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Patch Notes
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Topic: Patch Notes (Read 155334 times)
Styg
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Godman
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Re: Patch Notes
«
Reply #15 on:
January 20, 2017, 02:15:15 pm »
Version 1.0.2.3
Quests/Maps
Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
Marcos will no longer get cloned
Supplies to Rail Crossing will no longer appear even if the train had never been recovered
Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
Options window will no longer reset dialog background alpha slider
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Styg
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Godman
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Re: Patch Notes
«
Reply #16 on:
February 06, 2017, 09:13:46 am »
Version 1.0.2.4
Quests/Maps
Fixed a bug where a certain armored commander in DC did not properly react to the player being a member of the Institute of Tchort
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Styg
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Godman
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Re: Patch Notes
«
Reply #17 on:
December 11, 2017, 12:59:35 pm »
Version 1.0.3.14
Interface
You can now configure transparency of transitions (also increased the default transparency)
Objects that transition you between areas (transition that requires loading) when you use them should not display the transitioning cursor
Added transparency to NPC health/psi/shield/cast bars on the map
Items
Added new high-energy battery type
Increased the weight of the fishing rod
Removed cooldown for placing fishing rods
Increased the damage and critical damage bonus of Quake
Significantly increased the value of a lot of unique items (mostly weapons)
Nerfed Power Fist
Increased the max stack size of scraps to 999
Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
Added two new belts that augment chemical pistol attacks
Regenerative Mixture will now be affected by game difficulty
Special bolts affected by Elemental Bolts feat will now display the modified damage in the tooltip
Reduced the infused leather quality slightly overall and also added diminishing returns when making infused leather above 100 quality
Infused siphoner tabi boots will now give immunity to slow instead to immobilization
Junkyard surprise can no longer increase perception, will or intelligence
The following items will have their max stacks increase to appropriate amount: .44 Explosive Round, 8.6mm Incendiary Round, 12.7mm Contaminated Round, 7.62mm Micro-shrapnel Round, Corrosive Acid Vial, Incendiary Vial,
Halved the move and shoot and action point cost penalties when attaching bipods to assault rifles (not applied retroactively)
You can now use High Efficiency Energy Converter to reduce the energy cost of firing energy pistols
Energy Pistols now have two enchancement slots when crafted
Plasma pistol damage increased by 25%
Laser pistol base action point cost changed to 15 (down from 22)
Laser pistol usage energy cost reduced by 20%
Changed the base value of psi boosters to 275 (down from 350)
Changed the maximum duration of throwing net entanglement to 3 turns (down from 4)
Increased the amount of EMP dischargers generated as loot/merchandise
Changed the number of unsaturated psionic catalyst required to craft a psi booster to 3 (down from 5)
Fixed the armor description when crafting riot gear and tactical vests from super steel sheets (will not be applied retroactively to the already crafted items)
Changed the psi regen reduction of Mushroom Brew to 30 (up from 1). The previous value was geared towards non-regenerating psi pool of alpha version.
Fixed incorrectly set impact speed of unique assault rifles (raised from medium to high, as should be the value for all assault rifles) and corrected the lack of move and shoot precision penalty for those guns
Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
Fixed low durability of armor worn by Tchortist rassophores and recombinants; only applies to npc armor (armor in the player's possession will remain unchanged)
Creatures
Increased Coil Spider psi points and psi regeneration
Coil Spiders now have darkvision
Added Greater Coil Spiders
Added a new machinegun turret to replace the regular auto-turret in certain places and on certain difficulties
Increased dodge and evasion of burrower spawns, but also increased their susceptibility to AoE attacks
Dogs will now attempt to bump you out of stealth when the detection gets into ALERTED state, just like human NPCs (on normal difficulty or higher)
Added a stronger version of psi beetle
Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
Added a stronger version of crawler
Added stronger version of mutants Hunchback mutants
Mechanics
Added the global map
Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
Removed cooldown for arming traps
Removed cooldowns from lockpicking and hacking
Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
Ground fire will now remove cryogas
Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
You can now unload chemical pistols
As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
You can now root turrets (which makes them susceptible to acidic entanglement)
On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
Improved NPC pathfinding slightly
Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
Reduced the ranged weapon precision reduction from low light slightly
Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
Tweaks
Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
Reduced the alpha on energy shields
Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
Turrets will now drop aggro faster
Getting additional burning damage will reset the burning debuff remaining time
New combat taunts for military personnel
Psi
You can now cast Cryokinetic Orb on any non-obstructing tile (such as water and other regularly non-traversable tiles)
Improved the shard distribution of Cryokinetic Orb on impact
Changed the range of Frighten psi ability to 5 (up from 3)
Feats
Steadfast Aim strength requirement changed to 5 (down from 6)
Cooked Shot special chemical pistol AoE attack with radius of 1
Three-Pointer Changed Throwing skill requirement to 50 (up from 45); The crit chance will now scale by 1.5% per ten throwing skill points above 50, instead from dexterity
Doctor will now also work with Regenerative Mixture as it should
Expertise changed the max bonus to 20 (down from 25)
High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
Quests/Maps
Because of the global map, some areas had to be added and some had to be reorganized (especially around the starting cave areas) in order to achieve geographical consistency
Added a number of possible random events around the world
Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
Reworked the Free Drone's final mission debriefing dialog with Trenton in order to better handle a certain optional outcome
DC mindreading will now take into account the number of killed Faceless, which will have negative effects of varying degrees depending on that number; however, kills during certain story-related events where combat is unavoidable will not be counted
Expanded the Hanging Rat bar and added a base ability check
Bugs
Corrosive acid bolt crits will now multiply the acid damage done just like the regular acid ones
Focus Stim will now properly display duration in the item description
Fixed the Crippling Strike tooltip
Fossilized Egg Oddity max studies changed to 3 as it should have been from the start
Spore Turrets marked as ribles, kneeless and immune to critical hits
Fixed the bug that caused NPCs to not properly react to being alerted (orange eye) to player's presence
Fixed spelling errors in special ammo hit effect descriptions
Fixed the bug that caused Eviscerate to do less damage than stated
Fixed the rounding error with Critical Power feat
Fixed a sneaky bug regarding status effect stacking
Black Dragon poison icon fixed
Fixed the bug that would sometimes cause player to become undead during cutscenes in which he unpredictably dies (this will apply retroactively, RIP)
Fixed the 8.6mm Incendiary Rounds (they weren't igniting)
Jookhela should now be immune to stun and incapacitation like the rest of senior raties (will not update for those who already encountered him)
Removed Gauntlet advertisement from DC
Crawlers and other NPCs should no longer unwittingly bump their own kind/faction out of stealth
Suppressive fire will now only be applied to enemies, as intended
There was a mess up regarding player's increased chance to get critically hit. Contrary to what the game has been saying, there is no universal to-get-crit (TGC) modifier, instead it only applied for weapon and unarmed attacks, which made things like Psychostatic Electricity rather useless. I've now added psi TGC modifier, so recklessness and psychostatic electricity will now apply to psi abilities as well. Everything else will only work for unarmed and weapon attacks. Tooltips have been updated to reflect this.
Thought control psi abilities can now be properly centered onto non-traversable (but penetrable) terrain
Disruptive Field will no longer get bugged out by Locus of Control
You will no longer hear the sound of NPCs stealthing when you enter an area for the first time, unless you can see them already
Swapping between two energy weapons while recharging the current weapon will now properly cancel the action
Fixed the bug with plasma sentry when leaving the area while it's deployed in cannon mode
Fixed an issue with player's house containers (lockers, shelves, etc.) wherein the items from upgraded or changed containers wouldn't transfer to an always-present shelf in the northeastern corner of the ground floor
Fixed certain quest notes not being set as completed/failed properly
Fixed a number of skill checks that used base instead of effective required value or had no value set at all
Fixed Sneaky not registering the death of one important npc
Expanded or reworked certain parts of npc dialogs (some more, some less) and also added a few new skills checks to some
Replaced a few windows in fo_prison with solid walls so that the cameras inside the cell block can't see inside the security room. This was done to prevent the cameras from dispatching all the guards into the room even if the player had been granted access to it
Fixed a minor issue with a certain Hathor Mine-related cutscenes
Various minor map and dialog fixes
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Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #18 on:
December 11, 2017, 01:00:23 pm »
Version 1.0.3.14
Items
Changed the damage of XAL-001 acid pistol to 40-50 (up from 25-35)
Changed the damage of Phase Gun to 40-55 (up from 30-45)
Bugs
Fixed Newton dying in the Mushroom Cove base no matter what the player does
Lucas will now properly give the player a .44 pistol and ammo upon passing the persuasion check
Fixed the attack option in a certain mugger's dialog
Fixed a instance in which Gorsky would not give the player the GMS vault card
Fixed the dialog ending suddenly if you fail Pasquale's psi booster persuasion check
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Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #19 on:
December 12, 2017, 10:41:45 am »
Version 1.0.3.15
Bugs
Health and healing modifiers will now properly be applied on DOMINATING difficulty
Fixed some tooltips
Minor dialog fixes
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Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #20 on:
December 13, 2017, 11:23:46 pm »
Version 1.0.3.16
Crafting
The price and weight of a crafted/generated sniper rifle will now also take into account the price and weight of the scope and barrel (not retroactive for already crafted/generated items)
The price and weight of a crafted/generated assault rifle will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
The price and weight of a crafted/generated SMG will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
The price of a crafted/generated boots now also take into account the price of soles (not retroactive for already crafted/generated items)
The price of a crafted/generated energy shield emitters now also take into account the price of secondary emitter (not retroactive for already crafted/generated items)
Bugs
NPCs will no longer attack you because they were damaged by an explosive barrel that you did not destroy
Fixed new GMS sentry bots not being hostile to the player
Minor map and dialog fixes
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Styg
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Godman
Posts: 2406
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Re: Patch Notes
«
Reply #21 on:
December 14, 2017, 10:26:31 am »
Version 1.0.3.17
Bugs
Fixed the bug that caused the sniper rifles to add some of its components' value to its weight
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Styg
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Godman
Posts: 2406
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Re: Patch Notes
«
Reply #22 on:
December 15, 2017, 11:35:54 am »
Version 1.0.3.18
Bugs
Fixed the bug that caused triggering thermodynamic destabilization death to crash the game
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Styg
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Godman
Posts: 2406
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Re: Patch Notes
«
Reply #23 on:
December 19, 2017, 11:32:50 am »
Version 1.0.3.19
Bugs
Fixed the bug that caused bladelings and boars to travel at 30 times the regular speed when affected by adrenaline
Fixed the bug that would apply -10 to player initiative when loading a save
Advanced catalyzing belt will now property work with XAL-001
Deep Worms will now properly follow the player instead of just burrowing once the player has moved out of their range
Fixed the usage cursor for Foundry mine cart levers
Fixed not being able to report your findings to Captain Blackwall in certain instances
Fixed some buggy dogs
In the instance where you cure Jenny and Cliff hasn't already succumbed to his wounds, he won't spontaneously start bleeding upon their meeting.
Fixed a few minor glitches with Grover's quest
Minor dialog fixes
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Styg
Administrator
Godman
Posts: 2406
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Re: Patch Notes
«
Reply #24 on:
December 26, 2017, 12:37:33 pm »
Version 1.0.3.20
Mechanics
Slow immunity will now affect the following status effects (it will only negate the slowing part, not the whole status effect): chilled, knee wound
Bugs
Fixed a rare bug with canceling a level up through the game menu
Fixed the bug that caused the game to crash when destroying cameras, burrower eggs and other inanimate object in turn-based combat with acid gun when the combat speed is increased
Fixed the bug that caused the cameras in SGS to repeatedly put you in turn-based combat when you try lockpicking/hacking in their presence
Added the missing stunned animations for hunchback mutants that are carrying objects
Fixed the bug that enabled the player to close a double door while an NPC is standing in the doorway
Minor dialog and map fixes
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Styg
Administrator
Godman
Posts: 2406
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Re: Patch Notes
«
Reply #25 on:
July 12, 2018, 10:12:22 am »
Version 1.0.3.20b
Bugs
Fixed the bug that prevented Azif from transitioning
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Styg
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Godman
Posts: 2406
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Re: Patch Notes
«
Reply #26 on:
December 28, 2018, 03:17:24 pm »
Version 1.0.4.15
Engine
Replaced the black window with a cosmetic loading bar when loading up the game
Items
When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
CAU armor will now also increase the damage of Cooked Shot by 20%
Added brown worker suit as an armor item
Added the previously default model's shirt and pants as an armor item
Cost of food increase by an order of magnitude
Doctor's Coat and Biotechnician Suit can now degrade, be repaired and recycled
AKX is now indestructible (it won't take damage from use) and has been moved from the train hijacker to Kokoschka
Added new foods
Mechanics
Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
Immobilizing status effects will now also set your effective dodge stat to 0 (just like evasion)
Damage from standing in fire will now remove incapacitation and also remove "chilled", "frozen" and other cold based status effects
Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
Cameras will now report on you when you steal stuff
Ground fire percentual burning damage capped to 16-40 (based on fire level).
Net throw will now displace success chance during targeting
Burning and exothermic aura status effects, as well as some other direct fire exposures, will now also remove webbed status effect
Feats
Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)
Added Versatility: Your effective Guns, Crossbows and Melee skill value is brought up to 60% of the effective value of the highest of those skills.
Tweaks
Players wearing no armor will appear in their underwear instead in the default outfit
Explosive barrels will now ignore 40% of target's resistance and threshold (same as HE grenades)
New models and portraits for Kokoschka and Dude
UI
You can now copy current dialog text to clipboard by pressing Ctrl+C.
Bugs
Fixed the keybinding for the global map
Fixed the bug that caused patrol waypoint delay to end on save/load
Hopefully fixed the bug that caused the window to lose focus when starting the game in full screen mode on some computers
Fixed (or at least) improved the mechanics concerning turn-based combat and area (blue) transitions. Player will now retain his combat turn while transitioning to a different area (section) within the same zone and NPCs will not bug out as much when attempting to follow him
Fixed the bug that caused the crafting UI to swallow up items in some rare instances
Activating exothermic aura will now also remove any burning effects the invoker has
Fixed the weird weapon rules in Fort Apogee Consulate
Fixed the bug that caused certain NPCs to respond to noise in turn-based mode, but not in real-time mode; there might be more instances of this
Commando feat will now properly trigger from kills caused by on-hit damage from special ammo
Using special attacks in real-time mode will no longer automatically be followed by a single regular attack
Hunchback mutants will now use proper yell sound
Bear traps, cryoliquid blob traps and throwing knives will no longer ignore immunity to critical hits
You can no longer add a silencer to a weapon alongside another muzzle device
Fixed the bug that caused the player to receive the strange feeling debuff after saving the game and staying still even though he should be safe from it
Shoot Dreadnought rocket ability now has actual tooltip text
Pseudo-spatial Projection will now work against throwing knives; also throwing knives will report misses in combat log now
Fixed the minor bugs with word emphasis in dialogs through bolding.
Fixed some issues with Grover's quest not being set to completed in the quest notes
Fixed an issue with a trapdoor in a certain bunker in Foundry not being properly unlocked in some instances
Fixed an issue with Azif sometimes not wanting to leave his starting zone
Fixed the Zone Rats not being hostile to mutants
Fixed the wounded man from a certain random event dying even if the player has healed him.
Fixed not being able to finish Gorsky's final mission in certain instances
Fixed an unclickable item in the abandoned sofa random encounter
Fixed invisible attackers during the Core City warehouse invasion
Fixed being able to talk to Daniel Arda in a situation where that shouldn't be possible
Minor dialog/map and scripting fixes
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Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #27 on:
December 28, 2018, 03:18:36 pm »
Version 1.0.4.16
Bugs
Enraged NPCs will now also fight each other as was intended
Fixed the transition/save error caused by status effects that modify action points
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Styg
Administrator
Godman
Posts: 2406
Karma: +513/-31
Re: Patch Notes
«
Reply #28 on:
January 23, 2019, 02:50:35 pm »
Version 1.0.4.17
Bugs
Fixed the issues causing grenades, throwing nets and such to be able to fly through fences in SGS outposts. If this happens in other areas let us know which so we can fix them.
Fixed the bug that caused Electrokinesis to bypass crit immunity when used with Psionic Mania
Fixed the problem with plasma turrents not being untraversable in a lot of places
Fixed various minor map, dialog and quest issues
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Styg
Administrator
Godman
Posts: 2406
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Re: Patch Notes
«
Reply #29 on:
July 09, 2019, 03:18:36 pm »
Version 1.1.0.5
General
Added the ability to speed up the game while out of combat
Added achievements to the GOG Galaxy version
Feats
Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
Mechanics
Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)
Increased the damage reduction factor of resolve against neural overload
Resolve will now reduce the damage received from doppelgangers
Changed the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timer
Separated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed
Items
Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)
Bullets have new icons
Increased the chance to entangle enemies when firing acid blob pistol
Increased the chance to freeze enemies when firing cryo blob pistols
Reduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per each
80% of the original damage repeated)
Reduced the weight of chemical ammo
Nice Things
Containers that you opened once will now have darker labels
Organic enemies that die while burning will now be smoking and appear charred
HE grenades and some other explosions will leave temporary marks on the ground
Gas clouds will now fade in/out
New barrels
Bugs
Fixed the bug that would allow player to cancel leveling up without being able to reattempt it
Fixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manually
Cut Throat no longer bypasses stun immunities
Corporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)
Throwing knife will now again properly play impact sounds and effects
Fixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)
Fixed the hole jump crash in Institute
Heavyweight will now always apply before Critical Power
Certain giant appendages can now be hit by cryokinetic orb
Changed the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of them
Punching bags will no longer bleed when you punch them
Global entities (those that can travel between maps) will now also have their suspicion meter drain with time
Incendiary chemical pistol burning effect will now stack damage with existing burning effect
Fixed the Nimble bug that would in certain situation give bonus movement points
Various minor map and dialog bugs
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