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Messages - Styg

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1
Bugs / Re: Custom difficulty sliders
« on: Today at 11:26:21 am »
Should be fixed in 1.3.1.1

2
Bugs / Re: Can't load save that with lvl 31+ character
« on: Today at 11:25:59 am »
Fixed in 1.3.1.1

3
Development Log / Re: Patch Notes
« on: Today at 09:24:48 am »
Version 1.3.1.1

Bugs
  • Fixed the bug that caused the difficulty setting carry weight capacity modifier to be rounded up
  • Fixed the wonkiness of the horizontal option scroll bars used in custom rules and options window that occurred when the indicator was dragged
  • Fixed the bug that would prevent you from loading a save with a character that is over level 30

4
Development Log / Re: Patch Notes
« on: Today at 09:18:45 am »
Version 1.3.1.0

General
  • Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough
  • Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively
  • Beginner difficulty will now halve the health of all NPCs
  • Re-enabled the command console
  • Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)
UI
  • Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place
  • Vehicle status tooltips will now scale properly
Tweaks
  • Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives
Bugs
  • Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms
  • Enraged psi beetles will no longer try to cast Bilocation on each other
  • Corrected the All-in status effect description
  • Fixed Refurbished AKX not having a unique sprite when equipped
  • [Heavy Duty] Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints
  • [Heavy Duty] Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind
  • Fixed various sprite bugs
  • Various minor dialog/zone fixes

5
We love you Styg!

Question, will the Encounter Difficulty modifier affect the NPC intelligence? Is there a potential/possibility for NPC intelligence to have it's own separate option, or is it tied directly to difficulty?
It's currently tied to the encounter difficulty. I might separate it later.

6
Development Log / Dev Log #75: Custom Difficulty and Console
« on: February 13, 2026, 10:08:37 am »
See nicely formatter HTML version on the website.

Hi guys,

We've added a custom difficulty option (Mutant) in the game that you can use to configure the various parameters to your liking.



If you want to play with Dominating's enemy distribution, but don't like the stat bloat, you can change it now.

If you find the easiest difficulty too hard, or the hardest difficulty to easy, you can further adjust them.

If our puzzles give you headache, you can reduce it by changing the puzzle difficulty specifically.

I've even added the ability to change the level cap, but be careful when using this one with the oddity system, as I do not think there's enough experience to level you all the way to the max setting (level 50). This option is only available with the Expedition DLC because of how leveling code is structured.

My official stance regarding the default difficulty has also changed somewhat. I don't necessarily think that Underrail has one default difficulty anymore, but rather that there is a progression from Easy to Hard as the player acquires more knowledge of the game's systems and encounters (and grows in virtue of patience and willingness to suffer).

So to better reflect their purpose, I've changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert, and changed their descriptions accordingly.



I've also re-enabled the game's command console, but disabled some technical commands that are used in development. I have plans of opening the game for further tweaking and modding in the future and the console will be crucial for that.

Also, I want people to be able to tweak the difficulty in their ongoing play-throughs, so they can use a new console command for this. You will not be able to change the encounter or puzzle difficulty on the fly though, because that is likely to silently break your game and prevent you to finishing parts of it or the entire thing.

Of course, we also fixed some minor bugs.

Here's the full list:

General
  • Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough
  • Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively
  • Beginner difficulty will now halve the health of all NPCs
  • Re-enabled the command console
  • Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)
UI
  • Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place
  • Vehicle status tooltips will now scale properly
Tweaks
  • Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives
Bugs
  • Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms
  • Enraged psi beetles will no longer try to cast Bilocation on each other
  • Corrected the All-in status effect description
  • Fixed Refurbished AKX not having a unique sprite when equipped
  • [Heavy Duty] Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints
  • [Heavy Duty] Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind
  • Fixed various sprite bugs
  • Various minor dialog/zone fixes

That's it for now, guys. I hope you like this new feature. We don't have much time to work on Underrail 1 now, as ~98% of our production is focused on Underrail 2: Infusion. If you haven't wishlisted it yet - please do, and keep an eye out on its dev logs in the coming year.

Cheers!

7
Bugs / Re: Psychokinetic Chain does not transfer Force Emission's damage
« on: February 12, 2026, 12:18:15 am »
Force Emission counts as an indirect attack, so that's why it's not being transferred.

I'm too afraid to touch that at this time, as I suspect it might cause a bunch of other bugs.

Perhaps I'll revisit it some other time. For now you'll have to live without triple digit number of attacks from every punch.

8
Bugs / Re: Fusion Cannon
« on: February 12, 2026, 12:11:06 am »
Which armor is that?

9
Bugs / Re: Back blast half tile dmg
« on: February 12, 2026, 12:06:26 am »
Fixed for the next update.

10
Bugs / Re: All-in effect outdated text
« on: February 11, 2026, 11:54:39 pm »
Fixed for the next update.

11
Bugs / Re: Item info box too big for lower resolutions.
« on: February 11, 2026, 10:51:44 pm »
You can reduce the tooltip font size. But yeah - I'll have to add an option to view the description in window with a scrollbar or something...

12
Bugs / Re: Weirdness with Psi skill synergy
« on: February 11, 2026, 10:25:55 pm »
That's not the whole save. You need to zip and sent me the entire folder for a given save.

Is your character debuffed somehow?

Btw, are you using cheat engine or some other memory manipulation?

13
Bugs / Re: Heavy Metal Feat Doesn't Have A Melee Requirement
« on: February 11, 2026, 10:22:59 pm »
It only provides the bonus to heavy weapons, not the sledgehammers.

14
It only provides that on higher stack counts.

15
Bugs / Re: Minor door bug
« on: February 11, 2026, 10:20:52 pm »
Fixed. Note that in your current playthrough those doors might disappear. But they will work fine in the future.

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