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.