Underrail Forum

Underrail => Development Log => Topic started by: Styg on October 31, 2019, 12:41:44 pm

Title: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Styg on October 31, 2019, 12:41:44 pm
(https://www.underrail.com/images/DevLog/UpdateCover-1.1.1.0.png)

Hi guys,

We're rolling out the first content update after the Expedition release and we're doing it directly on the main branch so good luck everyone! But first, a few words regarding our current state and our future plans.

Despite having hardly any mainstream press coverage upon release, Expedition sold decently well in the initial wave and then kept doing well in the following weeks. This is very encouraging because this tells me that during the years we did manage to establish a big and dedicated enough of a fanbase, that is keeping an eye on the game and spreading the word about it, that we are no longer at the mercy of whims of individual mainstream journos of dubious gaming pedigree. Speaking of individual whims, we did in the end get a huge visibility boost (that translated into a financial one) from our friendly Ugandan YouTuber in the form of this video (https://www.youtube.com/watch?v=SgAn68Uy2jQ). Much love to Sseth.

Our plans for the future are two-fold. First, we intend to release at least a couple more content updates. These updates will vary in size, but you can probably expect something comparable to this one. They will feature mostly minor quest changes, new items, couple new areas and possibly some moderate mechanical changes. I don't know how frequent these will be, but we'll do our best not to keep you waiting for too long.

Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game. We decided to do it this way for two reasons: first, because the base game is big enough as it is and we don't want to add more of the big content chunks either horizontally or through further character scaling (we will be adding some smaller stuff through the content updates, though); and secondly, we want to be able to revisit certain base mechanics and design patterns we used in the base game and improve upon them without either making the game inconsistent or having to redesign major parts of the base game. We'll talk more about what these things are and how we're improving upon them in the future.

That's it regarding our plans. We'll try to keep you guys posted on the development.

* * * * *

Anyway, here's the patch notes for the update (the list includes the changes from 1.1.0.13 and .14 that were not present on the main branch until now):

Tweaks
Creatures

Crafting

Items
Quests/Areas
Feats

UI
Bugs

Let us know how you like the changes and additions. Cheers!
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Altos on October 31, 2019, 04:30:02 pm
Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game.

Well, this is a surprise! I figured that the next region the player would visit (assuming it is the region I think it is) would be it's own game entirely, but another expansion makes sense, too.

I'm actually glad that it's a new character. This makes it more accessible to players who didn't like their first build, and/or want to try out something new for the new region. I wonder if it would be possible for us to interact with the original player character? I would love the opportunity to chat with them in a bar or something and have the new PC have no idea that this guy/gal they're talking to just saved the world from no less than two eldritch monstrosities. :P

  • Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).
  • Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.
  • Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack
  • When recycling an item, the total weight of the scraps will always be less than the weight of the original item

...
  • Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)

These are some interesting changes. I'm glad that we are now able to craft grenade cases, and I like the idea of crafting super-powered lockpicks. However, that scrap requirement increase is going to suck for my SMG character. SMGs eat up repair kits like candy on Dominating. Now that the repair kits actually weigh a significant amount, I won't be able to carry around 100 of them all the time, either. I guess this means I'll be recycling more items and hoarding more Pentapus Barbeques. ;D

  • Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]

Now this is something I can get behind! As soon as I'm done with this post, I am immediately booting up the game to see what those new [REDACTED] duds look like. There's a certain outfit in particular I could definitely see my character wearing.  ;)

  • Added a couple of mini-dungeons that may randomly appear in the early game

Interesting! I wonder how small of a dungeon we're talking about here. I'm also curious to see what the in-universe explanation for the dungeons' random appearances is. Perhaps some spacetime shenanigans?


All in all, these are some pretty interesting changes! I'm excited to see how they affect the game.

I'm greatly looking forward to the next expansion, and I wish you guys the best in crafting it! I can't imagine it will be coming out anytime soon, but that's okay. You can't rush perfection! ;D

Thanks for the update!
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Maliel on October 31, 2019, 06:25:41 pm
Any idea when this update will be available in GOG? the most recent one is 1.1.0.12b
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: brobotics on October 31, 2019, 07:56:17 pm
This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game.

Seems like a real tease if it's not North Underrail after all the Hexagon/Dis talk in Expedition

I really wanna go to Hexagon... and "ask for Six" :/
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Styg on October 31, 2019, 09:03:17 pm
Regarding the random dungeons - they do not just pop up like the random events do. They are either there from the beginning of your game, integrated and continuous with the static map, or they are not. Our ideas is that these be as indistinguishable from regular areas as possible.
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Styg on October 31, 2019, 09:07:43 pm
This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game.

Seems like a real tease if it's not North Underrail after all the Hexagon/Dis talk in Expedition

I really wanna go to Hexagon... and "ask for Six" :/

Hexagon or anything from North Underrail was always going to be a completely new game. I think I've always been clear on that. God willing we'll get to that eventually, but that's a big project that is going to require a lot of groundwork first, and we cannot just jump into it, like we can into this new expansion.

I think you're going to enjoy what we have in store for you in the expansion as well. ;)
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Styg on October 31, 2019, 09:48:47 pm
Regarding the random dungeons - they do not just pop up like the random events do. They are either there from the beginning of your game, integrated and continuous with the static map, or they are not. Our ideas is that these be as distinguishable from regular areas as possible.

Can these fragments appear in games started before the patch? Did you really mean distinguishable... or indistinguishable?

Providing you haven't visited the zones they might appear in, they mostly can. And, yeah, I misspoke there, meant to say indistinguishable.
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Arclight on October 31, 2019, 11:48:41 pm
Hi Styg,

Can the current 5mm silencer be modified for the 9mm? Or, 5mm <or> 9mm in usage?
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Fenix on November 01, 2019, 01:02:22 am
Interesting stuff, will try it out later after sorting problems with my notebook.
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: brobotics on November 01, 2019, 03:06:32 am
This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game.

Seems like a real tease if it's not North Underrail after all the Hexagon/Dis talk in Expedition

I really wanna go to Hexagon... and "ask for Six" :/

Hexagon or anything from North Underrail was always going to be a completely new game. I think I've always been clear on that. God willing we'll get to that eventually, but that's a big project that is going to require a lot of groundwork first, and we cannot just jump into it, like we can into this new expansion.

I think you're going to enjoy what we have in store for you in the expansion as well. ;)

aww okay, I see. All the writing put into Six just has me totally captivated for what happens next. But I'll play anything you guys release, for sure

i'd gladly slap a Stygian Software sticker on my rig if such a thing ever exists ;)
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Wr4i7h on November 01, 2019, 03:55:58 pm
When will we know more about the new expansion, like what will it be about, and where will it take place? It'd love to see North Underrail as well, but if not that, the Faceless city would be awesome.
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: `louse` on November 02, 2019, 05:54:48 am

Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game.


Sadly. Still wanted to continue the story
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Ploluap on November 02, 2019, 10:29:28 am
"Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets"

Nice, i might consider it more now.

And a new expansion as a standalone also sounds good :)
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: HulkOSaurus on November 02, 2019, 12:22:47 pm
That's a lot of interesting changes. Looking forward.

Although, I have to say that the early game seems to have gotten a bit more difficult now. Not sure if this necessarily is a good thing. 
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: destroyor on November 02, 2019, 04:51:28 pm
Added a new unique crossbow somewhere out there

For those of you that already finished the quest for Mediant Samuel tracking down a certain combat unit, you need to start a new game to get this new unique crossbow. It seems Styg is adding unique ability for unique weapons that are, well, truly unique and I like it. Good work!
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Wrath of Dagon on November 02, 2019, 08:26:52 pm
If the repair kits are now more difficult to make and almost 10 times heavier, shouldn't it also be fixed that I have to repair the assault rifle after every fight?
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: CHIN00K on November 03, 2019, 12:08:56 am
The praetorian redesign looks incredible! It's not like I even had a problem with the old riot armor model, but this is just amazing. It fits in so well with the setting and existing artstyle.
The praetorian enforcer outfit specifically is on par with the new vegas ranger combat armor.
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: Ravager on November 03, 2019, 11:26:09 pm
Of course this comes out just after I finished the Core City campaign!

Will I still be able to get the 'unique item?'
Title: Re: Dev Log #64: Version 1.1.1.0 - Core City Factions Update
Post by: mephisto on January 06, 2020, 11:48:45 pm
i hope there will be new uniques for Swords and Spears besides the ones from Expedition