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Messages - Styg

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256
General / Re: Who exactly sells blueprint for new Psi inhalant?
« on: July 26, 2020, 09:30:53 am »
We forgot to add the blueprint statically to the shops. It will be fixed in the next hotfix.

Hey Styg,can we expect a hotfix in the next week? Any rebalances included?
Yes, expect a hotfix next week. There will be some further minor tweaks to the new psi mechanics.

257
Site Feedback & Suggestions / Re: Guides Section?
« on: July 25, 2020, 09:44:44 am »
Doesn't the Build forum already serves that function to an extent as the main thing people need guidance for are the builds?

I don't have an issue with making a forum for general guides, but are there people interested in writing them?

258
General / Re: Who exactly sells blueprint for new Psi inhalant?
« on: July 25, 2020, 09:36:36 am »
We forgot to add the blueprint statically to the shops. It will be fixed in the next hotfix.

259
Development Log / Dev Log #2: Shiny Particles
« on: July 24, 2020, 10:18:28 pm »
Originally posted on May 16, 2020.

Hi guys,

We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soontm and I don't really have anything more to say about it until it arrives, so instead I'll show you something cool that we've made for Infusion.



We're developing a particle system for the updated engine that will allow us to quickly make nice looking and varied effects. Besides being an upgrade to the previous system visually, the more important aspect of it is that it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process. Also, the level designers will be able to use the new system to further customize the areas and really bring the environment to life.

Let us know how you like new visuals.

Cheers.

260
Development Log / Dev Log #1: Codename Infusion
« on: July 24, 2020, 10:14:20 pm »
Originally posted on March 11, 2020.

Hi guys,

Back in October I mentioned that we started working on a new standalone Underrail campaign. This is still true, but we've also decided that we're going to give the engine a major upgrade which will help us create a much better game, both visually and mechanically. The thing is - there are certain design and technical decisions that were made early during the development of Underrail that are very limiting to us now, but are not easy to change just due to the amount of content that would have to be redone. So instead of taking a hammer to our beloved game, we're going to improve upon all these things (that we yearned to do for years) in a fresh stand-alone game that will still be based on the same engine core and gameplay mechanics. We call this game Underrail: Infusion.

I'm not going to list all the things that we intend to change/improve upon in Infusion, but I will say that they include both the visuals, as well as mechanics and world design. I'm going to try to post more frequent dev logs, as I did back in Underrail's alpha days, as to keep you guys in the loop. All that you see in these early days you should consider to be work-in-progress. I don't expect we're going to enter full production any time soon - not this year, for sure, as for now we're just focusing on improving the engine, the toolset and optimizing the content pipelines.

First thing I want to show you are the new environment graphics. Keep in mind that Infusion will be taking place in a completely different part of Underrail, so this is not a rework of any existing tile set, but a new one.



I've done a lot of work on the rendering engine and the way the assets are organized and rendered which allows Mac to more easily produce and organize a bunch of different variations of the same object, and also to easily animate them or give them other visual properties and behaviors without having to go into the gameplay code. Inversely, gameplay stuff can now be easily implemented before the assets themselves are made as they are only loosely coupled. This is going to greatly improve our efficiency when churning out new content. Technically, we're sticking with the same tile size (96x48) but we're going to make the tile relatively smaller in regards to objects, that is, everything is going to get bigger, which will increase the graphical fidelity. This is going to affect various combat mechanics as well, but we're discuss this at a later date.

That's it for now. We have more exciting stuff that we've been working on in the meantime as well, but it's not quite ready to be shown still. Let us know how you guys like the new visuals.

Cheers.

261
Development Log / Re: Patch Notes
« on: July 22, 2020, 12:31:23 pm »
Version 1.1.2.1

Psi
  • Changed the psi empathy health reduction to 20% (down from 25%)
  • Changed the maximum number of psi slots to 8 (up from 6)
  • Changed the psi slot requirement to 2 int per slot (down from 3), and you get 2 slots for free (no requirements) (up from 1)
  • Changed the multischooling psi cost penalty to 10% (down from 15%)
  • [Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75)
Feats
  • Shooting Spree - Will now grant an ability that, when activated, will cause your sniper kills to refund 100% their action point cost. This can happen twice and will expire after the turn ends. All your sniper rifle kills will now also reduced the cooldown of Shooting Spree in addition to Aimed Shot. Cooldown: 8 turns.
Specializations
  • Added Shooting Spree specialization that reduces cooldown of Shooting Spree by 1 turn per point. Max 2 points.
Bugs
  • New death screen actually enabled now
  • Fixed some of the new cave doors not being properly patched (old doors will remain instead and sometimes block the player from moving through)
  • Fixed an unknown item sometimes appearing among generated items
  • [Expedition]Fixed new quest cutscene on The Rig
  • Minor dialog and map fixes

262
Development Log / Re: Patch Notes
« on: July 22, 2020, 11:43:04 am »
Version 1.1.2.0

General
  • Improved the start up time for the game
  • Initimidation now scales off either Strength or Will (whichever is higher)
  • [Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
  • [Expedition] Increased the damage of all jet ski weapon attacks
Psi
  • You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.
  • Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
  • Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.
  • Psi inhalant is craftable with some skill in biology and chemistry.
  • All existing player characters will get generous amount of psi inhalants first time you load the game in new version
  • Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.
Psi Abilities
  • Force Field psi cost changed to 40 (up from 25)
  • Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.
  • Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.
  • Thermodynamic Destabilization action point cost changed to 10 (down from 20)
  • Enrage maximum duration changed to 2 (down from 4)
  • Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve
  • Added psi mentors for all psionic abilities in the game (except one) to the random loot table
  • [Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions
  • [Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
Items
  • Biohazard suit now provides full protection from a certain very, very bad gas
  • Spearhead sniper rifles will now have base action points of 32 (up from 30)
  • Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
  • Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage
  • Added shiv blueprint
  • [Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
  • [Expedition] Added Kzozel Yantar, a stronger version of Kzozel
Creatures
  • Reduced the throwing precision of hunchback mutants
  • Mutant dog's acid blob attack will now deal some of its damage directly
Quests / Areas
  • Added a mercantile check when paying to use the Wormhole
  • Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead
  • Added shiv components to certain encounters in which the player loses his inventory
  • Added new graphics for a few secret cave doors
  • [Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff
  • [Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower
  • [Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only
  • [Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence
  • [Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea
Visual
  • You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first
  • High explosive and frag greandes and mines now have new visual effects
UI
  • Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat
  • Fixed the scroll bars so they can be mouse scrolled when moused over
Feats
  • Locus Of Control - Change AoE radius to 2 (down from 3)
  • Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)
  • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
Tweaks
  • Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not
  • Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)
  • Balor now has Sprint, and gets an adrenaline shot on higher difficulties
  • Cliff can now be given a coagulation shot to stop him from bleeding to death
  • Kareem now needs his "memory refreshed" when asked about certain things
  • The Black Eels questline can now be started after you've found the drill rotor circuit board
  • Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons
  • Some dialogs tweaked to reflect the new psi changes
Bugs
  • Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)
  • Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines
  • Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)
  • You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if this
  • causes any anomalous behavior.
  • Sledgehammer and machete handle now also count as metal components like knife one
  • Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages
  • Ranged weapon innate precision modifier will now always be applied if it's negative
  • Fixed Gorsky's base not being renovated on easy difficulty
  • Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest
  • Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners
  • Fixed spears and nets not appearing in the loot locker in the Arena
  • Fixed Saban not properly receiving his spare W2C ammo
  • [Expedition] Fixed JSHQ bioscan not detecting mutagens
  • [Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered
  • [Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman
  • [Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning
  • [Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence
  • [Expedition] Fixed the final quest note prematurely being marked as completed
  • [Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early
  • [Expedition] Fixed certain native weapons being non-equippable
  • [Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities
  • [Expedition] Fixed being able to sleep in the camp even after you got fired
  • [Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.
  • Minor dialog/map/scripting tweaks

263


Hi guys,

We're rolling out a new content update. It's going to land on experimental branch first in order to thoroughly test it out.

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

The first major theme of this update is the change to psi mechanics. The full changes are listed below. They are not primarily meant to kick the full psi builds down a notch (though they will do that), but to address the following issues with psi that I find the most problematic and detrimental to the game as a whole, not just in terms of difficulty:
  • Psi gives you too many utilities. Due to how the psi functions now (prior to this update) it's almost impossible to add new stuff to psi without extending the already bloated spectrum of combat utilities of any given psi generalist (which most psi builds are) even further, since, unlike with combat utilities, there are no limits to what a psi invoker can access during combat.
  • Psi is cheap to spec into. Even though every psi school is a separate skill, they are all based on a single base ability, which is the only one required to be maxed out in order for your character to be powerful. If you invest heavily enough into it, the psi abilities themselves will make up for many deficiencies in other areas. No other robust build works like this, they usually require at least moderately strong investment into a secondary base ability.
  • Psi does not require any expendable resource. Pretty much every other build does so I introduced a resource for psi as well. Now it has a dual (or hybrid if you will) resource management aspect. Also I used this opportunity to put a sort of a limit to how much psionic output you can dish out in a single fight, so we'll see how this works out.
  • This is the least important point, but it's still worth addressing. Some abilities are a bit too cheesey and easy to exploit so I changed them up a bit. This does not make them perfectly balanced or un-cheeseable and I know there is other stuff out there that's cheese as well. These are just the ones that bothered me the most and were long overdue to change.
Anyway, the detailed changes are in the list below. What I hope to do in the future with psi now that I've dealt with psi generalist question is to facilitate more hybrid builds, which I think the new system will support well.

* * * * *

The other major theme of the update is a lot of new content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff. I'll leave it to you guys to find out for yourselves.

On a related note I halved the price of all the fancy jet skis and all the parts, so they will be easier to acquire now. We do not need such ridiculous prices anymore since we added the economic component to the difficulty settings.

* * * * *

Here's the full change log:

General
  • Improved the start up time for the game
  • Initimidation now scales off either Strength or Will (whichever is higher)
  • [Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions
  • [Expedition] Increased the damage of all jet ski weapon attacks
Psi
  • You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.
  • Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school
  • Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.
  • Psi inhalant is craftable with some skill in biology and chemistry.
  • All existing player characters will get generous amount of psi inhalants first time you load the game in new version
  • Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.
Psi Abilities
  • Force Field psi cost changed to 40 (up from 25)
  • Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.
  • Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.
  • Thermodynamic Destabilization action point cost changed to 10 (down from 20)
  • Enrage maximum duration changed to 2 (down from 4)
  • Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve
  • Added psi mentors for all psionic abilities in the game (except one) to the random loot table
  • [Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions
  • [Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
Items
  • Biohazard suit now provides full protection from a certain very, very bad gas
  • Spearhead sniper rifles will now have base action points of 32 (up from 30)
  • Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn
  • Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage
  • Added shiv blueprint
  • [Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)
  • [Expedition] Added Kzozel Yantar, a stronger version of Kzozel
Creatures
  • Reduced the throwing precision of hunchback mutants
  • Mutant dog's acid blob attack will now deal some of its damage directly
Quests / Areas
  • Added a mercantile check when paying to use the Wormhole
  • Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead
  • Added shiv components to certain encounters in which the player loses his inventory
  • Added new graphics for a few secret cave doors
  • [Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff
  • [Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower
  • [Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only
  • [Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence
  • [Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea
Visual
  • You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first
  • High explosive and frag greandes and mines now have new visual effects
UI
  • Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat
  • Fixed the scroll bars so they can be mouse scrolled when moused over
Feats
  • Locus Of Control - Change AoE radius to 2 (down from 3)
  • Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)
  • Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
Tweaks
  • Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not
  • Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)
  • Balor now has Sprint, and gets an adrenaline shot on higher difficulties
  • Cliff can now be given a coagulation shot to stop him from bleeding to death
  • Kareem now needs his "memory refreshed" when asked about certain things
  • The Black Eels questline can now be started after you've found the drill rotor circuit board
  • Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons
  • Some dialogs tweaked to reflect the new psi changes
Bugs
  • Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)
  • Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines
  • Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)
  • You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if this
  • causes any anomalous behavior.
  • Sledgehammer and machete handle now also count as metal components like knife one
  • Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages
  • Ranged weapon innate precision modifier will now always be applied if it's negative
  • Fixed Gorsky's base not being renovated on easy difficulty
  • Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest
  • Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners
  • Fixed spears and nets not appearing in the loot locker in the Arena
  • Fixed Saban not properly receiving his spare W2C ammo
  • [Expedition] Fixed JSHQ bioscan not detecting mutagens
  • [Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered
  • [Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman
  • [Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning
  • [Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence
  • [Expedition] Fixed the final quest note prematurely being marked as completed
  • [Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early
  • [Expedition] Fixed certain native weapons being non-equippable
  • [Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities
  • [Expedition] Fixed being able to sleep in the camp even after you got fired
  • [Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.
  • Minor dialog/map/scripting tweaks

That's it for now guys. Let us know how you like the changes.

Cheers.

264
Bugs / Re: Enraged Faceless Doctor behavior
« on: July 20, 2020, 09:48:57 am »
Fixed for the next update.

265
General / Re: Next patch?
« on: July 11, 2020, 01:50:11 pm »
It'll be out soon. It's in the testing phase.

266
Bugs / MOVED: Next patch?
« on: July 11, 2020, 01:49:14 pm »

267
General / Re: Story theme and inspiration. [Spoilers]
« on: July 06, 2020, 07:59:37 am »
I did read the New Sun when I was much younger, but, while some part of it stuck with me, I don't think it had much influence on the world of Underrail, at least not conscious influence.

268
General / Re: GoG Connect?
« on: June 01, 2020, 07:57:50 am »
It's not.

269
Bugs / Re: EMP drain equipment in stasis?
« on: May 25, 2020, 01:53:14 pm »
Mechanically, it just makes you immune to damage, so anything that does not require damage will still work on stasis-ed character. Maybe it's unintuitive, but time manipulation is funky like that, so I'll allow it.

270
Bugs / Re: (Win10) Cannot run the Game
« on: May 25, 2020, 01:50:57 pm »

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