Difference between revisions of "Version history/Alpha"

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m (→‎Upcoming version: 0.1.9.0 update)
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Version history for ''[[Underrail]]'' releases. Complete changelogs derived from [http://www.underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61 development logs].
 
Version history for ''[[Underrail]]'' releases. Complete changelogs derived from [http://www.underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61 development logs].
  
= Upcoming version =
+
= Alpha 0.1.9.0 =
 +
29 August 2013
 +
 
 
Changelog:
 
Changelog:
 +
 +
* Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though
 +
* Did bunch of AI work, enemies can now do the following
 +
** Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick
 +
** Use "yell" special ability
 +
** Use more drugs: adrenaline, morphine
 +
** Throw grenades: frag, HE and flashbang
 +
** Use more special bolts: acid, shock, incendiary
 +
** Use offensive and utility psi abilities
 +
** Kite their target (like psi beetles do)
 +
 +
 
* New item: Combat Gloves
 
* New item: Combat Gloves
  
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* Added Psionic Headbands
 
* Added Psionic Headbands
 
* Lower Underrail mapping
 
* Lower Underrail mapping
 
  
 
= Alpha 0.1.8.0 =
 
= Alpha 0.1.8.0 =

Revision as of 04:37, 31 August 2013

Version history for Underrail releases. Complete changelogs derived from development logs.

Alpha 0.1.9.0

29 August 2013

Changelog:

  • Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though
  • Did bunch of AI work, enemies can now do the following
    • Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick
    • Use "yell" special ability
    • Use more drugs: adrenaline, morphine
    • Throw grenades: frag, HE and flashbang
    • Use more special bolts: acid, shock, incendiary
    • Use offensive and utility psi abilities
    • Kite their target (like psi beetles do)


  • New item: Combat Gloves
  • Other minor changes:
    • Added more lens types for goggles (+crit chance, +special attack damage, +detection)
    • Damage from spikes and blades from boots and armor should now apply on special attacks
    • Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)
    • Changed the way shock sledgehammer is made, will now require a power core
    • Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use
    • Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties
    • Fixed bunch of spelling errors


  • New armor type: Riot Gear
  • Lower Underrail mapping
  • Minor changes and bug fixes:
    • Increased duration of thermodinamicity to 2 turns
    • Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots
    • Fixed spikes of doom bug
    • It's no longer possible to refresh the duration of stun, fear and short-circuit effects
    • Fixed the scaling of Bilocation psi ability


  • Added Psionic Headbands
  • Lower Underrail mapping

Alpha 0.1.8.0

07 May 2013


Changelog:

  • New feats
    • Heavy Punch - Unarmed attack that deals 200% for 250% AP
    • Bone Breaker - Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.
    • Cheap Shots - Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.
    • Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
    • Uncanny Dodge - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.
    • Evasive Maneuvers - Converts all remaining movement points into twice the evasion for 2 turns.
    • Grenadier - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.
    • Three-Pointer - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.
    • Trap Expert - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.
  • New psi abilities
    • Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
    • Electrokinesis (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.
    • Bilocation (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.
    • Mental Breakdown (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.
  • Changes
    • Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.
    • Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.
  • Fixes
    • No longer possible to place the fishing rod on top of yourself
    • Game will no longer crash when attempting to disarm triggered traps
    • Game should work properly with windows on-screen keyboard now
    • Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers


  • Reworked feats
    • Burglar - Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areas
    • Nimble - Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbrance
    • Ninja Looter - Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the target
    • Conditioning - Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitution
    • Opportunist - Upped the damage bonus agains slowed targets to 20% (up from 15%)
    • Recklessness - Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)
    • Yell - Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)
    • Snipe - Increased the base damage bonus from 100% to 125%
  • Bugs
    • Fixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.
    • Fixed the problems with Cliff's quest when he would die at inopportune times
  • Tweaks
    • Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shots
    • Melee weapons no longer degrade on missed attacks
    • Reduced the cost of energy pistols
    • Dexterity now increases critical chance of melee attacks by 1% for each point above 5
    • Added "Already known" label to blueprints you... already know
    • Added more items to the SGS commoners to be stolen!
    • Reduced the pickpocketing cooldown to 5 seconds (down from 10)


Alpha 0.1.7.0

22 March 2013


Changelog:

  • General
    • More quests added to Junkyard areas
    • Two new mini dungeons added
  • Economy
    • Toned down item degradation a bit
    • Melee weapons no longer degrade faster than ranged weapons
    • Reduced the base merchant price modifier from 425% to 350% to better suit the other changes to the economy; so basically everything will be a bit cheaper
  • Mechanics
    • Caltrops have a chance to miss the targeted tile in the same way the granades do
  • Balance
    • Change the mutants and mutated dog health up, down and all around; can't tell if it's more or less than what it used to be but it's balanced now I think
    • NPC natural dodge/evasion changed to 1 per level
    • Off-balanced, stunned, frozen and incapacitated enemies have their dodge and evasion reduced to zero
    • Rooted enemies have their evasion reduced to zero
    • Increased the damage of crippling strike and reduced the AP cost
    • Critical crippling strike applies 2 stacks of the debuff
    • Restored health modifier to all commoners to 100% (up from 50%/80%)
  • Fixes
    • High-density foam padding price now scales with quality and quality is also made relevant in all its crafting recipes
    • Fixed Telekinetic Punch to scale off of Psychokinesis instead of Metathermics
  • UI
    • Disabled Trade button when nothing is set to be traded
    • Turn-based combat path visualization should now work properly in all cases


  • Economy
    • Reduced the amount of loot significantly (mainly from dungeon areas and lightly guarded urban areas)
    • Wheeled bots and turrets leave loot now (ammo, scraps and sometimes more valuable things)
    • Reduce leather drop chances across the board
    • Reduced the value multiplier for certain crafted items (e.g. leather armor) in relation to their components; purchasing components from vendors and crafting them into finished items and reselling them should not be profitable (this would either force me to reduce the amount of components the merchants have or to reduce the restocking frequency and I don't want to do either); finding components and crafting them into items before selling them is profitable
    • Increased the cost of special bolts
    • Item cost penalty based on durability changed from linear function to power function; meaning that lower less and less durability and item has, the faster its value drops
    • Psi boosters now cost 5 mindshrooms to make
    • Increased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo
  • Misc
    • Added more mutated dogs to Old Junkyard because why not
    • Player now leaves a corpse after dying instead of turning into a backpack
  • Balance
    • Reduced the amount of skill points the player gets (-15 at the start, -5 per level)
    • Added activation cost to night vision goggles
    • Increased value of distance factor when calculating weapon to-hit chance
    • Weapon precision penalties (melee, on move) will now correctly be deducted at the end of to-hit chance calculation (it's no longer possible to mitigate these penalties through skill)
    • NPCs now have natural dodge and evasion bonus equal to twice their level (factor subject to change pending testing)
    • Reduced damage of shock, incendiary and acid bolts across the board; they should still be good but won't 2-shot most things in the game anymore
    • Precision bonus with special bolts removed from Marksman feat
    • Increased Pyrokinesis cooldown to 3 turns (up from 2) and reduced damage slightly
    • Premeditation now reduces the cost of your next psi ability by 50% instead of 100%
    • Increased the health of Mutated humans and restored them their normal movement points (was too easy to kite them)
    • Mutated human's AI tweaked to correctly use acid spray even when close to player if something is preventing them from engaging in melee
    • Increased mutant dog health
    • Resist chance calculations for everything (stun, entangle, etc) was previously bugged and couldn't drop below 20% no matter how powerful the attack/ability was and how bad the defense was. Also capped all resist chance at 65% (down from 80%), might change pending testing.
    • Reduced Neural Overload the damage that can be mitigated through resolve. It's also capped at ~40%.
    • Increased base psionic power of psi beetles and their synergy bonus; also their armor and health a bit (hopefully I get to watch them actually kill someone now)
    • Added some acid resistance to wheeled bots and turrets
    • Change trap detection mechanics to favor players investing in Traps skill in addition to having good perception; traps are also not revealed automatically if you beat the skill check but instead have a chance to be revealed every "tick" in real time / end of turn in turn-based mode; this will make traps a bit more dangerous than they are now for all characters
    • Changed stealth detection indicator colors for NPCs again: slowly fading in-and-out silver eye again means true-seeing again, while slowly fading in-and-out red eye means "stealth too low to hide from this NPC"; should be more intutive this way. If you don't know what I'm talking about, check out the stealth changes I made a while back (http://underrail.com/forums/index.php?topic=128.0)
    • You can no longer set traps, disarm traps, lockpick or hack in turn-based mode
  • UI
    • When placing traps with AoE effect, their range will also be displayed; this should make it easier for players to prevent chaining their own traps and blowing themselves up Wile E. Coyote style.
    • Toggling between all feats and only available ones should now correctly update the scroll bar
  • Bug fixes
    • Fixed the bug that caused players to die during transition and return as vengeful undead if they transitioned in turn-based mode with a damage over time effect that is about to kill them
    • Fixed lightning in some areas (GMS, Elwood's house)
    • Killing someone in a single turn will now correctly propagate hostilities to their nearby friends
  • Added a couple of new areas, a couple of new quests and a mini-dungeon with burrowers in it.


  • More changes to other mechanics
    • Grenades and pyrokinesis will now deal their full damage near the center of the detonation and less and less damage the further you move from it. Something like this was already in place with frag grenade shrapnel (you'd get hit with more shrapnel the closer you are to the detonation), but now it affects all grenade damage
    • Pyrokinesis has a chance to miss the targeted tile in the same way as grenade do; the targeting precision is derived from metathermics skill
    • "Grenades" skill has been renamed to "Throwing". It will now be used when calculating precision of all throwing actions (such as tossing flares and using throwing nets).
    • Grenade cooldown no longer decreases with skill. A cooldown reduction feat will probably be introduced in the future.
    • Grenade range no longer increases with skill.
    • Throwing precision now increases with skill and decreases with throwing distance. The less precise you throw the farther the grenade will land from the targeted location (up to 3 tiles away).
  • Introduced item durability for weapons and armor pieces (helmet, torso armor and boots).


Alpha 0.1.6.0

13 January 2013


Changelog:

  • Added creature respawning. Creatures in most places will respawn every two hours. Some bandits will also respawn, but most of the human enemies in the current areas will not respawn (since it wouldn't make sense in the context of these areas).
  • Merchants will now refresh their inventories every 90 minutes.
  • Reduced the frequency of base stat point gain. Player character will now gain an extra base stat point every four levels, instead of every two.
  • Fixed the problem with indirect kills not giving the player XP - all damage over time effects, ground effects and explosive barrels will now properly credit the player with XP.
  • Experience gains are now calculated against character's "potential level" which takes into account all XP gained to that point even if you stayed off leveling up.
  • Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics!
  • Locked doors and containers will now display the difficulty rating on attempted use. Lockpicks and haxxors will display the max. lock difficulty they can handle in hands of the player character.
  • SGS merchants will now accept stygian coins (charons).


  • Changed the "Extract Toxin" blueprint into "Extract Humour". It can now be used to extract various bodily fluids from organs of dead animals
  • Creatures will now drop organs when killed.
  • Added health hypo blueprint.
  • Added adrenaline shot blueprint.
  • Added chemical blob trap blueprint.
  • Added acid bolts to chemical bolt blueprint.
  • Added caltrops blueprint.
  • Added plasma pistol.
  • Added Morphine Shot.
  • Added export/import character options
  • Added an option to autosave on transitions.


  • Gameplay changes
    • Changed the way the lockpicks and haxxors work.
    • Lockpicks are now spent on successful lockpicking, so they work as a resource. They have distinct power levels and icons (+0, +5, +10) and are stackable.
    • Haxxors work similarly like they did before, but also have distinct power levels and icons and require energy (batteries) to use.
  • Added blueprint for chemical pistols.
  • Added "Chemical Ammo" blueprint to accompany this.


Alpha 0.1.5.0

06 December 2012

Initial alpha funding release on Desura and GamersGate.


Changelog:

  • Huge new urban zone consisting of 8 areas
  • Big new 'dungeon' consisting of 6 areas (twice as much as the last one)
  • A couple of 'mini-dungeons'
  • New quests
  • New feats
  • Traps skill
  • Some updated game mechanics
  • Re-balanced economy
  • Food
  • More weapons and armors
  • Updated crossbows (feats, special bolts, damage boost)
  • Various other smaller stuff
  • Added some new weapons and armors
    • One new model of each firearm type: pistol, SMG, assault and sniper rifle
    • One new crossbow type
    • Knives and sledgehammers made of tungsten steel
    • Tungsteen steel armor
    • Regenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors)
    • Acid resistant leather armor (this will be useful in the upcoming dungeon)
  • New feats
    • Pummel - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turns
    • Crippling Strike - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times).
    • Dirty Kick - Unarmed attack that deals damage and stuns the target for 1 turn (double that if the target is human male)
    • Hit and Run - After you kill an enemy, your movement points are restored to 25 (or your maximum, whichever is lower)
    • Yell - You attempt to reduce offensive skills (guns, corssbows, melee and grenades skills) of all surrounding enemies by 20% of your intimidation skill
    • Shroomhead - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi


  • Added food
  • Game balance and mechanics
    • Changed a bit how stealth works.
    • Added a notification when you bump into other characters and fall out of stealth for that reason.
    • Increased health scaling with levels, for both the player and non-player characters.
    • Doubled the psi point pool as well as psi restoration from psi boosters.
    • Significantly increased base damage multiplier of snipe ability.


  • Improved crossbow play
    • Increased base damage of crossbows
    • Added two multi-target special bolts


  • New Skill: Traps
  • Added zone control


  • Tweaks
    • Buying prices are much higher than selling prices now so you won't be able to get rich quickly anymore; this also make mercantile more useful
    • Ammunition and some other resources are more expensive and scarce now
    • You cannot start combat immediately after transitioning into another area (5 second cooldown added); this should prevent most of the transition exploits
    • Critical hits are better distinguished in the scrolling combat text
    • Batteries now restore more energy, but are also more expensive
    • When attacking a passive object in real time the attack will stop after a single hit (no more auto-attacking)
    • Added more blueprints as static (non-random) merchant inventory
    • Improved some quest text to be more specific (number of outposts, barracks location, shooting practice)
    • Player movement speed slightly increased
    • Grenade damage increased
    • Flashbang duration increased to 2 turns
    • Enemy remains are now visible through walls at all times (don't have to hold down TAB or Z); this should also prevent them from being stuck behind a door or other usables
    • Added inventory sorting (merchant inventories are sorted now as well)
    • Added more item filtering categories
    • Items are unbound from action bar when they are all used up, dropped and such
    • Help option will now blink until you open it (so many people missed it completely)
    • Dragging items/ability off the action bar is made a bit less sensitive now so you shouldn't have that much trouble clicking abilities while the action is unlocked
    • A number of abilities are automatically bound to your action bar at the start of the game
    • When you mouse over an equippable item in your inventory it will highlight the slots in which the item can be equipped (this should help with the special bolts confusion among other things)
    • You can double click items to equip them / put them into the trading window
    • When mousing over an item you wish to purchase it will show the purchase value instead of the nominal value
    • Only currency will be used during auto trading
    • Auto trading will no longer try to trade currency for currency
  • Bug fixes
    • Saves and user configuration are now stored in Documents\My Games\Underrail so the game will no longer require admin privileges to run
    • Saving while transitioning out of SGS into the caves will no longer get you stuck between the two gates
    • Killing the sentry near the Mushroom Cove will no longer mess up the factions
    • Attacking SGS sentry bots will no longer mess up the faction and turn your own electroshock sledgehammer against you (it was dealing electrical damage on hit to you as well)
    • You no longer remain in stealth after attacking a camera or other passive object
    • Item duplication bug fixed
    • Rathound Alphas should now properly use their Rend ability
    • Lockpicking is no longer instant with Burglar feat, but this feat has been improved to reduce lockpicking and hacking times by 75% (up from 50%)
    • You can now power up outposts in the caves after turning in the quests
    • You can no longer acquire the Sprint ability without picking the feat
    • Reloading from quick reload bar will now load up the weapon with as much ammo as you have regardless of how it's split in the inventory
    • No more blue flashes on saving the game
    • Removed "computer skill" references
    • Path estimation in turn-based combat should now be drawn properly in all cases
    • Minor AI bugs
    • Other minor map bugs


Alpha 0.1.4 (Free alpha demo)

23 August 2012

Initial alpha release.

Available as Free Alpha Demo.