Underrail Forum

Underrail => Development Log => Topic started by: Styg on May 23, 2014, 11:24:36 am

Title: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: Styg on May 23, 2014, 11:24:36 am
Hey guys. The development of the next city-state in the world of Underrail is in full swing. Core City, the metropolis of the South Underrail, is the largest of the urban areas this game will feature. Here's a little sneak peek:

(http://underrail.com/images/DevLog/Areas/cc1.jpg)

(http://underrail.com/images/DevLog/Areas/cc2.jpg)

(http://underrail.com/images/DevLog/Areas/cc3.jpg)

* * * * *

I've added more firearms: one new pistol, one new SMG, two more assault rifles and two more sniper rifles. Also added two new crossbows. One model from each of the weapon categories (pistol, SMG, crossbow, etc) will be only available through crafting. This doesn't mean it will necessarily be stronger than the others, just different.

I've tweaked the base stats (damage spread, crit chance, crit bonus, precision, etc) of each of the firearm and crossbow models to diversify them further and make the choice between them more meaningful when crafting or purchasing. I won't be adding any more craftable firearms or crossbows to the game (though we will be adding unique ones), instead I'll be adding more weapon enhancements you'll be able to add to the mix when crafting your weapon of choice. These new enhancements will only be available through crafting, meaning, they won't appear (or will appear extremely rarely) on randomly generated gear.

Additionally, in the future I will be adding more character feats that will play on strengths of thoughtfully crafted and enhanced custom weapons. E.g. if you make a character build that gives you a number of ways to perform on-demand critical hits, you'll want to stack critical damage bonus and use a slow hard hitting weapon; while on the other hand if you have feats that give you extra on-hit effects (such as flat damage bonus) with critical hits and have high dexterity you'll want to use quick light weapons with high critical hit chance.

* * * * *

In other news:


That's all for now. Cheers.
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: UnLimiTeD on May 23, 2014, 04:31:12 pm
That actually sounds pretty massive.
Neat.
Definitely looking forward to all the nifty new toys.
Will old saves work, or should I hold off until it's deployed? ;)
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: Sakuragi on May 23, 2014, 05:13:11 pm
This is awesome. New psy. Yummy.
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: Styg on May 23, 2014, 08:31:04 pm
Will old saves work, or should I hold off until it's deployed? ;)

Similar to the previous patch, you will be able to visit the new areas and do all the stuff there, but you won't necessarily have access to the new stuff and changes of the existing areas. Also it isn't outside the realm of possibility that we might have to restructure some quests or NPCs involved so minor incompatibility bugs are always a possibility, unfortunately.
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: LightningMonk on May 24, 2014, 02:47:23 am
Awww. I guess my first chance experiencing the joy of punching things from far away will be my last. Now that all fist weapons get the damage boost, I can't be too mad.
More psy abilities are good. I'm happy that throwing knives are being added because I was beginning to think that single target throwing weapons were needed.
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: Barrelsoup Chef on May 24, 2014, 07:48:14 am
This looks great, even tho I am still not really done playing through foundry, I can't wait to explore Core City!

Quick question, will the level cap still be 20 or will it increase next patch? I wish I could gain more levels at the moment (for the feats).
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: UnLimiTeD on May 24, 2014, 12:54:22 pm
Hmm, thinking about that, what reasons remain not to use those fist weapons, then?
Edit: I realize that the higher attack speed paires well with the increased damage from PSI, when playing a high dexterity character, but the point cost might end up being prohibitive.
Maybe allow PSI to affect thrown weapons?
Guide your grenades, wrap knives into a forcefiled (or charge them with electricity)?
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: Fenix on May 25, 2014, 11:04:11 pm
That lead to future where all chars will be using PSI. Char-clones. No, thanks.

Also - GREAT news, yammy update. )
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: DMonin on May 29, 2014, 04:21:16 pm
Awesome!

I hope it is not the end of the game? There will be more cities after Core City?
Title: Re: Dev Log #31: New Meds, Psi, and Weapons; Core City Sneak Peek
Post by: Ivan Bajlo on May 29, 2014, 04:56:48 pm
Awesome!

I hope it is not the end of the game? There will be more cities after Core City?

There will probably be few more locations, developers have barely scrapped the surface with Untied Stations and Protectorate plot and if level/quest editor gets included in final release this game will become endless since anyone will be able to expand it in all directions.  8)

Besides I doubt anyone would mind some nice content rich expansions, hopefully this game will turn into nice series like Avernum.