Underrail Forum

Underrail => Development Log => Topic started by: Styg on December 20, 2018, 11:11:05 am

Title: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Styg on December 20, 2018, 11:11:05 am
Hi guys,

As a lot of you know, the expansion has been in closed alpha for a while now. This helped us weed out a lot of bugs from the available content (which doesn't include the last dungeon) and we would like to thank our dedicated alpha testers for their time. Without them it would take much much longer to get the DLC to run properly and smoothly and we surely would not have found as many bugs. This is not the end of alpha, though, as it will remain in place (likely) to the very release.

Speaking of release, we have the store pages up now (Steam (https://store.steampowered.com/app/694330/Underrail_Expedition/); GOG (https://www.gog.com/game/underrail_expedition)) with a brand new trailer, so check it out. You can't pre-purchase it, but you can wishlist it.

https://www.youtube.com/watch?v=3dnKxV5tpuM (https://www.youtube.com/watch?v=3dnKxV5tpuM)
 
In preparation for the eventual release (it will happen) I'm pushing the version on the experimental branch. In regards to the original game, this update has a bit of everything, including fixes for some old persistent bugs, but also this is the code that runs the current build of Expedition and I want to make sure it doesn't break anything in the base game before we finally release the DLC. Here is the list of changes:

Engine
Items
Mechanics
Feats
Tweaks
UI
Bugs


To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

And finally, in regards to DLC development, the final dungeon is just about done. Though the dungeon is very small, we developed a lot of custom content for it specifically, so it took longer than expected (per usual). After we're done with the final dungeon we'll need some time to wrap things up and do some final testing and then the game is good to go.

That's it for now. Let us know what you thought of the trailer and the new experimental version. Enjoy the holidays and hopefully take some break from work like we will.

Merry Christmas! Christ is born!
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Zebrazilla on December 20, 2018, 11:41:23 am
Absolutely fantastic, so looking forward to this! By all means take your time and squash those bugs good. And take a break during Christmas, looks like you guys definitely deserve it.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: drealmer7 on December 20, 2018, 01:51:16 pm
Looking and sounding good!  I've only played up through a portion of the Junkyard and have been waiting for the expansion to start over and play all the way through, since replaying it is not likely something I will be doing any time soon after I play it once.

Is there an average hour amount determined on this yet?  If the basegame is 100 hrs, Expedition is ___ ?
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Ploluap on December 20, 2018, 02:40:18 pm
Nice trailer, will buy as soon as available.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: harperfan7 on December 20, 2018, 03:09:27 pm
Looking really damn good, Styggy. 
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Hazard on December 20, 2018, 04:36:15 pm
Great news. The new patch looks interesting, as well. However...

  • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
This is an absolutely gigantic nerf to burst fire builds. I always thought the effects from Smart Goggles and Modules really shouldn't stack and so mostly used the Goggles only, but the loss of that smaller bonus alone still represents a significant reduction in damage output. Maybe there's something I don't know, but this seems like an unnecessarily heavy-handed approach. :S
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: harperfan7 on December 20, 2018, 04:57:58 pm
Bursts are still a very strong option.  Heavy AR gunner is usually the go-to newbie recommendation.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Hazard on December 20, 2018, 05:20:50 pm
Bursts are still a very strong option.  Heavy AR gunner is usually the go-to newbie recommendation.

Yeah, before this nerf it was. We'll see if it remains so; it probably depends a lot on what the new feats, veteran feats and specializations do for burst fire builds.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Altos on December 20, 2018, 05:28:16 pm
Well this is a welcome surprise! And boy are these some huge changes! An assault rifle that doesn't degrade? It's a shame you have to kill (or pickpocket??) Kokoschka to get it, though. Maybe you could implement an optional quest for Free Drones members that rewards you with the AKX, so you don't have to betray your faction to get it?

Also, that value decrease is going to make Dominating even more difficult than it already is, and not in a positive way, I fear. All the more reason to spec Mercantile, I suppose. Looks like you're going to need to take Mercantile if you want to stand any chance of completing a Dominating playthrough now. :-\

The same goes for the Quick Tinkering nerf, but I think we all saw that coming. I just hope that the number of Death Stalkers in the game is suitably reduced to account for the primary method of dealing with them now being noticeably weakened.

(Seriously, tone down on the Death Stalkers. In my entire Dominating playthrough, I only ever encountered one regular Crawler. All the rest were Death Stalkers. I know it's called Dominating for a reason, but 7 in one zone? In the Upper Caves? That's too far.)


  • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
This is an absolutely gigantic nerf to burst fire builds. I always thought the effects from Smart Goggles and Modules really shouldn't stack and so mostly used the Goggles only, but the loss of that smaller bonus alone still represents a significant reduction in damage output. Maybe there's something I don't know, but this seems like an unnecessarily heavy-handed approach. :S

I have to agree with Hazard. I know that burst builds were some of the strongest in the game, but if you're going to nerf burst builds so hard, what about all the other OP builds in the game? (*cough*Locus Builds*cough*) It doesn't seem like psi builds are being nerfed at all, for that matter. Oh well. We'll just have to see how the new feats and specializations change things. That Versatility feat certainly seems like a good one to take! Free skill points! It almost sounds too good to be true. :P

As somebody who used an SMG special attack burst build w/ Quick Tinkering and w/o Mercantile to get through Dominating (barely), this patch has single-handedly wrecked my entire build. :P I don't really mind, because I'll still be more than strong enough to get through Expedition; I just think it's funny how significantly this one patch has impacted my whole build. xD

My whiny complaining aside, I'm still very excited to play Expedition when I have the time. You guys have worked incredibly hard on this thing for years, and I can't wait to see how it all turns out! I know it'll make this masterpiece of a game even more incredible. :)

Keep up the great work, you guys. Merry Christmas! :)

(Digging the new logo, by the way.)
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Yonaiker on December 20, 2018, 11:54:37 pm
Not playing for like 2 months and half, considering to start a new game and now this trailer shows up, it was so great I've decided to wait until Expedition comes out, I can't wait to try the naval arsenal at our disposal.

Only have a insignificant question, do we have a chance to name our jet skis?
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Arclight on December 23, 2018, 12:59:32 am
Nice Birthday present!
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Bruno on December 23, 2018, 04:28:09 pm
Great!
Finally much-needed adjustment of formerly too powerful Burst fire and Quick Tinkering. Now we can see the hit chance of throwing nets, that is good.

Versatility seems very interesting, but skill gains from Versatility will likely not enable option to take other feats?
(Like if you got 100 skill in Xbow, you get 60 skill in guns/melee, but you cant take any nice guns/melee feats w/o investing hard points?)
So the usefulness is perhaps limited, we shall see.

Merry Christmas and a happy new year to all!
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: HammaHTime on December 23, 2018, 07:30:36 pm
I noticed that the feat specialization points are added from level 15 and onwards. If i already have a chracter at lvl 25 with the expansion drops, will he still get those 10 specialization points? Also the expansion looks like a lot of fun.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Tygrende on December 23, 2018, 08:06:08 pm
If i already have a chracter at lvl 25 with the expansion drops, will he still get those 10 specialization points?
Yes, you will get 11 points at once on your next level up to 26.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: sthalik on December 23, 2018, 10:32:15 pm
Great!
Finally much-needed adjustment of formerly too powerful Burst fire and Quick Tinkering. Now we can see the hit chance of throwing nets, that is good.

Maybe it needed an adjustment of some sort. But doing slightly above 50% of the old damage I'd hardly call an "adjustment".
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Dizzy on December 24, 2018, 01:39:16 am
Great!
Finally much-needed adjustment of formerly too powerful Burst fire and Quick Tinkering. Now we can see the hit chance of throwing nets, that is good.

Maybe it needed an adjustment of some sort. But doing slightly above 50% of the old damage I'd hardly call an "adjustment".

I agree fully.

This eliminates the burst-fire build as an option in Dominating for the most part. Unfortunate that there was no other way to adjust the damage without completely ruining the viability of the build.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Styg on December 24, 2018, 08:07:54 am
Only have a insignificant question, do we have a chance to name our jet skis?
No, all the nice jet skis already have fancy names.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: ciox on December 24, 2018, 01:11:45 pm
Great!
Finally much-needed adjustment of formerly too powerful Burst fire and Quick Tinkering. Now we can see the hit chance of throwing nets, that is good.

Maybe it needed an adjustment of some sort. But doing slightly above 50% of the old damage I'd hardly call an "adjustment".

I agree fully.

This eliminates the burst-fire build as an option in Dominating for the most part. Unfortunate that there was no other way to adjust the damage without completely ruining the viability of the build.

I have a good guess that feat specialization will even out some of the 'uber nerfs' like the Burst damage changes and maybe Quick Tinkering cooldown.

At any rate you can always run a crit-focused Chimera build instead of a smart-Hornet  build, I coasted through the game on Hard with one, I would feel confident giving it another spin on Dominating, this time with specialization points to put in all the burst/criticals feats as well.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Tamior on December 25, 2018, 11:00:49 am
Quote
Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
I sure hope that includes psi beetles in the Newton's warehouse on  dominating.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Shredded Cheddar on December 25, 2018, 03:19:16 pm
There are no curtain doors on that map. Probably gonna be most annoying in Depot A
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Tamior on December 25, 2018, 03:35:03 pm
There are no curtain doors on that map. Probably gonna be most annoying in Depot A
Well, that being the case, I'd say all non-locked doors need to be replaced with curtain doors by default on dominating.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Shredded Cheddar on December 25, 2018, 05:47:12 pm
Considering the new .25% value of items on dominating and the fact that nobody has been able to nodeath the difficulty yet, I don't really think changing all the maps is a good use of Dev time or would improve anyone's enjoyment of the game on that difficulty.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: harperfan7 on December 25, 2018, 07:52:41 pm
Considering the new .25% value of items on dominating and the fact that nobody has been able to nodeath the difficulty yet, I don't really think changing all the maps is a good use of Dev time or would improve anyone's enjoyment of the game on that difficulty.

There's a guy on a different forum playing a sneaky psi trapper who claims to have not died yet.  I don't know if he finished it or not.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: ciox on December 28, 2018, 01:25:56 pm
Considering the new .25% value of items on dominating and the fact that nobody has been able to nodeath the difficulty yet, I don't really think changing all the maps is a good use of Dev time or would improve anyone's enjoyment of the game on that difficulty.

There's a guy on a different forum playing a sneaky psi trapper who claims to have not died yet.  I don't know if he finished it or not.
Where's that, Codex?
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: harperfan7 on December 28, 2018, 03:15:35 pm
Considering the new .25% value of items on dominating and the fact that nobody has been able to nodeath the difficulty yet, I don't really think changing all the maps is a good use of Dev time or would improve anyone's enjoyment of the game on that difficulty.

There's a guy on a different forum playing a sneaky psi trapper who claims to have not died yet.  I don't know if he finished it or not.
Where's that, Codex?

No, 4chan.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Hazard on December 28, 2018, 08:34:52 pm
So, uh, is Versatility actually useful or a trap? Guns + Crossbows might work, since they share some feats, but even then, it just seems... sub-optimal.  :-\
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: mattu on December 28, 2018, 10:33:04 pm
Versatility might be a trap. It's funny, because when I first saw it I thought it was OP, especially with the likely option of juicing it via specialization points. But now that I've thought about it for a while, I'm not sure I'll ever try it. Having attack points that aren't backed up by feats isn't all that appealing.

It might be a good choice for newbies who haven't figured out the systems yet, letting them try lots of things without having to actually spread themselves thin on skill points. Probably not that many newbies trickling in at this point, although I still hope to convince my brother to give it a proper try one of these days.

I might ever take Versatility on a melee character to give myself backup ranged options. To me this feels like the most advantageous use of Versatility. But more likely I'll just keep putting a few points in Throwing and chucking grenades. (Looking forward to a sword and board character once the expansion lands.)

Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Grudge on December 29, 2018, 02:37:35 am
Considering the new .25% value of items on dominating and the fact that nobody has been able to nodeath the difficulty yet, I don't really think changing all the maps is a good use of Dev time or would improve anyone's enjoyment of the game on that difficulty.

I've been trying that one on and off since Styg implemented the difficulty. It's been an interesting experience. I recently managed to get to the point that I can reliably get through depot A, largely by memorizing nearly every tiny part of the game up to that point. My best run made it through rail crossing and I then forgot that core city doesn't like it if you walk around in someone else's apartment.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: mattu on January 08, 2019, 03:03:02 am
I can't download 1.0.4.15.

I'm not sure if this is a bug or just me being a bonehead. No one else has complained so I suspect the latter.

I have GOG Galaxy configured to download using the Experimental channel. The version I get is 1.0.3.20B2, not 1.0.4.15.

Has anyone else been able to get 1.0.4.15 from GOG Galaxy? Are you using the Experimental channel?

Thanks for any suggestions.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: mattu on January 08, 2019, 01:58:12 pm
Good to know, thanks Epeli.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Tahoefox on January 09, 2019, 04:37:54 am
I can't download 1.0.4.15.

I'm not sure if this is a bug or just me being a bonehead. No one else has complained so I suspect the latter.

I have GOG Galaxy configured to download using the Experimental channel. The version I get is 1.0.3.20B2, not 1.0.4.15.

Has anyone else been able to get 1.0.4.15 from GOG Galaxy? Are you using the Experimental channel?

Thanks for any suggestions.

Not your fault. Looks like it's not on GOG. :( The experimental channel hasn't been updated on galaxy. Maybe Styg forgot to update the GOG side of things because the alpha testing had to be done via Steam.

I'm not any kind of expert or anything, but I sort of doubt that it was Styg forgetting to update. GOG is infamous for taking an extremely long time make updates available once the devs have pushed it, sometimes months. Some games have gone almost a full year while GOG checks the update for hidden DRM.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Tamior on January 10, 2019, 02:38:20 am
Soo, speaking of the latest experimental.
Not sure if it should be classified as a bug, but:
Master Exploder is now wearing a blast suit. It's not only obvious from the model, but you can also loot it from him.
That's all nice and all, however, based of his initiative, he is NOT, in fact, wearing a blast suit.
Well, it's either that, or he has some absolutely insane stat values in agility and dexterity. Because otherwise there is no chance in hell he should have 22 initiative while wearing a blast suit that gives -6 to both agility and dexterity.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Tamior on January 10, 2019, 09:30:49 am
It appears Master Exploder is indeed wearing his own custom nodrop blast suit. He just carries a normal one around in his pockets. :D More sneaky arena armor shenanigans...
The problem is, in a game with pretty well-establish game-mechanic (UnderRail is one of them), those shenanigans are really NOT that sneaky.
It's blatantly obvious Master Exploder is simply ignoring stat penalties from his suit. And it really rubs me, as a player, the wrong way when I need build up an initiative of X points by using consumables, feats and equipment (all with their own trade-offs), and then an NPC gets his initiative score because he can simply ignore the rules.
It really feels like it would be better to give Master Explode an actual Blast Suit with actual penalties, and then maybe give him an explicit effect of consumable (i.e. root soda for initiative) to offset those.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Fenix on January 10, 2019, 10:54:44 am
Yeah, agree - we need in-game shenanigans, not just shenanigans.
Arena is a difficult place, especially is you are in one life mode...
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: harperfan7 on February 18, 2019, 11:40:28 pm
(http://i63.tinypic.com/2qld0k5.png)
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: harperfan7 on April 12, 2019, 12:21:40 am
(http://i65.tinypic.com/15558wh.jpg)
(kudos to the editor)
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Hal900x on April 30, 2019, 07:46:43 am
I'm not any kind of expert or anything, but I sort of doubt that it was Styg forgetting to update. GOG is infamous for taking an extremely long time make updates available once the devs have pushed it, sometimes months. Some games have gone almost a full year while GOG checks the update for hidden DRM.

Turns out Styg didn't have time to get the GOG version ready.
A lot of GOG's infamy is undeserved. They need some time to manually update their offline installers, but GOG Galaxy beta channel updates are more streamlined/automated with no quality control, not unlike Steam updates. These days big delays are usually up to the game developer.

Unless you have an older system, that runs Underrail flawlessly but bogs unto death from that bloated hog of an app known as Galaxy. I despise it.
Title: Re: Dev Log #60: New Experimental Version (1.0.4.15) and Trailer Video
Post by: Hekantonkheires on May 27, 2019, 01:54:43 pm
(http://i65.tinypic.com/15558wh.jpg)
(kudos to the editor)

this.. a thousand times this