Author Topic: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements  (Read 10458 times)

Styg

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Hey guys. Along fixing the bugs we've been working on some quality of life improvements, so without further ado here they are.













Fonts - We've replaced one of the game's fonts to improve readability and also added more size options.

Outlines - We've added character outlines which should improve visibility and make targeting somewhat easier when things are happening behind walls and other obstacles.

Inventory filters - We've replaced inventory filter combo box with icons and also regrouped item categories in a way we believe will be most practical.

Combat stats tooltips - We've added descriptions for all the different stats in the combat stats window when you mouse over them.

Combat speed settings - Combat movement and action speed can now be adjusted in the game's options.

New save system - This is strictly under the hood thing and nothing is changed regarding how and when you can save or load the game (old saves are compatible with the new version). For those advanced users - we archived the separate zone files to improve save/load performance and also got rid of the temporary current game structure on the disk and moved it to memory.

Other minor stuff
  • Critical crossbow hits now also affect elemental damage (acid, shock and incendiary) from special bolts
  • When attacking in melee from stealth, target's dodge rating will be ignored if it hasn't detected you yet
  • Added more crafting components and ammo to Deep Caverns
  • Added a few more hints to certain Deep Caverns dialogs
  • Quinton's mushroom growing room is now accessible
  • Added a number of Lower and Upper Metro areas to better connect certain places

Bug fixes
  • Critical damage modifier from items will now be properly applied to fist weapons (e.g. infused ancient rathound boots)
  • You will no longer be able to snipe down certain obstacles that were not meant to be sniped down
  • Jawbone will now correctly be considered a crossbow for the purpose of trading
  • Nicolas will no longer return from the dead to haunt you
  • Cut throat attack will no longer fail if you get detected during the attack itself (the eye wasn't read when you started performing the attack but the attack itself pushed it into red state)
  • When incendiary bombs cause a character to burn they will now properly suffer 150% of the original damage as the description says
  • You can no longer attempt to burst or rapid fire with an empty weapon
  • Fixed Jerre Franz not healing the player in certain instances
  • Fixed Fort Apogee zone security settings
  • Fixed a certain important woman not properly reacting to a player's response regarding her husband's fate
  • Fixed certain responses not appearing when speaking to the Faceless centaur near Foundry
  • Fixed being able to start the Find Blaine quest even after certain events took place
  • Silas' questline will now properly continue questline after the player pays him instead of doing his initial quests
  • Fixed a missing dialog option during Mediant Samuel's second mission
  • Fixed the unintended failing of the Kill Rathound King quest after a certain event has taken place
  • Crawlers and rathounds are now neutral to each other
  • No more free repairs from Mykola
  • Nicolas' and Olivia's quests will properly fail upon death
  • Fixed Maura's faction id not setting correctly after you've helped her
  • Accussing a certain person of comitting a murder and then initiating combat through dialogue will no longer cause the whole station to become hostile
  • Fixed the interview cutscene playing even when the player is hostile to the Tchortists; that quest will also properly fail now
  • Fixed dialogue options not appearing when asking Oskar and Lt. Stratford about a certain man
  • Fixed Arke consoles being hackable even after the player turns off the security system
  • Doppelgangers are now immune to Expose Weakness
  • All elevators should now properly notify the player when they are unpowered when used
  • Shield emitter weight will now be properly calculated when adding optional components
  • Various typos and map fixes

That's all for now. I hope you guys like the changes. As for what we'll be doing next - we'll primarily be working on more content for Underrail so stay tuned for more info on that in the coming months.

TΛPETRVE

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #1 on: February 18, 2016, 12:44:25 pm »
Hooray 8) !
But the problem is, indeed, it zlots at Vlurxtrznbnaxl.

eLPuSHeR

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #2 on: February 18, 2016, 12:51:04 pm »
Amazing. Thanks a bunch.  8)

player1

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #3 on: February 18, 2016, 01:20:54 pm »
Adding new areas is not "minor stuff". All thise fan made maps would need updating.  8)

epeli

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #4 on: February 18, 2016, 02:45:20 pm »
Adding new areas is not "minor stuff". All thise fan made maps would need updating.  8)

Well, none of the fan made maps were complete for the previous version (as far as I know) so it's not like the situation changed much. ;)
[[Underrail Wiki]] // character builder and other Underrail utilities: underrail.info (thread)

Skysect

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Diggfinger

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #6 on: February 18, 2016, 08:25:53 pm »
When is it coming to GOG?
Guess you still prefer Steam :-)

hilf

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #7 on: February 18, 2016, 08:28:32 pm »
Goood workan.
Don't waste time on Underrail...



... use speedhack. Or Expedition's built-in 'speedhack'.

Sanger

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #8 on: February 18, 2016, 08:33:19 pm »
It often takes a while for GOG releases to update with new patches, it's a GOG thing.

TΛPETRVE

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #9 on: February 18, 2016, 11:19:53 pm »
Is there a way to choose the old font? I understand a lot of people needed it to be bigger, but I for one actually get along much better with the other one :D .
But the problem is, indeed, it zlots at Vlurxtrznbnaxl.

Juri

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #10 on: February 19, 2016, 12:00:05 am »
Great work guys :D

Fenix

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #11 on: February 19, 2016, 12:03:01 am »
  • Critical crossbow hits now also affect elemental damage (acid, shock and incendiary) from special bolts

Styg you rock! I can imagine these crits with Zephyr Crossbow, Elemental Bolts and Critical Power. :) Just in time.

Quote
  • Crawlers and rathounds are now neutral to each other

Why? I saw hilarious battle between them once, near Rathound King's lair.

Quote
That's all for now. I hope you guys like the changes. As for what we'll be doing next - we'll primarily be working on more content for Underrail so stay tuned for more info on that in the coming months.

We sure like it all. ) Great update, that resolve many problems, and give better accessibility for people who have expierienced some problen with fonts before (not me).

TΛPETRVE

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #12 on: February 19, 2016, 11:30:30 am »
People on Steam are already bitching about the new font, though :D .
But the problem is, indeed, it zlots at Vlurxtrznbnaxl.

phobos2077

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #13 on: February 19, 2016, 02:59:02 pm »
It is now up on GOG.

Wildan

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Re: Dev Log #46: Version 1.0.1.4 Release - Quality of Life Improvements
« Reply #14 on: February 25, 2016, 03:55:23 pm »
I like all the changes except for the new font, which to me seems more like a step backwards instead of an improvement. It looks blurry, vertically streched, and a bit "cheap", like from a half-baked mobile game. From the typographic standpoint it feels unnatural and unbalanced. For example, when you look at the inventory screen above, the letter "v" and "e" are too spaced out but "e" and "n" or "I" and "n" actually touch each other. This would happen with some letters with the old font too but was less obvious. It was not perfect but it fit the style of the game very well and ironically, it was easier to read, even on a smaller screen.

IMO this is the first bad decision of game design in Underrail and it affects the entire game.