Difference between revisions of "Version history/Alpha"
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** Added countdown timer to TNT charges | ** Added countdown timer to TNT charges | ||
− | * | + | * Bugfixes |
** Hopefully finally fixed the bug(s) that caused the factions to get all messed up after the Junkyard showdown event | ** Hopefully finally fixed the bug(s) that caused the factions to get all messed up after the Junkyard showdown event | ||
** Merchants will no longer roam while in bartering mode | ** Merchants will no longer roam while in bartering mode | ||
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{{hiddensection|Complete changelog| | {{hiddensection|Complete changelog| | ||
− | * New areas and quests | + | * General |
− | * Improved the narrative, quest hub area quality and game world cohesion | + | ** New areas and quests |
+ | ** Improved the narrative, quest hub area quality and game world cohesion | ||
+ | ** New major urban area - the Foundry | ||
+ | ** Added a new minor quest hub in the cave areas south of SGS | ||
+ | ** Couple more quests in SGS and Rail Crossing. | ||
+ | ** Reworked the order early game quests are received (to avoid sending people to GMS too early) | ||
+ | ** Added some early game oddities | ||
* Items | * Items | ||
** Added new metal type for crafting | ** Added new metal type for crafting | ||
** Added taser blueprint so electronics experts can protect themselves from hooligans and stalkers | ** Added taser blueprint so electronics experts can protect themselves from hooligans and stalkers | ||
+ | ** Implemented energy shields | ||
+ | ** Tabi Boots - lightweight boots that can be crafted from leather or fabric components | ||
+ | ** Components (these are all crafting only; that is items made of these cannot be found or bought) | ||
+ | *** Siphoner leather | ||
+ | *** Psi Beetle armor plate | ||
+ | *** Burrower armor plate | ||
+ | ** Super secret stuff | ||
+ | ** Advanced Health Hypo added | ||
+ | ** Balaclava added (+10% cold resist, +5 intimidate, +stealth when crafted out of black cloth or +hear resist when crafted out of aluminized cloth) | ||
− | * | + | * Creatures |
− | * | + | ** Added psimorphs |
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− | * Added | ||
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* Feats | * Feats | ||
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** New | ** New | ||
*** Vile Weaponry - Whenever you cause a bleeding wound with a cold weapon, armor enhancement or trap you also apply infected wound which increases the damage taken from all sources by 10% and reduces healing effects by 25%. Stacks 3 times. | *** Vile Weaponry - Whenever you cause a bleeding wound with a cold weapon, armor enhancement or trap you also apply infected wound which increases the damage taken from all sources by 10% and reduces healing effects by 25%. Stacks 3 times. | ||
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*** Last Stand - Grants you an ability that when activated it will temporarily reset your health to your maximum for 2 turns. After the effect expires, your health will be reduced to 1. | *** Last Stand - Grants you an ability that when activated it will temporarily reset your health to your maximum for 2 turns. After the effect expires, your health will be reduced to 1. | ||
*** Salesman - Increases the amount of goods merchants will buy from you by 1% per mercantile skill. | *** Salesman - Increases the amount of goods merchants will buy from you by 1% per mercantile skill. | ||
+ | ** Reworked | ||
+ | *** Tranquility - changed the AP reduction to 5 (down from 10) | ||
+ | *** Dirty Kick - now works regardless of the current weapon, the damage is equal to 200% of unarmed damage | ||
+ | *** Premeditation - now also reduces AP cost of the next psi ability buy 100% | ||
+ | *** Psychosis - psi cost increment changed to 20% (up from 10%) | ||
+ | *** Tranquility - reworked: now reduces AP cost of all psi abilities by 10 while the invoker is at full health | ||
+ | *** Cerebral Trauma - reworked: now increases Neural Overload damage by 25% (up from 20%) and burns 15% of the target's max psi points when Neural Overload lands | ||
+ | *** Force User - now increases Telekinetic Punch damage by 100% (up from 20%) and Force Field duration by 2 turns (up from 1) | ||
+ | *** Lightning Punches - now works with fist weapons as well | ||
+ | *** Pyromaniac - doubled the chance it will trigger across the board and the exact chance is now shown for each individual psi ability; also the bonus damage has been increased to 100% (up from 80%) | ||
+ | *** Crippling Strike - damage increased to 150% (up from 125%) and it no longer costs additional action points, but has 1 turn cooldown | ||
+ | *** Grenadier - now reduces standard grenade cooldown by 2 turns (up from 1) and special grenade cooldown by 3 turns (up from 2) | ||
+ | *** Hypothermia - now reduces constitution by 1 (down from 2) and stacks up to 5 times (up from 3) | ||
+ | *** Thermodinamicity - instead of psi cost, now reduces action point cost by 50% | ||
+ | *** Evasive Maneuvers - now grants evasion equal to three times your movement points (up from x2) | ||
+ | *** Uncanny Dodge - now allows you to dodge next three melee attacks instead of just one, but cooldown is increased to 3 turns (up from 2) | ||
− | * | + | * Interface |
− | ** | + | ** Improved item management mechanics by adding sort button to containers and "transfer all" button to player inventory that can be used to transfer all the items to the currently opened container. |
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* Tweaks | * Tweaks | ||
+ | ** Throwing nets made more useful now (no longer completely ineffective against opponents with decent or higher strength). | ||
+ | ** Carrier vests made more common as loot/merchandise. | ||
+ | ** Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be required. | ||
+ | ** Completely most quests in oddity mode now grants some (usually small: 1-3) amount of XP. This should make completing quests feel more rewarding (especially those quests that don't involve exploration) without significantly affecting the XP balance in this mode. | ||
+ | ** Reduced electronic crafting requirements for galvanic vests | ||
+ | ** Increased drops rates for all types of carrier vests | ||
+ | ** Boots now require a pair of rubber soles to craft | ||
** Increased the block chance of riot gear shields to 30% (up from 20%) | ** Increased the block chance of riot gear shields to 30% (up from 20%) | ||
** Firearm ammo weight now varies depending on caliber | ** Firearm ammo weight now varies depending on caliber | ||
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** Aluminized cloth heat resistance increased and crafting requirements changed to 1 per quality (down from 1.5) | ** Aluminized cloth heat resistance increased and crafting requirements changed to 1 per quality (down from 1.5) | ||
− | * | + | * Bug fixes |
+ | ** Fixed the bug with certain secret monoliths not recognizing character's psi empathy | ||
+ | ** Increased the bear trap triggering radius so characters cannot pass in between two adjacent traps | ||
+ | ** Fixed the bug that caused the game to crash when attempting to set up the fishing rod on certain spots | ||
+ | ** TNT charges will now go off properly after loading a game in which it's been already set | ||
** Doppelgangers should now properly ignore target's resistances with their attacks | ** Doppelgangers should now properly ignore target's resistances with their attacks | ||
** Fixed a very serious bug that caused ranged attacks to mostly ignore evasion rating of the target. Evasion should have much the same effect in avoiding ranged attack as dodge has for melee attacks. This will definitively affect the game's balance, both by increasing the difficulty of high evasion enemies and by buffing agility based player characters, so I'll be keeping an eye on it. | ** Fixed a very serious bug that caused ranged attacks to mostly ignore evasion rating of the target. Evasion should have much the same effect in avoiding ranged attack as dodge has for melee attacks. This will definitively affect the game's balance, both by increasing the difficulty of high evasion enemies and by buffing agility based player characters, so I'll be keeping an eye on it. | ||
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}} | }} | ||
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{{hiddensection|Complete changelog| | {{hiddensection|Complete changelog| | ||
− | * Added alternative XP System (Oddity) | + | * General |
− | * Added difficulty setting (easy/normal) | + | ** Added alternative XP System (Oddity) |
− | * Game economy changes | + | ** Added difficulty setting (easy/normal) |
− | * Added item weight | + | ** Game economy changes |
− | * Added Initiative | + | ** Added item weight |
+ | ** Added Initiative | ||
+ | ** Added some more Lower Underrail areas | ||
− | * | + | * Items |
+ | ** Added electrical knives (same crafting mechanics like with sledgehammers and gloves) | ||
+ | ** Added more belts (belts have fixed stats and are not craftable) | ||
+ | ** Added bear trap - a cheap early game trap that deals mechanical damage, roots the target and inflicts a bleeding wound; like caltrops, it can be envenomed | ||
+ | ** Added serrated crossbow bolt that deals additional 100% of original damage dealt through a bleeding wound over 3 turns, but incurs even greater damage threshold penalty than a regular bolt | ||
+ | ** Weapons can now have varying base critical damage bonuses (for now only depending on the weapon base type, but in the future modifiable through enhancements) | ||
+ | |||
+ | * Creatures | ||
+ | ** Added the faceless troops (tunnelers, augmented rathounds, centaurs, faceless) | ||
+ | |||
+ | * Interface | ||
** Added a confirmation box when changing video settings | ** Added a confirmation box when changing video settings | ||
** Added an option to scroll with mouse while holding the right button | ** Added an option to scroll with mouse while holding the right button | ||
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** You can double click on your (non-existing) portrait to center back to your character | ** You can double click on your (non-existing) portrait to center back to your character | ||
** Game window will no longer process input while inactive | ** Game window will no longer process input while inactive | ||
− | + | ||
* Tweaks | * Tweaks | ||
** Shroomhead feat now restores 15 psi points each time you pick a mindshroom | ** Shroomhead feat now restores 15 psi points each time you pick a mindshroom | ||
** Reduced base trap arming time to 7 seconds | ** Reduced base trap arming time to 7 seconds | ||
** Reduced the range at which the traps trigger when you step into their tile (should be more consistent with visual collision now) | ** Reduced the range at which the traps trigger when you step into their tile (should be more consistent with visual collision now) | ||
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** Players will receive better armor at the start | ** Players will receive better armor at the start | ||
** Added more meds, ammo and such to the starting areas | ** Added more meds, ammo and such to the starting areas | ||
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** Player character will no longer obscure targets behind them when issuing offensive commands (such as attacking or invoking offensive abilities) | ** Player character will no longer obscure targets behind them when issuing offensive commands (such as attacking or invoking offensive abilities) | ||
− | * | + | * Bugfixes |
** Exporting a character while trading window is open will no longer crash the game | ** Exporting a character while trading window is open will no longer crash the game | ||
** Save/load window will no longer lose focus after deletion confirmation pop-up | ** Save/load window will no longer lose focus after deletion confirmation pop-up | ||
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{{hiddensection|Complete changelog| | {{hiddensection|Complete changelog| | ||
− | * Steam integration | + | * General |
+ | ** Steam integration | ||
** Achievements | ** Achievements | ||
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{{hiddensection|Changelog| | {{hiddensection|Changelog| | ||
− | * | + | * Lower Underrail mapping |
− | * | + | |
+ | * AI | ||
** Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick | ** Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick | ||
** Use "yell" special ability | ** Use "yell" special ability | ||
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** Kite their target (like psi beetles do) | ** Kite their target (like psi beetles do) | ||
+ | * Items | ||
+ | ** 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 | ||
+ | ** New item: Combat Gloves | ||
+ | ** Added Psionic Headbands | ||
+ | ** New armor type: Riot Gear | ||
− | * | + | * Creatures |
+ | ** Added pigs | ||
− | * | + | * Tweaks |
** Added more lens types for goggles (+crit chance, +special attack damage, +detection) | ** Added more lens types for goggles (+crit chance, +special attack damage, +detection) | ||
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** 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) | ** 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 | ** 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 | ** Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use | ||
+ | ** Increased duration of thermodynamicity to 2 turns | ||
+ | ** It's no longer possible to refresh the duration of stun, fear and short-circuit effects | ||
+ | |||
+ | * Bugfixes | ||
+ | ** Damage from spikes and blades from boots and armor should now apply on special attacks | ||
** Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties | ** Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties | ||
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** Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots | ** 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 | ** Fixed spikes of doom bug | ||
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** Fixed the scaling of Bilocation psi ability | ** Fixed the scaling of Bilocation psi ability | ||
− | + | ** Fixed bunch of spelling errors | |
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}} | }} | ||
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{{hiddensection|Complete changelog| | {{hiddensection|Complete changelog| | ||
− | * New | + | * Feats |
− | ** '''Heavy Punch''' - Unarmed attack that deals 200% for 250% AP | + | ** New |
− | ** '''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. | + | *** '''Heavy Punch''' - Unarmed attack that deals 200% for 250% AP |
− | ** '''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. | + | *** '''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. |
− | ** '''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). | + | *** '''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. |
− | ** '''Uncanny Dodge''' - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you. | + | *** '''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). |
− | ** '''Evasive Maneuvers''' - Converts all remaining movement points into twice the evasion for 2 turns. | + | *** '''Uncanny Dodge''' - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you. |
− | ** '''Grenadier''' - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns. | + | *** '''Evasive Maneuvers''' - Converts all remaining movement points into twice the evasion for 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. | + | *** '''Grenadier''' - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns. |
− | ** '''Trap Expert''' - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%. | + | *** '''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%. | ||
+ | ** Reworked | ||
+ | *** 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% | ||
− | * | + | * Psi |
** '''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. | ** '''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. | ** '''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. | ||
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** '''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. | ** '''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. | ||
− | * | + | * Tweaks |
** Game generates a crash log now in Documents\My Games\Underrail folder when it crashes. | ** 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. | ** 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. | ||
+ | ** 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) | ||
− | * | + | * Bugxixes |
** No longer possible to place the fishing rod on top of yourself | ** No longer possible to place the fishing rod on top of yourself | ||
** Game will no longer crash when attempting to disarm triggered traps | ** Game will no longer crash when attempting to disarm triggered traps | ||
** Game should work properly with windows on-screen keyboard now | ** 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 | ** Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers | ||
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** 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 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 | ** Fixed the problems with Cliff's quest when he would die at inopportune times | ||
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}} | }} | ||
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** More quests added to Junkyard areas | ** More quests added to Junkyard areas | ||
** Two new mini dungeons added | ** Two new mini dungeons added | ||
+ | ** Added a couple of new areas, a couple of new quests and a mini-dungeon with burrowers in it. | ||
+ | ** Introduced item durability for weapons and armor pieces (helmet, torso armor and boots). | ||
+ | |||
+ | * Creatures | ||
+ | ** Added siphoners | ||
* Economy | * Economy | ||
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** Melee weapons no longer degrade faster than ranged weapons | ** 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 | ** 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 | ||
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** Reduced the amount of loot significantly (mainly from dungeon areas and lightly guarded urban areas) | ** 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) | ** Wheeled bots and turrets leave loot now (ammo, scraps and sometimes more valuable things) | ||
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** Increased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo | ** Increased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo | ||
− | * | + | * Game 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%) | ||
** Reduced the amount of skill points the player gets (-15 at the start, -5 per level) | ** Reduced the amount of skill points the player gets (-15 at the start, -5 per level) | ||
** Added activation cost to night vision goggles | ** Added activation cost to night vision goggles | ||
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** You can no longer set traps, disarm traps, lockpick or hack in turn-based mode | ** You can no longer set traps, disarm traps, lockpick or hack in turn-based mode | ||
− | * | + | * Game mechanics |
+ | ** Caltrops have a chance to miss the targeted tile in the same way the granades do | ||
+ | ** 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 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). | ||
+ | |||
+ | * Interface | ||
+ | ** Disabled Trade button when nothing is set to be traded | ||
+ | ** Turn-based combat path visualization should now work properly in all cases | ||
** 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. | ** 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 | ** Toggling between all feats and only available ones should now correctly update the scroll bar | ||
+ | |||
+ | * Tweaks | ||
+ | ** Added more mutated dogs to Old Junkyard because why not | ||
+ | ** Player now leaves a corpse after dying instead of turning into a backpack | ||
* Bug fixes | * Bug 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 | ||
** 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 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) | ** Fixed lightning in some areas (GMS, Elwood's house) | ||
** Killing someone in a single turn will now correctly propagate hostilities to their nearby friends | ** Killing someone in a single turn will now correctly propagate hostilities to their nearby friends | ||
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− | * 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). | + | * General |
− | * Merchants will now refresh their inventories every 90 minutes. | + | ** 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). |
− | * 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. | + | ** Merchants will now refresh their inventories every 90 minutes. |
− | * 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. | + | ** 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. |
− | * 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. | + | ** 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. |
− | * Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics! | + | ** 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. |
− | * 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. | + | ** Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics! |
− | * SGS merchants will now accept stygian coins (charons). | + | ** 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). | ||
+ | * Items | ||
+ | ** 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. | ||
− | * | + | * Game balance and mechanics |
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** Changed the way the lockpicks and haxxors work. | ** 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. | ** 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. | ||
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− | * Huge new urban zone consisting of 8 areas | + | * General |
− | * Big new 'dungeon' consisting of 6 areas (twice as much as the last one) | + | ** Huge new urban zone consisting of 8 areas |
− | * A couple of 'mini-dungeons' | + | ** Big new 'dungeon' consisting of 6 areas (twice as much as the last one) |
− | * New quests | + | ** A couple of 'mini-dungeons' |
− | * New | + | ** New quests |
− | + | ** New Skill: Traps | |
− | + | ** Updated crossbows (feats, increased base damage of crossbows, added two multi-target special bolts) | |
− | + | ** Added zone control | |
− | + | ** Various other smaller stuff | |
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− | * Updated crossbows (feats, special bolts | ||
− | * Various other smaller stuff | ||
− | * | + | * Items |
** One new model of each firearm type: pistol, SMG, assault and sniper rifle | ** One new model of each firearm type: pistol, SMG, assault and sniper rifle | ||
** One new crossbow type | ** One new crossbow type | ||
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** Regenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors) | ** 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) | ** Acid resistant leather armor (this will be useful in the upcoming dungeon) | ||
+ | ** Added food | ||
− | * | + | * Feats |
** '''Pummel''' - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turns | ** '''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). | ** '''Crippling Strike''' - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times). | ||
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** '''Shroomhead''' - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi | ** '''Shroomhead''' - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi | ||
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* Game balance and mechanics | * Game balance and mechanics | ||
** Changed a bit how stealth works. | ** Changed a bit how stealth works. | ||
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** Doubled the psi point pool as well as psi restoration from psi boosters. | ** Doubled the psi point pool as well as psi restoration from psi boosters. | ||
** Significantly increased base damage multiplier of snipe ability. | ** Significantly increased base damage multiplier of snipe ability. | ||
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* Tweaks | * Tweaks |
Revision as of 23:14, 7 August 2014
Version history for Underrail releases. Complete changelogs derived from development logs.
Alpha 0.1.12.0
Release Date: August 06 2014
Major updates: Core City, new Psi abilities, new weapons
Complete changelog |
|
Alpha 0.1.11.1
- Bugfix patch
Alpha 0.1.11.0
Release date: 16 April 2014
Major updates: Foundry, Energy Shields, playable area nearby doubled in size, narrative improved, new feats
Complete changelog |
|
Alpha 0.1.10.1
- Bugfix patch
Alpha 0.1.10.0
Release date: 16 January 2014
Major updates: Rail Crossing, Lower Underrail expanded, Game economy changes, Oddity XP System, introduced item weights and trader limits.
Complete changelog |
|
Alpha 0.1.9.1 (First Steam version)
Release date: 23 September 2013
Major updates: Steam integration
Complete changelog |
|
Alpha 0.1.9.0
Release date: 29 August 2013
Major updates: Lower Underrail expanded, Riot Gear, Combat Gloves, Psionic Headbands
Changelog |
|
Alpha 0.1.8.0
Release date: 07 May 2013
Major updates: New pickpocketing system, new feats
Complete changelog |
|
Alpha 0.1.7.0
Release date: 22 March 2013
Major updates: Game economy changes, introduced item durability.
Complete changelog |
|
Alpha 0.1.6.0
Release date: 13 January 2013
Major updates: Creature/plant respawning + trader stock resets, new blueprints, changed lockpicking/hacking mechanics.
Complete changelog |
|
Alpha 0.1.5.0
Release date: 06 December 2012
Major updates: Junkyard, Depot A, Traps skill, new items, new feats.
Initial alpha funding release on Desura and GamersGate.
Complete changelog |
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Alpha 0.1.4 (Free alpha demo)
Release date: 23 August 2012
Initial alpha release.
Available as Free Alpha Demo.