann on December 20, 2025, 10:05:26 am
Not to mention the fact that there is finally a good reason to invest into Int besides delving deeper into the lore, which is an upside for casuals and new players alike, who are both already far more likely to be curious about the world and the story, are already likely leaning toward a more generalist playstyle and are utterly oblivious to the fine art of min-maxing as well.
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: Antalos on December 20, 2025, 10:32:31 am
Overall, the results of the balance update can be summed up in the following phrase: "The weak will be overcome by fear, the strong will catch the thrill."   8)
Title: Re: Dev Log #74: 10-Year Anniversary Update (1.3)
Post by: harperfan7 on December 20, 2025, 04:53:36 pm
You dont need high int to use the best components, but you do need to dump a bunch more skill points for it.

I think the best melee builds are still the old ones, but now there is a valid high-int alternative.