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1
Bugs / Unused Fold-M 7 of James Schumacher in dialog files
« Last post by Phr3ak on Today at 09:22:45 am »
In "interfacing/xpbl/le_seegerscomputer.txt", there is the contents of James Schumacher's MPC. I don't think this MPC can be found in the game; I couldn't find any mentions of it here on the forum, on the wiki and other resources. Was it accidentally omitted from the game? Judging by the text, the guy should be in the evacuation tunnels under Arch Keep, and indeed, there is a dead security marine there whose inventory is suspiciously empty (on the screenshot).

Quote
=>a87_original
::Schumacher, James (Arch Island Keep)::<end>

=>q88_original
::James Schumacher

Personal log - LE 17.10.122

To whomever it may concern. I don't have wife and kids to write to, my parents are dead, the few friends I have - they've got better things to worry about right now. All of my comrades have dedicated their final words to their loved ones. Not me. To their wives and children and friends and pets and Servants. Not me. I never wanted to type this imbecile crap, but there aren't many things a security officer can do while sitting in a dark, damp corner somewhere in an evacuation tunnel while everyone else is busy trying to protect what can no longer be protected. There's always a first time for everything.::<end>

=>q89_original
::A few comments on the recent events: Biocorp bested us. True. We had foolishly thought we could stand up to them with our [MISSING] When in fact a single destroyer pretty much trivialized all of those. I know, perhaps I am overstating its influence a bit - it is only one cog in the Biocorp naval machinery - but the essential fact that it EMPd most of our energy barriers and [MISSING] really makes an impression on a man. Yes - obliterated.::<end>

=>q90_original
::[MISSING] have concentrated all our defenses on this tiny island, everything combat-worthy we had, and all of it is now ashes. Ashes. It had always been clear, always, that should Arch Keep fall, [MISSING] open for abuse. Yet I still see officers passing by, hurrying east toward ::[MISSING]:: And they don't even notice me. No. Like drones they are rushing to set up a new line of defense. Fight until the very last moment, until there isn't a man, woman or child left standing.::<end>

=>q91_original
::Not me. Not me. I know it is pointless. I did my best and fought hard, I truly did. I survived the onslaught because of it, even though it doesn't mean much anymore. No, wait, it means a lot, actually. I am about to die, so I think I at least deserve some time for myself and my own thoughts before I bite the dust. That's what the rest of my comrades will not get. They are preoccupied with war, and their final moments will be - war. Just that. Mine will be peace. I am in absolute control, because I have a gun and I can choose the moment wherein to pull the trigger.::<end>

=>q92_original
::[MISSING] a barricade just in front of the elevator, so the fighting will warn me in time. Yes. How convenient is that? I will get a fair warning that my end is drawing near. Get ready, please! Mr. Schumacher, you have about five minutes to live. [MISSING] fellow comrades do not get that. For them it'll be chaos, gunfire, explosions, lasers, plasma - and then boom: Eternal blackness.::<end>

=>q93_original
::Meanwhile, I'll be resting here, knowing that I'm the master of my fate [MISSING] waste my energy and expose myself to more death and suffering? And worst of all, I - me, James - could get wounded instead of outright killed! Say a shell lands and blows my legs off! A bullet shatters my jaw, leaving it hanging on nothing but a few bloody muscle fibers. Laser beam cuts my arm off. Toxic gas suffocates me or melts my skin, or whatever other horror Biocorp might still have in store for us. I don't want to struggle with any of that in my last moments. I want to be as relaxed as I possible can. Dying is stressful as is, after all.::<end>

=>q94_original
::And there it is. The shooting. The screams. The moaning. Now it's quiet again. Should I take out a few of them first, then end it? Yeah. I'll do it - I still have a single plasma grenade I could lob around the corner.::<end>
2
Bugs / Re: Report spelling/grammar errors
« Last post by Phr3ak on Today at 08:10:34 am »
Wesley says "Thank you, either..." when the player answers "I did it to reach my goal" to his question about the generator boost. "Either" doesn't make sense here, it should be something like "Thank you nonetheless".
3
Bugs / Re: Report spelling/grammar errors
« Last post by Phr3ak on Today at 08:05:09 am »
Extra/missing period.

characters/cc_daniel.txt
  • =>q15_original: laughs..:: -> laughs.::
characters/cc_duff.txt
  • =>q96_original: nice..:: -> nice.::
characters/cc_juke.txt
  • =>q36_original: and.. ::He -> and... ::He
characters/cc_kupusije.txt
  • =>q20_original: laugh..:: -> laugh.::
characters/cc_maxim.txt
  • =>q19_original: back..:: -> back.::
characters/cc_ola.txt
  • =>q98_original: I.. I thought -> I... I thought
characters/cc_vivian.txt
  • =>q129_original: heard..:: -> heard.::
  • =>q263_original: herself..:: -> herself.::
characters/dun_lowlevelbunker4_ryl.txt
  • =>q3_original: Ahh.. I -> Ahh... I
characters/dun_lup-a_fred.txt
  • =>q30_original: here.. ::He -> here. ::He
characters/fd_bate.txt
  • =>q1_original: him..:: -> him.::
characters/fo_nicolas.txt
  • =>q86_original: it..:: -> it.::
characters/forger.txt
  • =>q284_original: test?. -> test?
  • =>q806_original: anymore..:: -> anymore.::
characters/jy_gort.txt
  • =>q17_original: to the Protectorate.. and -> to the Protectorate... and
characters/xpbl/ethan.txt
  • =>q244_original: was an integral part.. -> was an integral part.
characters/xpbl/ferryman.txt
  • =>q49_original: down..:: -> down.::
characters/xpbl/le_doc.txt
  • =>q184_original: Mmm.. I have -> Mmm... I have
characters/xpbl/ojyc3_kayakrom.txt
  • =>q4_original: hmm.. ::She -> hmm... ::She
  • =>q168_original: nothing.. He -> nothing... He
  • =>q177_original: after..:: -> after.::
characters/xpbl/ojyc3_woundedeel.txt
  • =>q44_original: Are.. you -> Are... you
characters/xpbl/ven.txt
  • =>q13_original: have.. ::wheeze:: -> have... ::wheeze::
characters/xpbl/yngwar.txt
  • =>a192_original: face..:: -> face.::
  • =>a195_original: face..:: -> face.::
events/dun_llb4_diedryl.txt
  • =>q2_original: winded..:: -> winded.::
  • =>q19_original: ready!. -> ready!
events/xpbl/kirill_postmutiehuntersbattle.txt
  • =>q29_original: sail..:: -> sail.::
interfacing/dc-pp_consoles.txt
  • =>q47_original: true..:: -> true.::
interfacing/xpbl/rf_sec_console2.txt
  • =>q7_original: successfully..:: -> successfully.::
interfacing/xpbl/sc_secconsole.txt
  • =>q15_original: successfully..:: -> successfully.::
interfacing/xpbl/xpbl_ojyc_consoles.txt
  • =>q22_original: use..::-> use.::
randomevents/xpbl/ww_matriuss.txt
  • =>q70_original: thought.. -> thought.
support/cc_bridgedrunk.txt
  • =>q30_original: glands..:: -> glands.::
support/cc_tunnelerbandit.txt
  • =>q9_original: yells..:: -> yells.::
  • =>q12_original: yells..:: -> yells.::
  • =>q20_original: yells..:: -> yells.::
  • =>q24_original: yells..:: -> yells.::
4
Bugs / Re: Report spelling/grammar errors
« Last post by Phr3ak on Today at 07:52:34 am »
Various spacing/punctuation issues around colored fragments.

characters/cc_doubletap.txt
  • =>q10_original: ::Coughs::.<end> -> ::Coughs.::<end>
characters/cc_juke.txt
  • =>q10_original: Doubletap. :: He -> Doubletap. ::He
characters/cc_vivian.txt
  • =>q127_original: "work." :: She laughs-> "work." ::She laughs
  • =>q168_original: deep breath.::.. very old -> deep breath.:: ...very old
  • =>q268_original: like this! :: She continues -> like this! ::She continues
characters/cc_zaman.txt
  • =>q7_original: before you! :: He laughs -> before you! ::He laughs
characters/ch_boyd.txt
  • =>q33_original: yet! :: He laughs -> yet! ::He laughs
characters/ch_tapio.txt
  • =>a29_original: [Mercantile| -> [Mercantile]
  • =>a31_original: [Mercantile| -> [Mercantile]
characters/dun_lup-a_hannah.txt
  • =>q26_original: help ::She shrugs.::. We've -> help. ::She shrugs.:: We've
characters/dun_lup-a_threelurkers.txt
  • =>q10_original: off! :: He -> off! ::He
  • =>q23_original: presence. :: Did I drop it again? :: He -> presence.:: Did I drop it again? ::He
characters/dun_lup-a_tina.txt
  • =>q55_original: follows. :: That -> follows.:: That
characters/fd_becket.txt
  • =>q118_original: charons! :: He laughs -> charons! ::He
characters/fo_chief.txt
  • =>q103_original: Underrail.The -> Underrail. The
characters/fo_leonie.txt
  • =>q46_original: "100.":: -> "100".::
  • =>q47_original: "30.":: -> "30".::
characters/fo_marcos.txt
  • =>q3_original: :::Coughs.:: -> ::Coughs.::
characters/fo_olivia.txt
  • =>q72_original: coughs.::thank -> coughs.:: thank
characters/forger.txt
  • =>a443_original: control. :Laugh.:: -> control. ::Laugh.::
  • =>q492_original: him. :: For -> him.:: For
  • =>q992_original: like...::He chuckles -> like... ::He chuckles
characters/jyt_cliff.txt
  • =>q27_original: She...::He -> She... ::He
characters/lux_hangingrat_trader.txt
  • =>q48_original:  nose. :: He continues -> nose. ::He continues
characters/pb_luka.txt
  • =>q3_original: there. :: He laughs -> there. ::He laughs
characters/pr_dess.txt
  • =>q2_original: there. :: She giggles -> there. ::She
characters/rc_herve.txt
  • =>q109_original: disappointment..:: -> disappointment.::
  • =>q109_original: mind. :: He sighs-> mind. ::He sighs
characters/tch_octavia.txt
  • =>q7_original: "Caustic.":: -> "Caustic".::
characters/tch_schteff.txt
  • =>q190_original: ::He laughs.::: You -> ::He laughs.:: You
characters/up_daphne.txt
  • =>q38_original: building.That's -> building. That's
characters/wa_twitch.txt
  • =>q9_original: to... :: He -> to... ::He
  • =>q35_original: he?  Hmmm? I said, isn't he?::He -> he? Hmmm? I said, isn't he? ::He
characters/xpbl/juraj.txt
  • =>q16_original: Aaah ::He kicks the glass behind him::! Damn -> Aaah! ::He kicks the glass behind him.:: Damn
  • =>q69_original: constantly ::He points to the nearby set of pipes.::. These -> constantly. ::He points to the nearby set of pipes.:: These
characters/xpbl/le_tony.txt
  • =>q222_original: $(context.npc_xpbl_ladelman_playerName),you -> $(context.npc_xpbl_ladelman_playerName), you
  • =>q282_original: down.::... best -> down.:: ...best
characters/xpbl/mu_wesley.txt
  • =>q116_original: ::wheeze :: -> ::wheeze::
characters/xpbl/ojyc3_kayakrom.txt
  • =>q186_original: here ::She looks to the ground.::. And -> here. ::She looks to the ground.:: And
characters/xpbl/ojyc3_woundedeel.txt
  • =>a99_original: ::Whisper::: Yes -> ::Whisper: ::Yes
  • =>a104_original: ::Yell::: BOO!. -> ::Yell: ::BOO!
characters/xpbl/pir_donnie.txt
  • =>q55_original: lots.That -> lots. That
characters/xphw/rag.txt
  • =>q82_original: around::: -> around.::
events/xpbl/pir_meetingcaptain.txt
  • =>q397_original: course.I -> course. I
interfacing/emergencyphones.txt
  • =>q62_original: mind ,a -> mind, a
interfacing/lu_raf_mainconsole.txt
  • =>q3_original: measures:::-> measures: ::
interfacing/xpbl/communicationconsoles.txt
  • =>q7_original: logs::: -> logs: ::
randomevents/dun_cc_stattoo_booth.txt
  • =>q135_original: mistake ::He shakes his head.::. It -> mistake. ::He shakes his head.:: It
randomevents/gc_gypsy.txt
  • =>q156_original: will.These -> will. These
randomevents/xpbl/cc_otto.txt
  • =>q46_original: face.: -> face.::
  • =>q67_original: hunt. :: He -> hunt. ::He
randomevents/xpbl/cvw_pagos.txt
  • =>q9_original: away.That's -> away. That's
randomevents/xpbl/dnd_guards.txt
  • =>q28_original: up!:: Few -> up! ::A few
randomevents/xpbl/dun_cvw_hr_daphneandbrer.txt
  • =>q58_original: nods.::This -> nods.:: This
randomevents/xpbl/dun_cvw_hr_guardsandcommoners.txt
  • =>q134_original: Invu-- :: Hic:: --tus -> Invu-- ::Hic:: --tus
support/cc_bridgedrunk.txt
  • =>q14_original: eyes.::This's -> eyes.:: This's
support/rc_envoy.txt
  • =>q13_original: face.::Ah... -> face.:: Ah...
support/xpbl/cc_dockguard.txt
  • =>q2_original: "Aegis.":: -> "Aegis".::
support/xpbl/rig_drunks.txt
  • =>q7_original: hic::--per -> hic:: --per
5
General / Console and some commands
« Last post by rararaven on February 14, 2026, 06:27:51 pm »
Introduction
Here I will explain some main useful for average player commands, but first I'll start with how to even access the console.
After starting the game or loading a save just press ~ (button usually below your Escape key and no, you can't rebind it), a console will show up, at the bottom of the screen you should see input field. Don't click anywhere as it will close the console.

Commands
Do note that commands have autocompletion (press Tab key to autocomplete).

listCommands
listCommands or list is the most important command to know and remember as it will show every command available.

playerGiveItem
playergiveitem or pgiveitem allows you to give yourself most of the items in the game, you can find all available items by going to game installation folder /Underrail/data/rules/items/.
Full command will look like pgiveitem <item path> <amount> <quality>
Note that amount and quality are optional, if amount is not added it defaults to 1, quality default to 0.

Here's some examples of the command and explanation:
1. pgiveitem consumables\medicine\supersoldierdrug - using a path to the item, gives you SSD.
2. pgiveitem !supersoldierdrug^1 - gives you SSD, a "shortcut", note ^1 at the end, if you're not using full path and there's multiple items with same name (such as the case with most medicine) if you write it without ^1 you will receive its blueprint instead.
3. pgiveitem !supersoldierdrug - gives you SSD blueprint (see explanation above).
4. pgiveitem !softfoampadding 1 50 - grants you one 50 quality soft padding.
5. pgiveitem !rubbersole 2 - grants you 2 rubber soles.

playerGivePsiAbility and playerRemovePsiAbility
playerGivePsiAbility or pgivepsi allows you to learn any psi in the game also skipping their usual requirements (including needing Psi Empathy though you wont be able to use them without it).
playerRemovePsiAbility or prempsi does the opposite and removes the ability.
Notable mention is pgiveallpsi which grants you every psi ability in the game.

Examples:
1. pgivepsi bilocation - grants you Bilocation ability (you still need to innervate it to use it like normally).
2. prempsi bilocation - removes Bilocation.

playerGiveSpecialAbility, playerGiveSpecialAttack, playerRemoveSpecialAbilty and playerRemoveSpecialAttack
playerGiveSpecialAbility or pgivesab and playerGiveSpecialAttack or pgivesatt allows you to get almost any ability in the game, including those used by enemies, but do note that abilities normally granted by items or vehicles wont be usable without meeting their condition e.g. if you give yourself ability to shoot Devastator's fusion cannon you still wont be able to use it when not riding Devastator. If you grant yourself ability that is usually acquired from feat you only get the ability but not related feat (but the ability will be usable). These commands work in similar ways with one notable difference being where your ability will end in quick invoker, see examples for further explanation.
playerRemoveSpecialAbilty or premsab and playerRemoveSpecialAttack or premsatt just do the opposite and remove the ability.

Examples:
1. pgivesab blitz - grants Blitz and it will be put under "Abilities" tab in quick invoker.
2. pgivesatt blitz - grants Blitz and it will be put under "Attacks" tab in quick invoker (it still works normally).
3. premsab blitz - removes Blitz from "Abilities" tab. Note if ability is in "Attacks" tab it will do nothing.
4. premsatt blitz - removes Blitz from "Attacks tab. Note if ability is in "Abilities tab it will do nothing.

playerGiveXP
playerGiveXP or pgivexp grants flat amount of experience, if you're playing in classic amount will be modified by your Intelligence stat as if you got xp normally.

Example:
pgivexp 100 - grants 100 xp.

playerSetBaseAbility
playerSetBaseAbility or psetstat allows you to change any of your base stat abilities like Strength, Agility, etc.

Examples:
1. psetstat strength 15 - changes your Strength to 15.
2. psetstat dexterity -5 - changes your Dexterity to -5, but effectively it will be at 1.

playerSetSkill
playerSetSkill or psetskill allows you to change any of your base skills like Guns, Mechanics, etc. Note that for two word skills like Heavy Guns or Temporal Manipulation you need to put them in quotes (see examples below).

Examples:
1. psetskill guns 100 - sets your base guns skill to 100.
2. psetskill "temporal manipulation" 0 - sets your base TM skill to 0.

setCustomDifficultyParam
setCustomDifficultyParam or setdiffparam - allows to change almost all difficulty parameters you can change when starting game with custom difficulty while midgame (except for encounter and puzzle difficulty). Unlike other commands note that values have to strictly be written in CamelCase or else you'll get an error.

Examples:
1. setdiffparam CarryCapacityMod 10 - changes carry capacity modifier to 1000%.
2. setdiffparam carrycapacitymod 10 - returns error.

Conclusion
That's all the more important commands you're most likely going to use often but not all of them entirely, as mentioned at the start you can use list command to see all of them. There are some other interesting commands like plistcd and prmcd which lists all your current cooldowns (if any) and allows to instantly reset any cooldowns you have respectively.

Thanks to Styg for making the console public.
6
Bugs / Re: Report spelling/grammar errors
« Last post by Phr3ak on February 14, 2026, 12:07:41 pm »
Another pass over "dialog"; previously I skipped lines starting with "::".

characters/cc_alex.txt
  • =>q46_original: lenghty -> lengthy
  • =>q49_original: you?:: -> you.::
characters/cc_cornell.txt
  • =>q46_original: hesistates -> hesitates
characters/cc_jonthebeautiful.txt
  • =>q237_original: emegency -> emergency
characters/cc_knight.txt
  • =>q111_original: deparment -> department
characters/cc_sophie.txt
  • =>a71_original: squakey -> squeaky
characters/cc_tchortistinterceptor.txt
  • =>q2_original: renerative -> regenerative
characters/cc_vivian.txt
  • =>q113_original: managable -> manageable
  • =>q115_original: managable -> manageable
characters/ch_fred.txt
  • =>q21_original: laughting -> laughing
  • =>q27_original: laughting -> laughing
  • =>q29_original: laughting -> laughing
characters/dun_lowlevelbunker4_diedrick.txt
  • =>q30_original: forhead -> forehead
characters/dun_lowlevelbunker4_noz.txt
  • =>q34_original: forhead -> forehead
characters/dun_lup-a_fred.txt
  • =>q30_original: finnaly -> finally
  • =>q30_original: Hoplessness -> Hopelessness
characters/dun_lup-a_hannah.txt
  • =>q67_original: Mubmles -> Mumbles
  • =>q79_original: adresses -> addresses
characters/dun_lup-a_threelurkers.txt
  • =>q10_original: enviroment -> environment
  • =>q12_original: precission -> precision
  • =>q23_original: precission -> precision
  • =>q29_original: casuing -> causing
  • =>q51_original: adresses -> addresses
  • =>a81_original: Persuation -> Persuasion
characters/dun_lup-a_tina.txt
  • =>q49_original: pressence -> presence
characters/fd_laser.txt
  • =>q9_original: occassional -> occasional
characters/fd_marcella.txt
  • =>q64_original: reduntant -> redundant
characters/fo_dan.txt
  • =>q91_original: evenutally -> eventually
characters/forger.txt
  • =>q6_original: Igores -> Ignores
  • =>q22_original: condition3 -> condition
  • =>q38_original: semblence -> semblance
  • =>a369_original: Sing -> Sign
  • =>q393_original: cruching -> crunching
  • =>q805_original: Ironhead's -> Ironheads'
  • =>q806_original: Ironhead's -> Ironheads'
characters/harland1.txt
  • =>q2_original: uninteligible -> unintelligible
characters/jy_grover.txt
  • =>a15_original: youself -> yourself
characters/lucas1.txt
  • =>a47_original: fourty-four -> forty-four
characters/lux_uwa_lunaticguard.txt
  • =>a30_original: thoughs -> thoughts
characters/pb_case.txt
  • =>q30_original: unconfortable -> uncomfortable
characters/quinton.txt
  • =>q125_original: ocassionally -> occasionally
characters/rc1_doc.txt
  • =>a18_original: anitbiotics -> antibiotics
characters/xpbl/as_todd.txt
  • =>q999_original: predecesors -> predecessors
  • =>q1029_original: tolate -> tolerate
characters/xpbl/cc_ray.txt
  • =>q435_original: sligthly -> slightly
characters/xpbl/ferryman.txt
  • =>q1138_original: occassionally -> occasionally
characters/xpbl/kirill.txt
  • =>q85_original: youself -> yourself
characters/xpbl/kl_vitek.txt
  • =>q36_original: occassionally -> occasionally
characters/xpbl/le_briggs.txt
  • =>q3_original: mildlly -> mildly
characters/xpbl/le_jeremy.txt
  • =>q54_original: bying -> buying
  • =>q264_original: Unversity -> University
characters/xpbl/le_oldfield.txt
  • =>q475_original: noticably -> noticeably
  • =>q928_original: glassess -> glasses
characters/xpbl/le_tony.txt
  • =>a280_original: intersted -> interested
characters/xpbl/le_yahota.txt
  • =>q215_original: occassionally -> occasionally
characters/xpbl/ojyc3_kayakrom.txt
  • =>q157_original: stiched -> stitched
  • =>q205_original: outloud -> out loud
  • =>q213_original: agressively -> aggressively
  • =>q213_original: proceedes -> proceeds
characters/xpbl/ojyc3_woundedeel.txt
  • =>q126_original: addtition -> addition
characters/xpbl/pir_donnie.txt
  • =>q290_original: preferin' -> preferrin'
characters/xphw/rag.txt
  • =>q6_original: purposfully -> purposefully
  • =>q91_original: upen -> open
  • =>q105_original: inaudble -> inaudible
  • =>a130_original: profesionalism -> professionalism
combatspeak/xpbl/pirates.txt
  • =>q289_original: eachother -> each other
events/dun_llb4_diedryl.txt
  • =>q7_original: adresses -> addresses
events/xpbl/pir_meetingcaptain.txt
  • =>q302_original: stongly -> strongly
randomevents/lux_luper.txt
  • =>q87_original: Steadilyy -> Steadily
randomevents/mc_wolo.txt
  • =>a20_original: tranqulizing -> tranquilizing
randomevents/xpbl/cc_otto.txt
  • =>q43_original: addresing -> addressing
  • =>q43_original: proceedes -> proceeds
  • =>q69_original: honney -> honey
  • =>q80_original: addreses -> addresses
  • =>q98_original: gowling -> growling
  • =>q98_original: manevours -> maneuvers
randomevents/xpbl/dnd_guards.txt
  • =>q12_original: adressing -> addressing
randomevents/xpbl/dun_cvw_hr_guardsandcommoners.txt
  • =>q101_original: interupting -> interrupting
randomevents/xpbl/gc_prisoner.txt
  • =>q3_original: exalatation -> exaltation
randomevents/xpbl/ww_matriuss.txt
  • =>q98_original: equpment -> equipment
support/tch_messenger.txt
  • =>q35_original: Epsikopos -> Episkopos
support/tch_rassophoreharpocrates.txt
  • =>q15_original: seaches -> searches
support/xpbl/rig_guards1.txt
  • =>a79_original: cpu -> CPU
7
Bugs / Re: Custom difficulty sliders
« Last post by Styg on February 14, 2026, 11:26:21 am »
Should be fixed in 1.3.1.1
8
Bugs / Re: Can't load save that with lvl 31+ character
« Last post by Styg on February 14, 2026, 11:25:59 am »
Fixed in 1.3.1.1
9
Development Log / Re: Patch Notes
« Last post by Styg on February 14, 2026, 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
10
Development Log / Re: Patch Notes
« Last post by Styg on February 14, 2026, 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
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