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Development Log
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Patch Notes
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Topic: Patch Notes (Read 155645 times)
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #75 on:
November 03, 2023, 11:44:37 am »
Version 1.2.0.9
Bugs
[Heavy Duty]
Fixed black screen issues when leaving for dark territory
[Heavy Duty]
Fixed Gunslinger still following the player in instances in which he shouldn't
minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #76 on:
November 06, 2023, 01:02:42 pm »
Version 1.2.0.10
Tweaks
[Heavy Duty]
LMG names will now indicate magazine capacity (not applied retroactively to existing weapons)
Bugs
Fixed level transition failure in one of the caves south of SGS for players without Expedition installed
Text in the feat search bar will now again be visible in Classic UI mode
[Heavy Duty]
Fixed the area of effect radius of a certain energy weapon
[Heavy Duty]
High-Technicalities will now properly apply to certain AoE energy weapon
[Heavy Duty]
Fixed the bug that caused Tricky Trajectory to interfere with other bonus damage sources
[Heavy Duty]
12.7mm miniguns will now properly show attachments on icons
[Heavy Duty]
Heavy Metal feat will now properly take into account all heavy weapons
[Heavy Duty]
You can no longer level past level 25 without Expedition DLC
[Heavy Duty]
Intercessor Exoskeleton resistances fixed
[Heavy Duty]
Fixed a bug where a certain grenade launcher spawned loaded beyond its possible capacity
Minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #77 on:
November 08, 2023, 04:15:20 pm »
Version 1.2.0.11
Bugs
Fixed the bug that would sometimes prevent a save being loaded on Steam Deck or on PC if it was saved on Steam Deck
[Expedition]
Fixed Kzozel Yantar missing status effect text
[Heavy Duty]
Fixed strength requirement (changed to 1 from 2) and crafting visuals of 80-round Ammo Belt
Minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #78 on:
November 15, 2023, 03:18:27 pm »
Version 1.2.0.12
Bugs
Fixed not being allowed entrance to Epione Lab in a certain instance. Talking to the guard again will resolve the issue
Fixed an instance in which the player could get vision inside the Battery Recycling Plant even when nowhere near the surveillance monitor
[Expedition]
Fixed missing trapdoors in a laboratory the player visits while being in a very special state
[Heavy Duty]
Fixed the idle animations for Protectorate Marine when holding a grenade launcher
[Heavy Duty]
Fixed a certain boutique owner not offering special merchandise when he should
Minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #79 on:
November 29, 2023, 04:03:37 pm »
Version 1.2.0.13
Bugs
Fixed one noise-related way of breaking Zaman's introductory cutscene; also, Chop Chop will now properly go to his guard spot after certain things happen
Fixed the bug that prevented the player from toggling off auras when they do not meet the requirements for turning it on (e.g. not being able to turn off Precognition because you don't have enough psi points)
[Expedition]
Text in the specialization list search bar will now again be visible in Classic UI mode
[Heavy Duty]
Fixed the bug that caused a certain special weapon not to trigger on hit effects such as Hit and Run
[Heavy Duty]
Secondary ammo belt on miniguns will now properly increase weapon's value and weight
[Heavy Duty]
Fixed railcar still having full power even after getting EMPd
[Heavy Duty]
Fixed an occasional crash in one of the Compound zones
[Heavy Duty]
Fixed missing music in the zone you meet the crew after returning from the Compound
[Heavy Duty]
Fixed incorrect music and portrait background while in Rag's boutique
[Heavy Duty]
Fixed technomedic armor's injection and recharge abilities only working on some npcs
Minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #80 on:
December 18, 2023, 04:29:25 pm »
Version 1.2.0.14
Items
[Expedition]
Added a new unique spear
Bugs
Jumping stilts will now provide additional movement points as stated
Robots are no longer completely immune to nail bombs, just to the bleeding
A couple of daze triggers that weren't resistible before, can be resisted now, such as the Quake's shockwave
Fixed Dreadnoughts not being immune to caltrops
Fixed secondary modulators for generated energy shield emitters not having their quality properly set
[Expedition]
Fixed Protectorate patrol dobermans sometimes not participating in combat with hostile factions
[Expedition]
Fixed the Ferryman sometimes not recognizing that the player has towed a certain vessel to his ferry, instead asking for map location
[Expedition]
Fixed a certain door in the Mutie Refuge being unintentionally lockpickable
[Heavy Duty]
Fixed the bug with sledgehammer not showing when wearing the psionic exoskeleton
[Heavy Duty]
Fixed the bug that caused hit and run and some other on hit effects to not trigger when the target is killed with the grenade's second damage when using grenade launchers (such as with HE launcher grenades)
[Heavy Duty]
Fixed Gunslinger sometimes not equipping weapons given to him by the player if they are weaker than his default energy pistol
[Heavy Duty]
Fixed Gunslinger exiting and reentering stealth on zone transition
[Heavy Duty]
Fixed an Exoskeleton Assembler zone issue which caused occasional crashes or the Gunslinger to disappear if left to wait there
[Heavy Duty]
Fixed railcar roof not being revealed properly at the final destination
[Heavy Duty]
Fixed a certain split gate in The Compound failing to open under specific conditions even if the player passed the strength check
Various minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #81 on:
March 05, 2024, 11:45:20 am »
Version 1.2.0.15
Items
Added 3 new crowbars
Feats
Added Sap: Grants 20% bonus when attacking with crowbars and allows you to perform a special crowbar attack from behind the target that bypasses all resistances and shields and incapacitates the target for up to 5 turns. You must either be hidden from your target through stealth or the target needs to be incapacitated. Only works on humanoids.
Tweaks
Initial merchant sell price modifier was too low in most cases and mercantile tended to floor it too quickly. Now it will be both higher and more dependent on the faction standing.
Bugs
Fixed Gorsky's new base toilet
Fixed the bug that allowed certain special armor abilities to persist even when you unequip the armor
Interloper feat will now properly retain your movement points even when combat is initialized from real-time mode
Rifle Barrel Retractor will now properly stack like other such components
[Expedition]
Fixed one Pirate Chucker sometimes spawning invisible in the zone where you meet Razor for the first time
[Expedition]
Fixed Aegis sec-troopers and Naga Protectors not being hostile to each other in the rare occurrences of them meeting
[Expedition]
Fixed the game sometimes not registering that the Black Eels on The Rig have been wiped out by the player
[Heavy Duty]
Psychophract Exoskeleton will now properly compensate the agility penalty when powered on
[Heavy Duty]
Fixed Myles incorrectly stating that The Warthog requires a 120 quality Guardian frame when the required quality is actually 130
Various minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #82 on:
May 21, 2024, 04:22:48 pm »
Version 1.2.0.16
Items
Hyperallergenic can now be extracted from its gland that can sometimes be obtained from Death Stalkers
Tweaks
Scrapperac self-daze will no longer trigger with ranged attacks; also increased its duration to 2 turns.
[Expedition]
All energy-based jet ski weapons should now properly work with High-Technicalities feat
Bugs
Fixed several minor npcs not staying hostile when the game is saved, instead reverting to their default attitude on load
Fixed Creeping Dread and Eye of Tchort status effects not applying penalties to Heavy Guns and Temporal Manipulation
Fixed Heidi not taking money for providing medical services
Fixed zone transition problems with some random encounters featuring holes in the ground
Fixed Abram not being treated as a member of a certain faction when located in a certain secret place
Caltrops can now properly land on bridge tiles
Acid can now be spilled onto bridge tiles
Scan Call Overload modifier will no longer reset to 0% on save/load (effects that are applied before the update will still be bugged)
Vanishing powder grenade will no longer fail to put you in stealth if you didn't have 10 remaining AP after its usage
Crossbow super string will now properly stack like other such components
Molotov cocktail and other incendiary hand grenades will now remove chill and other frost based effect of the targets caught in the blast even if they are not set on fire
Fixed the bug that would cause the turn-based UI control to not show all the movement points in some specific cases
The maximum zoom out for the world map has been reduced as the previous one was bugged
Sap will now properly work on targets that are immune to bleeding or poison
Certain chemical accident should now properly prevent you from using psi abilities
Fixed the bug that would can an item to disappear when swapping in held weapon into certain crafting recipes while using a riot shield (basically if the weapon getting swapped into the hand was two-handed, it would just disappear)
When an NPC throws a large object in turn-based combat, the turn will not pass to the next participant until the object lands; though it was fun seeing mutants count-cheese the stasis play
Taste for blood should now properly trigger when killing the target with damage from armor
[Expedition]
Psi-somatic Agent will now have the correct icon
[Expedition]
Fixed magnifying neuroscopic filters for plasma beam and cryogenic barrier not appearing in the world
[Expedition]
Fixed some cocktails stacking indefinitely in Mixer Jesse's store
[Expedition]
Fixed a rare crash that occurs if the player receives a call from Aegis - after dying
[Expedition]
Fixed Servants short-circuited by the MRI field sometimes becoming neutral to the player after the field has been turned off
[Expedition]
Fixed being able to see through a covered section of Eldrän's tent
[Heavy Duty]
Fixed Gunslinger ignoring hostilities directed at the player in a few specific instances
Various minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #83 on:
August 05, 2024, 11:31:22 am »
Version 1.2.0.17
Tweaks
[Heavy Duty]
Minigun's wind up will now also reduce weapon AP cost by the amount equal to twice the amount of extra burst rounds granted by this status effect
Bugs
Fixed the bug that allowed pyrokinesis and other explosives to go through force field
Fixed the bug where Vanishing powder grenade would not work if it was last one in the stack or if stack was removed from the utility slot
You can no longer use hyperallergenic in blueprints that do not support it (and thus wasting it)
Fixed the bug that caused Cooked Shot to apply wrong acid on hit effects
Fixed the bug that, in some rare cases, caused an item effect to be consumed from the other equipped weapon when using the currently equipped one without the effect triggering
Fixed a rare instance of a bot not spawning during the RAF encounter and breaking the scripting
Fixed yet another zone transition problem with a random encounter featuring a hole in the ground
Securing a certain outpost will now be properly reflected in conversation with Harmost Stavros
[Expedition]
Lemurian Security Marine Armor is now considered a tactical vest for trading purposes (instead of a suit)
[Expedition]
Fixed Ray's dialogue text incorrectly stating that the player is selling the Shark when they are in fact selling the Glow
[Expedition]
Fixed various dialogue issues when a certain npc rampages through the camp
[Expedition]
Fixed some instances in which Aegis jet skiers could still be found patrolling around the camp island even when they shouldn't
[Expedition]
Fixed a way to steal an Aegis Patroller without being detected, which led to some unintended behavior
[Expedition]
Fixed a visual artifact seen while wearing a female version of the bison leather overcoat with a crossbow equipped
[Expedition]
Pirate Deucers and Sormirbaeren Pilkaesters are no longer immune to chill
[Heavy Duty]
Fixed Gunslinger returning some of his own items alongside the ones the player gave him at the end of the questline
[Heavy Duty]
Fixed some exosoldiers not despawning from The Compound after a certain event
Various minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #84 on:
August 12, 2024, 02:43:16 pm »
Version 1.2.0.18
Bugs
[Heavy Duty]
Fix the bug that would cause wind up to provide action point reduction to all weapons instead of that specific minigun
[Heavy Duty]
Fixed being able to summon exosoldiers at the training grounds in The Compound even if none are available
Various minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #85 on:
October 02, 2024, 10:04:56 am »
Version 1.2.0.19
Items
Added Greaves blueprint
Bugs
[Heavy Duty]
Fixed Rag's trapdoor displaying a "blocked" message if he opens it before the player does
[Heavy Duty]
Fixed minigun disappearing from female player's hands while wearing a tac vest with black overcoat
Fixed the bug that would sometimes cause game to crash when thrown acid barrel kills someone
Fixed Makeshift Chrono-repeater not being considered a psionic headband for trading purposes
Core City station in Upper Underrail is now a controlled zone
Various minor dialog/zone fixes
Logged
Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #86 on:
October 15, 2024, 11:52:25 am »
Version 1.2.0.20
Items
[Expedition]
Added Stone Bolas to Black Sea savages
Bugs
Fixed the bug that caused Greaves to be generated with too low a level in the early game
Various minor dialog/zone fixes
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Patch Notes