Difference between revisions of "Version history/Beta"

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Version history for Underrail beta versions. Underrail had a two-week closed beta for final testing and bugfixing before release. Most of the game development was done during its [[Version history/Alpha|alpha versions]].
 
Version history for Underrail beta versions. Underrail had a two-week closed beta for final testing and bugfixing before release. Most of the game development was done during its [[Version history/Alpha|alpha versions]].
  

Revision as of 05:51, 30 December 2016

Version history for Underrail beta versions. Underrail had a two-week closed beta for final testing and bugfixing before release. Most of the game development was done during its alpha versions.

Release versions

For newer versions, see Version history/Release.

Beta 0.2.0.0

Release Date: 05 December 2015 Summary: Deep Caverns, Noise System, Player Housing, New Psi, New Feats (Closed beta release for internal testing)
  • Mechanics
    • Added Noise System.
    • Added hard difficulty (less player health, less healing with longer cooldown)
  • UI
    • Added Oddity catalog window that will show all the oddities you've collected and also how many oddity types you're still to find
    • You can now open system menu during the NPC turn (to load or exit the game or configure options)
    • Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the map
    • Added an option to automatically overwrite saves
    • Numeric pad cannot be used for dialog choices
    • You can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g. for recharging, reloading, etc)
  • Items
    • Cryogas grenade added
    • Added one more acid type
    • Added five new drugs
    • Added two new poisons
    • Added silencer enhancement that can be added to 5mm pistols and SMGs
    • Added Biohazard suit
  • Creatures
    • Added two new Faceless types
    • Added five new creatures
    • Added one new turret
  • Feats
    • Changed
      • Premeditation - Now also requires 6 intelligence.
      • Gun Nut - Upper damage bonus changed to 15% (down from 20%).
      • Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
      • Opportunist - Bonuses changed to 25%/15% (down from 35%/20%)
      • Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
      • Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
      • Quick Tinkering - Cooldown changed to 2 turns (down from 3).
      • Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
      • Mental Subversion - It now stacks up to 75% (up from 50%)
      • Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
      • Sharpshooter - Damage changed to 30% (down from 50%).
      • Special Tactics - Dexterity requirement removed.
    • New
      • Meditation (Continue from Tranquility) - Maximum psi points increased by 25.
      • Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
      • Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
      • Psychostatic Electricity - When you damage a target with your electrical psionics you apply a debuff that increases the chance for the target to be critically hit from all sources by 5% for 2 turns. Stacks 5 times.
      • Telekinetic Undulation - When you damage a living target by moving your telekinetic proxy, there's 50% chance it will be dazed for 1 turn.
      • Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
      • Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
      • Concussive Shots - When you deal mechanical with your crossbow you have 40% chance to daze living targets for 1 turn.
  • Psi
    • Added the remaining nine psi abilities, three for each psionic school.
    • Psychokinesis
      • Electrokinetic Imprint - Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.
      • Disruptive Field - Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.
      • Implosion - Deals mechanical damage equal to a percentage of target's current health. This attack bypasses damage threshold and shields.
    • Thought Control
      • Psi-cognitive Interruption - Burns target's psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi points.
      • Mirror Image Pseudo-spatial Projection - Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there's a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.
      • Neurovisual Disruption - You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
    • Metathermics
      • Cryokinetic Orb - You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.
      • Exothermic Aura - Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.
      • Cryo-shield - Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there's 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
  • Tweaks
    • 95% damage cap now only applies to mechanical resistance
    • Damage from flames reduced (includes firebombs and other sources of environmental fire)
    • Crawler AI improved
    • Destructable rocks can now also be destroyed with a jackhammer
    • Cryokinesis and Pyrokinesis can no longer be launched through fences and other partial obstacles
    • Resolve and fortitude base resist chance increased slightly
    • Upper Tornado crossbow damage slightly reduced (not retroactive)
    • Electrical pistols now only have 50% chance to trigger the stun on the initial target; this might also affect some electrobolts fired by the NPCs as well
    • Pistol damage reduced by ~20% across the board
    • Stalkers in the passages near SGS no longer respawn
    • Psi Empathy feat will now reduce base health points by 25%
    • Psi regeneration now scales with will and intelligence: psi regen = 5 + (will+int)/2
    • Ranges of a number of psi abilities have been reduced: Bilocation - 7, Cryostasis - 6, Electrokinesis - 8, Frighten - 3, Mental Breakdown - 5, Neural Overload - 6
    • Psi costs of a number of psi abilities have been modified (mostly increased): Cryokinesis - 15, Cryokinetic Orb - 40, Cryostasis - 65, Electrokinesis - 35, Exothermic Aura - 40, Forcefield - 25, Mental Breakdown - 60, Neural Overload - 15, Pyrokinesis - 40
    • Psi booster cooldown changed to 3 turns (down from 6 turns)
    • Metal plates enhancement will now provide less mechanical resistance
    • Metal armor mechanical and energy resistance reduced across the board. Threshold remains the same. Not retroactive.
    • Reinforced Fabric Ballistic Panel damage resistance reduced slightly
    • Execute can no longer be preformed with electrical pistol. I cannot remove the bonus damage from electrobolt jumps easily without rewriting a good chunk of code so I'm just going to ban the electrogun from the club.
    • Throwing knives upper damage range reduced
    • Blob Pistol shooting sounds changed
    • Increased crossbow max range by 2 and optimal range by 1 (not retroactive)
    • Daze debuff now also reduces movement points by 30
    • Sniper damage increased by ~20% across the board.
    • Plasma sentry laser damage increased
    • Made energy core and firearm barrels more easily available from merchants
    • Armor penalty of boots reduced (not retroactive)
  • Bugs
    • Flat dodge and evasion bonuses are now always reduced by armor penalty
    • Suppressive fire will now count as a slow for purposes of opportunistic attack
    • Inanimate objects no longer appear scared of fire
    • Mental Breakdown duration can now be lessened through resolve
    • Gun Rush status effect now has proper icon
    • You can no longer skin Azif
    • Rapid Fire feat description now correctly notes the cooldown
    • Metal strider boots will now also have stealth penalty like the leather ones
    • Fixed the bug that caused character to lost health from attacks that deal no damage when using items/feats that grant health bonuses
    • You will no longer sound like a tin man after dismounting the Dreadnought
    • Fixed the bug that caused auto-trade option to trade money for money
    • Burst attack will no longer consume an extra bullet
    • Spiked boots will no longer double-trigger things like force emission and fancy footwork
    • Taser will no longer consume twice the energy
    • Taste for blood will no longer grant a stack when killing machines
    • Hopefully fixed all achievements to work correctly
    • On kill effects will now properly trigger when target is killed by an on hit effect (such as electrical melee weapons, force emission and special bolts)
    • Fixed the bug that caused the game to on rare occasions skip the player's turn
    • Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out)

Beta 0.2.0.1

  • Bug hotfix patch

Beta 0.2.0.2

  • Bug hotfix patch

Beta 0.2.0.3

  • Bug hotfix patch

Beta 0.2.0.4

  • Bug hotfix patch

Beta 0.2.0.5

  • Bug hotfix patch

Beta 0.2.0.6

  • Bug hotfix patch

Beta 0.2.0.7

  • Bug hotfix patch

Beta 0.2.0.8

  • Bug hotfix patch

Beta 0.2.0.9

  • Bug hotfix patch

Beta 0.2.0.10

  • Bug hotfix patch

Beta 0.2.0.11

  • Bug hotfix patch

Beta 0.2.0.12

  • Bug hotfix patch

Beta 0.2.0.13

  • Bug hotfix patch

Beta 0.2.0.14

  • Bug hotfix patch

Beta 0.2.0.15

  • Bug hotfix patch

Beta 0.2.0.16

  • Bug hotfix patch

Beta 0.2.0.17

  • Bug hotfix patch

Beta 0.2.0.18

  • Bug hotfix patch

Beta 0.2.0.19

  • Bug hotfix patch

Alpha versions

For older versions, see Version history/Alpha.