Tuesday, 07 May 2013 00:36
The game is updated to version 0.1.8.0 on Desura and GamersGate, soon to be updated on Groupees as well. You'll find all the new stuff listed here and in the previous dev log.
As promised, I've added a number of new feats and psi abilities. With feats I mostly focused on melee combat and grenades, both of which were sorely lacking in that department.
In regards to new psi abilities you'll notice I've added an extra thought control ability. This means that there's now an equal number of psi abilities across all psi schools. You can learn most of the new psi abilities from the existing teachers (this might change in the future), with the exception of Bilocation for which you must look elsewhere (those who played through the whole game before will have a good idea where to go ;) ).
So without further ado, here's the list of changes since the last dev log:
- 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.
- 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.
- 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
Let me know how you liked these changes and the new stuff.
Pickpocketing and Feats Changes
Wednesday, 17 April 2013 16:27
Hey, guys, sorry for the delayed update. I was out of country for a while on a vacation of sort. I'm back in the development chair now and here's what I've been doing.
First of all I revamped the pickpocketing mechanics as I promised. The way it works now is that when you are stealing items from an NPC you are filling up their permanent "suspicion meter". If you fill up this meter to the max you will be detected and the combat will ensue. The game will indicate how much stealing a certain item will raise the suspicion meter.
The rate at which you fill this meter will depend on the ratio between your pickpocketing skill and the victim's detection. Since the detection scales off of character's level and perception, this basically means that you'll have to continue investing points in the pickpocketing skill (and ideally dexterity as well) in order to be able to steal (or steal more) from progressively higher level NPCs. Also, some items are harder to steal than others (e.g. heavy weapons and armors in comparison to smaller stuff like ammo and hypos).
The way this system is set up it means that, unlike lockpicking and hacking, the outcome is not binary. Depending on your skill-to-detection ration and the difficulty modifier of the item, you may be able to steal zero, one or more items from a given target. So investing more skill into pickpocketing will always be useful. Because there's no dice involved in the calculations, this will also eliminate the need for save scumming.
Pickpocketing does not require stealth, unless of course you're trying to steal from a hostile NPC.
* * * * *
The other major change I made is reducing the frequency of acquiring feats from one every level to one every two levels. The reason for this is that when I originally decided that you should get a feat every level I was planning on having the max character level set to 20, which would put you at 22 feats (+ some story extras), and since the total number of feats will be around a hundred having 22/100 feats seemed about right. It would mean you wouldn't be able to get every feat in the game you wanted/needed in one playthrough and the number of feats per character to the total number of feats ratio seemed like it would allow for a variety of different builds.
However, since I've increased the leveling rate a bit and decided to eventually change the max character level to 30, that would put the character at the max level up to 32+ feats. Now this is no longer a comfortable ratio, especially considering there might be expansion packs and the like that could raise the max character level. You'd be practically able to take every third feat in the game.
So now you get two feats at the start like before and one more feat each even level, which will put you at 17 leveling feats which is much closer to what I originally intended. I've also went back and buffed/reworked existing feats that were somewhat lackluster in order to make them a more desirable choice in this new feat economy:
- 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%
* * * * *
And here are some other smaller, but not necessarily less significant changes I've made:
- 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
- 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)
Let me know what changes you guys like and disliked and why.
Version 0.1.7.0. released
Friday, 22 March 2013 21:37
The game is updated to version 0.1.7.0 on Desura, soon to be updated in other places as well (GamersGate and Groupees). You'll find all the new stuff listed here and in the previous three dev logs.
The new patch is ready. As mentioned in previous dev logs, I focused on re-balancing the economy and area of effect attacks (primarily grenades). But I've also added new quests and areas, mostly in the vicinity of the Junkyard.
These quests should hopefully paint a clearer picture of the Underrail politics and tell you a bit more about some of the major factions, while still leaving many questions to be answered later in the game. They will also allow you to actively take part in faction struggles.
Without wanting to spoil too much for the players, I'll just say that one of the quests results in a larger scale combat encounter. I'm not particularly happy with this event for a number of reasons. First, the AI isn't very good in handling multiple enemies, it's been written so far to simply fight the one character that is the player and not to coordinate group fights. So you will see your companions and enemies alike to stupid things from time to time. Secondly, waiting time are just too long because I control only one characters in a fight with many participants. And lastly, in the real time sections before and after the fight there's too much pathfinding calculations going on that it can stagger the game a bit.
But despite all of this, I'm still including the encounter because it's a nice change of pace and because omitting it, or automatically resolving it somehow, would be very anti-climatic. But don't expect these sort of fights to be common in the future. The game was built with single character in mind and it shows.
Anyway, here's the full list of changes since the last dev log:
- More quests added to Junkyard areas
- Two new mini dungeons added
- 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
- Caltrops have a chance to miss the targeted tile in the same way the granades do
- 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%)
- 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
- Disabled Trade button when nothing is set to be traded
- Turn-based combat path visualization should now work properly in all cases
Thursday, 28 February 2013 23:17
I'm still working on the new content for next release (v0.1.7.0), but I also took a break from that to address more balance issues.
Now, before I hit you with a big list of changes, let me give you a brief intro about the subject at hand.
Looking at the current release version, the biggest issue with the game currently mechanics-wise is that it gets increasingly easier once the player gets past the early stages. One of the main reasons for that, which I've already addressed in the previous dev logs, is the (over)power of grenades and other AoE attacks. The biggest issue, however, is the game's economy. Namely, that the player quickly gets rich from the insane amount of loot that he can acquire. This dev log focuses primarily on that, as well as on re-balancing some other abilities/items that I've found to be a bit too good.
The biggest change here is that I've reduced the amount of loot that is available through scavenging significantly. The biggest offenders were mid-late game dungeons (I didn't mess with the starting areas, they are fine) and also somewhat corners of urban areas that were way to easy to plunder with impunity. For the most part I haven't removed any stuff from the loot table, but have rather reduced the amount of items you get (ammo, weapons/armor and especially components) and significantly reduced the chance. So basically most places that you've looted before still have some chance of holding loot in future games (very few containers are fixed to be empty), but they won't give you large amounts of loot every time like they do now.
This, coupled with item durability cost penalty should make the game more challenging and force you to manage your resources more carefully as you should no longer have unlimited amounts of grenades, special blots/ammo, psi points, batteries, etc. When it comes the time to release the new version, I'll have to test this new economy carefully with a couple of playthroughs, though, to ensure that I haven't gone too far or not far enough. After that, I'll be very interested to hear from you guys as to what your experience was in this new economy.
Also, I've increased the difficulty of some encounters in the Old Junkyard (Depot A) and also did some bug fixing. In any case, here's the full list:
- 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
- Added more mutated dogs to Old Junkyard because why not
- Player now leaves a corpse after dying instead of turning into a backpack
- 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
- 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
Alright, this is about all the major balancing, bug fixing, etc, I was planning to do for this update. Unless I come across something major, of course. The economy will probably need more balancing closer to new version release, but until them I'll be focusing on new content.
Tuesday, 12 February 2013 02:45
Right now I have 3 more creature models ready to be programmed into the game, but with everything else that needs to be done first they'll have to wait. For now you guys will have to settle with "Siphoners", which are essentially blood sucking frog-like creatures that can be found in the underground lakes and streams, waiting for their unsuspecting victims to come close to the water before pouncing on them. Their basic attack applies anticoagulation which reduces all healing effects, prolongs bleeds and increases the effectiveness of their blood sucking attack which, as you might have guessed, transfers your health to them. They also have head ramming attack that imbalances you and has a chance to stun you as well.
I've also implemented fishing. Actually, this was functional long time ago but due to some major changes to the game I had to disable it for a time. For now you'll only be able to fish for blue eels for a quest, but I'll add more fishing goodies later and probably some blueprints that make use of those. You also have a chance to fish out other random (and some not so random) stuff in certain places.
I've added a couple of new areas, a couple of new quests and a mini-dungeon with burrowers in it.
I've also made more some changes to other mechanics (I know I said I wouldn't for a while, but I lied):
- 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
Next on the agenda: more quests and a couple more areas.
Grenade Changes and Item Durability
Friday, 25 January 2013 22:25
Two important changes to game mechanics in this update.
A lot of you have been complaining of how overpowered and game changing the grenades are due to how easy it currently is to deploy them exactly where you want even with no points invested in the skill, so I made some long overdue changes:
- "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).
I've introduced item durability for weapons and armor pieces (helmet, torso armor and boots). Now, some of you might not like this but hear me out first.
My main motivation for introducing degradable equipment is to reduce the amount of money the player can accumulate past the early game. As you start delving into "dungeon" areas of the game, you start finding more and more loot. And there has to be plenty of loot because different characters need different things and you have to give every type of character a decent chance to find a weapon/armor that he can use. Furthermore, whenever you kill an armed NPC (or a bunch of them) you get to loot their weapons and armor.
So very quickly you find yourself with a bunch of spare weapons and armors sets that you can just trade for a heap of money and whatever your heart desires. It's not supposed to be that easy. So now whenever you find a weapon or armor in a dungeon or loot it from a corpse it will have reduced durability and hence the cost. You can then repair the item and use it yourself, you can sell it for a percentage of its total value depending on how damaged it currently is, or, if you are crafty enough, you can recycle it for "scraps" that you can then use to create repair kits. You can also purchase repair kits from merchants, they will be plentiful.
There are three types of durability - mechanical (firearms, crossbows, metal armors, etc), electrical (energy and electroshock weapons) and fabric (leather armors, tactical vests). Depending on the item's durability type, the skills used to recycle the item (and then create repair kit from scraps) are mechanics, electronics and tailoring respectively.
* * * * *
And now I'm done messing with game mechanics for a while. Next up, new areas and quests.
Version 0.1.6.0. released
Sunday, 13 January 2013 23:54
The game is updated to version 0.1.6.0 on Desura, soon to be updated in other places as well (GamersGate and Groupees). You'll find all the new stuff listed here and in the previous two dev logs.
- 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).
That's it for this patch. Be sure to drop by the forums
and let me know what you think of the changes and the new stuff once you get the chance to check it out.
Wrapping up the Crafting Stuff
Monday, 31 December 2012 16:17
I've finished all the crafting updates for the next release:
- Renamed 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. Different types of creatures (animals, insectoids) drop different organs. Harder to kill creatures have greater chance of dropping organs (e.g. rathound alpha has a better chance of dropping adrenal gland than the regular rathound)
- Added health hypo blueprint. You'll need to extract substances from both animal (cave hopper, rathounds, dogs) and insectoid (psi beetle, burrower) organs in order to create those.
- Added adrenaline shot blueprint. You can extract adrenaline from adrenal glands which are a rare drop on most creatures.
- Added chemical blob trap blueprint you can use to create acid blob traps which entangle the victim causing high damage spread over a couple of turns.
- Added acid bolts that you can create from the existing chemical bolt blueprint.
- Added caltrops blueprint. When deployed caltrops deal small amount of damage to anyone who moves over them and drain additional movement/action points. They can also be coated in poison.
- Added plasma pistol. It can be created from the existing energy pistol blueprint. Plasma pistols are high-damage energy weapons, but consume a lot of AP and energy when used which makes them a good power attack weapons (aimed shot /execute), but not the best damage per turn weapons. They deal equal amounts of energy and heat damage.
* * * * *
I've also added Morphine Shot to the game. It reduces damage taken from any source by 50% for 3 turns, but after it expires the user will take damage equal to 50% of their missing health. Basically, you can use it to absorb good amount of damage over 3 turns, but you better make sure to stabilize before it expires. It's also a good way to survive between health hypo usages in difficult fights.
* * * * *
I will be tackling the creature respawning feature next, and then I'll fix the problem with certain kills not giving XP to the player (damage over time effects, explosive barrels, etc). After that there's a couple minor tweaks and bug fixes to handle and the next release will be ready.
Happy New Year everyone and see you in 2013.
Importing Characters and More Crafting
Tuesday, 18 December 2012 21:39
Alrighty, now that the stuff around alpha release finally settled down a bit I was able to get some real work done again.
I've added export/import character options so that you can restart the game with an existing character (and all their equipment) in the future updates. This ties up to what a lot of you have been asking about - the saved game compatibility between releases. Well, the saves usually won't be 100% compatible. I won't prevent you from loading your old saves, but your saved state might miss a dialog/quest flag, an object you should have picked up earlier, a new NPC that have been added to an area you already visited, etc. So in short, you can load an outdated save game and mess around with it (it shouldn't crash or anything), but if you for some reason can't progress with the quests, I won't be able to help you with that.
Next, I've added an option to autosave on transitions for those who sometimes forget to save for a long time and die 5 areas later, losing all of the progress. I don't advise you to use this feature at the moment, because saving is a bit slow right now, especially when you get later into the game and you'll be changing areas frequently. But if you want it it's there. Also, you'll now have the option of using 'rolling saves' which means that the game will retain your (one) previous quicksave and autosave instead of overwriting it.
Now some gameplay changes.
I've 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.
Next up is the blueprint for chemical pistols that you'll be able to use to craft guns that fire various chemicals in various forms, if you have sufficient chemistry skill that is. A chemical pistol has two major components - collector, which determines the type of substance you can load into the weapon, and dispenser, which determines the way the gun fires the substance. For now you'll only be able to create Acid Blob Pistols, but there will be more in the future. There's also "Chemical Ammo" blueprint to accompany this. If you have sufficient biology and chemistry skills you'll be able to extract acid from acid mutants and make ammo from it.
* * * * *
I'm aiming for a new release somewhere around New Year. Not sure if it's going to be before or just after though, we'll see. It'll focus mainly on crafting. I'll be adding blueprints for new interesting gadgets as well as some existing stuff that you can't craft at the moment, such as health hypos.
Another major change will be adding respawn timers on creatures in certain areas. This will serve two purposes. First, if you ever find the yourself too weak to progress further with the quests, you can spend some time and hunt through the lower level areas. Now, I'm not saying this is something you'll have to do. The game won't ever require you to grind anything. However, the combat in this game tends to be a bit hard at times, so if you're not that good at it, you'll have this option. And secondly, you'll be able to return to previously visited areas to obtain crafting materials if you're missing on some of them (like you already can with the mushrooms).
That's it for now. Let me know what you think of these changes.
Underrail released on Desura and GamersGate!
Thursday, 06 December 2012 00:49
Underrail alpha version has just been released on Desura and GamersGate!
If you want to know what's new in this release (since the demo) you can go check out the dev log posts from the last couple of months, but let me just quickly recap the highlights:
- 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
- More weapons and armors
- Updated crossbows (feats, special bolts, damage boost)
- Various other smaller stuff
Thursday, 29 November 2012 12:19
Finally it's complete. All the content I wanted to put in for the first commercial alpha release is in and we're now doing last bits of testing (getting our faces melted in the needlessly hard dungeons and toning the stuff down)
If you want to know what's new in this release you can go check out the dev log posts from the last couple of months, but let me just quickly recap the highlights:
- 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
- More weapons and armors
- Updated crossbows (feats, special bolts, damage boost)
- Various other smaller stuff
Also very recently I've changed pickpocketing mechanics a bit. It's not quite where I want it to be yet, so I'm going to revisit it sometime after the alpha release for sure, but I think this goes a long way in making it not completely useless. Namely, pickpocketing doesn't require stealth anymore and is just directly checked versus the target's detection. So you don't have to invest into two skills anymore and you won't be always detected because pickpocketing takes so long and stealth works terribly when you're too close to the target. In any case I'll be keeping an eye out for it, so let me know what you guys thought of this change.
Anyway, the testing is underway and after that I'll be sending the build to distributors for publishing and hopefully it won't take too long before it will be available for purchase.
Saturday, 10 November 2012 13:15
I'm almost done with quest implementation for the new areas. There's still a couple smaller ones to go, as well as some support scripting and dialog to do, but that shouldn't take more than couple of days. After that I'm going to start the work on the next 'dungeon' area and that will be the last bit of content for this release.
I do intend to revisit these areas post-release and add more quests, but for now this will do.
I've also 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)
Then there are couple of new feats I got to implement. It's not much because this release I'm more focused on new areas, so expect a lot more in the future updates. I implemented a couple of melee feats because they were sorely missing in the demo:
- 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
All in all, this version is nearing completion and it will be done by the end of this month for sure. Can't say exactly when it will be release for alpha purchase, as I don't know what the process for that will be, but it can't be far off now.
Thursday, 25 October 2012 08:47
I'm currently mostly working on area designs for the new release. By the end of the week I should have most of it in place (except the new dungeon which I'll tackle later) and then it's time for quests implementation.
I've added food to the game. You can consume different meals to gain (and sometimes also lose) different base stats for 5 minutes. You can only have one type of food buff on your character at any given time. Here are the meals I've prepared so far:
- Rathound Barbecue: +1 strength
- Cave Hopper Steak: +2 agility
- Burrower Burger: +2 constitution
- Eel Sandwich: +2 dexterity
- Junkyard Surprise: +(1-3) random stat, -(0-3) random stat
* * * * *
I've also added a couple easy but important changes to game balance and mechanics.
First of all I changed a bit how stealth works. You'll still be detected over time depending on your stealth skill, enemy's detection, lightning and positioning like before, unless your stealth skill is too far behind the enemy's detection in which case you won't be able to hide from them at all. This will be indicated with a silver eye above the detecting character and the true-sight is now represented by a golden eye (previously silver). The problem was that even the non-stealthy characters were using stealth excessively to move around undetected (and have guaranteed combat initiation) and it worked as long as they didn't stay too close too long because of the way the revealing speed is capped. This change should prevent that while not changing how stealth mechanics work for stealthy characters (those who invest in stealth skill and wear light armors).
Also another minor tweak to stealth - I've added a notification when you bump into other characters and fall out of stealth for that reason. Some people were confused as to what was happening, but keep in mind that if they can't see you their pathfinding won't tell them to go around you.
I increased health scaling with levels, for both the player and non-player characters. Previously, the damage from weapons and other sources was far out-scaling the character health as you progressed in levels which ended up in very volatile fights. This change should ease that up a bit while keeping the early game unchanged. Keep in mind, though, that damage is meant to out-scale health to a certain degree because characters also have access to tougher armors and other protective stuff as the game progresses. Because of this change I've also increased the amount of health that hypos and bandages restore.
I've also doubled the psi point pool as well as psi restoration from psi boosters (also psi boosters now require three mindshrooms to make). This will allow the player focusing on psi abilities to have more sustain in combat. Some people felt like psi points need to regenerate over time, but I want it to be a resource you have to manage just like ammo and batteries. I'm considering adding other ways to restore limited amounts of psi outside of using boosters, though. We'll see.
I've significantly increased based damage multiplier of snipe ability so it should now be more powerful than aimed shot in the early game as intended (since it's a one time opening ability requiring stealth). This attack can no longer critically hit, though.
Keep in mind that none of this is set to stone. These are the changes I've arrived at by watching other people play and from hearing the feedback on the forums. Once the new version is released I will continue to keep an eye out and make changes for the sake of fun and balanced gameplay as best as I can.
Thursday, 11 October 2012 01:08
One of the common complaints in the demo, and one of the things that I personally wasn't very happy with, is how the crossbows were playing out. Using crossbows as primary damage source was practically impossible, so I've taken some steps to bringing the crossbows up to par with firearms and making them a viable alternative.
First of all I've increased base damage of crossbows, so their straight up damage per turn potential is now about the same as 7.62mm pistols (which is another weapon class with 2 attacks per turn). Originally I kept the crossbow damage lower as I wanted to emphasize their special bolt attack strengths, but I went a bit too far there and they ended up being too weak, especially in the early game before the player could pick up any special bolts. Also, because crossbow attacks already incur more of mechanical damage resistance (125%) and have no way of overcoming that in regular attacks (no armor piercing rounds) there is no need to penalize them further by assigning them lower base damage.
The second problem was a lack of multi-target special bolts, so now I've added two of those. They fulfill similar roles but in different ways.
- Shock Bolts - These bolts inflict additional electrical damage to the primary target, stun it (works on machines as well) and then jump to nearby targets dealing smaller chunks of damage (no stun on secondary targets) in similar fashion as strikes from Shock Sledgehammer.
- Incendiary Bolts - These bolts deal heat damage to the target and have a chance to set it on fire, dealing more heat damage over next couple of turns (and, of course, panicking the living targets), but the bolt also burns everything it comes near on its flight to the primary target, dealing smaller chunks of heat damage. Keep in mind that this bolt is doubly useful against enemies that fear fire (such as rathounds).
As for the price and drop rate of these bolts, that's something I'll have to fine tune through testing.
Both of these type of bolts can also be crafted if you have enough skill points in electronics or chemistry respectively.
And the last thing I've added is the Special Tactics feat which gives you the ability that you can activate while you're out of combat to make your next special bolt attack cost no action points. The point of this is to give crossbows some burst potential in fights that you initiate.
I hope you guys like these changes and that they'll get more of you trying out crossbows in the future.
Thursday, 27 September 2012 23:40
Originally I planned to add traps to the alpha demo but ended up postponing that to get the demo out earlier. They're in now, though.
There are currently three types of land mines you can rig up: frag, high-explosive and EMP. When they're triggered they have same effects as their grenade counterparts. You can also craft these yourself if you have high enough chemistry/electronics. There will be more traps in the future and not all of them will be mines.
Except rigging up the area before a battle and luring your foolish enemies into minefields, I figure trapping will also be very useful in eliminating patrolling enemies. At least those not skillful enough to spot and/or disarm your traps.
Speaking of NPC behavior, I've also introduced a new concept to the game called zone control.
I was thinking of how the game should handle player criminal behavior such as murdering people through various means. And more specifically, I thought about how NPCs should react to you placing traps everywhere and turning their private quarters into mine fields.
I want to prevent exploits such as carpeting an area with traps and killing off high level non-hostile NPCs in the middle of their home base without triggering hostilities and then promptly looting their kickass gear. But on the other hand I want to sometimes allow player to use traps as an assassination mechanism where it's actually appropriate as I think that can be a lot of fun. Ideally the NPCs would be very smart and once a trap has been set off they'd start an investigation and look for a culprit, etc. However, Underrail is not a simulation game and that kind of AI programming is way out of the scope of the game.
So I went with a simpler solution which is to tag each area with certain control level - full, partial or none, which indicates how safe it is for the player to mess around with traps (and in the future murdering, etc) and how the controlling factions of the area will react to your shenanigans.
The UI shows the zone control indicator in the upper right corner and you can mouse over it to see what sort of action you can get away with and what is too risky in the current area.
As far as traps are concerned:
- In fully controller areas (such as SGS station) if someone from the controlling faction detects your trap, you'll immediately get in trouble with that faction;
- In partially controlled areas you'll only get in trouble if someone from the controlling faction sets off your trap
- In uncontrolled areas you can set traps as much as you like and if someone happens to set it off and get killed, no one will be able to trace this to you
One thing to keep in mind though that regardless of the zone control level, if you try placing traps too close to someone, they will take offense, or at least disarm them if they have appropriate skills.
Friday, 14 September 2012 00:44
I've hinted earlier that I'm considering alpha funding for Underrail and now I've officially made up my mind. I originally planned on launching a crowd-funding campaign but that turned out to have too many limitations based on where I was located, so I decided alpha funding is a better option.
The game will be available for purchase in its alpha stage on a couple of digital distribution websites, and who ever purchases alpha version will, of course, receive the final game at no additional cost when it's done. Also, I plan on releasing regular content updates throughout the game's development.
I'm currently working on the next major update that will be the first purchasable version of the game. It will include a major new quest hub (sneak peek above), a new "dungeon" area, more weapons, utilities and other items, new character skill, some updated game mechanics, and more.
I'm expecting the update to be ready sometime in October. Stay tuned for more info on the new stuff.
Also, check out this cool Underrail title screen fan alternative by Jason Seow:
Steam Greenlight; Bug Fixing
Monday, 03 September 2012 17:16
First let me just remind everyone who hasn't seen it yet that Underrail is up on Steam Greenlight now. So if you'd like to see it released on Steam eventually please hop over there and up vote and favorite the game.
These last couple of days I made a number of changes to the game, based on the feedback and my own observations. This is not the definite list of changes, though, but these are all the changes that will eventually get into the updated demo release, whenever that may be. Unless I uncover some critical game breaking bug I won't be updating the demo build beyond this. And of course there will be no additional content added to it. So here are the changes:
- 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
That's it for now. Now I'm going to get back to making some new content.
Demo Feedback and the Future
Sunday, 26 August 2012 17:20
So it's been couple of days now since the alpha demo was released. People had time to play it and provide lots of feedback. So now is a good time to start addressing that feedback.
I'm happy to say that the impressions were very positive overall, but there are certain aspects that a lot of people felt could use some improvement. Here I will try to summarize the commonly recurring complaints that I gathered from forums (the official one and some others), direct feedback and from just watching other people play live and on the internet.
- Game crashes on starting a new game - The problem here is that during the development it was easier for me to just store the save games and other user data in the working directory of the game. This is bad practice because of the User Account Control feature of the newer operating systems prevents you from writing in the Program Files unless you explicitly run the application as an administrator. I completely missed this because every computer I tested it prior to the release had UAC disabled. I will definitely change this so that the future builds use My Games folder or whatever is the appropriate location on the three operating systems I'll be supporting (XP, Vista, 7). Currently, the workaround is to just run the game with explicit administrator rights.
- Sometimes game would crash on transitions in the lake area - This is a semi-rare bug that can be fixed by applying this patch - http://www.indiedb.com/games/underrail/downloads/underrail-alpha-demo-v0141-patch.
- You can get rich easily - With the exception of the very start of the game, money and other resources very quickly become a non-issue. This is mostly due to the fact that you can sell the stuff you scavenged at a very high cost. Also, some resources, such as ammunition, are currently too cheap and abundant. Resource management is an important aspect of the game, so be sure that I will be re-balancing the economy to make the players poor again.
- There is no running option - The main problem here I think is that backtracking through the areas you already explored, as well as moving through the non-hostile areas, such as the SGS, is too slow. I'm not quite sure yet how I'll address it. Just adding a running option is not that easy as there's a lot of stuff to be consider there and it would also need new animation on all those character models, etc. I'll have to think on how to address this one.
- Item usage issues - It was not clear enough on how grenades, special bolts and other utility items are equipped and used. I did add a quick tutorial screenshot that could be accessed from the upper right menu (or by pressing F1), but that usually got overlooked as well. I'll be sure to make it more clear what goes where in the next release (highlighting the equipment slots where you need to equip it when you mouse over an item, or something similar).
- Object highlighting - You can press TAB or Z to highlight all usable objects on screens so you can pickup loot or open containers obscured by walls, but some people missed this. As with the previous point, it's somewhat an issue of not having a proper tutorial. However, I'll also attempt to make this stuff a bit more intuitive, probably by having the loot show behind walls even without pressing TAB and such stuff.
- Selecting NPCs - It's usually overlooked that you can actually select someone by right-clicking on them. this allows you to see their exact health and what buffs/debuffs they currently have. I'll see what I can do to make this more apparent.
- Lack of melee feats - Sorry. There will be more in the future.
- A way to regenerate health and psi points - Because of the imbalanced economy in the demo, this wasn't too much of an issue. Once I fix the economy, I reconsider adding something of the kind. However, keep in mind that resource management is an important aspect of the game, so don't expect to just be able to rest and heal after every encounter or some such.
- Bartering interface - "Auto" option needs a bit more work. People didn't like it using their ammo as currency, for example, so I'll do something about that.
- Same items with different qualities - It's not really obvious before you start reading the stats on different weapon/armor items that you can actually have, say, two "5mm Hawker" pistols that do different damage, or two "Rathound leather armors" that have different resistances. So I'll probably be adding a quality indicator of some sort to the item to make this more obvious.
- Murdering - In games, people want to murder people and get away with it if no one is there to report the crime. I'm one of such people, so I'll definitely make this possible. Actually, there will be optional assassination quests that will require just that. Stay tuned to the development log to learn more about how this will work.
- Pickpocketing - This skill needs rebalancing. It's way too hard to pickpocket right now.
- Shooting range quest - This quest needs to be redesigned. It's one of the quests I made quite a while back when the game wasn't yet turn-based.
- Retaking outposts quest - Doesn't specify the total number of outposts there are. Will fix this.
There's probably more stuff that I can't remember right now, but it'll pop up eventually, don't worry.
* * * * *
Another thing I wanted to briefly touch on is the prospect of the game being crowd-funded. Some may remember that back in June when the demo video was released, and after being pleasantly surprised by the amount of positive feedback it received I said that a crowd-funding campaign is likely to follow the playable demo release. Unfortunately, things got a bit complicated. Because of where I live, a lot of crowd-funding features are not available to me which limits the kind of campaign I'm able to launch.
I'm currently looking into other forms of crowd-funding, such as alpha funding on Desura.
No need to freak out, though, Underrail is still due to be released in the second half of 2013. even if I have to self-fund it all the way. It's just the matter that being able to secure some form of funding at this stage would really help me make the game as big and as diverse as I would like;and I guess that's something that a lot of you would like as well.
In any case, I'll get back to you guys soon to let you know how it all worked out.
Thursday, 23 August 2012 09:07
Alpha demo is finally out. You can download it from IndieDB.
Enjoy and be sure to let me know your thoughts on the forums once you've played it.
Thursday, 16 August 2012 21:00
This is just a quick update to let you guys know I finally got around to setting up the forum. So if you have any questions hop over to http://www.underrail.com/forums. I would especially appreciate if you take your time to report any bugs you encounter in the upcoming demo and, of course, provide feedback on various game aspects.
Speaking of demo it's now content complete. That is, I got all the content I planned for the demo done. Tomorrow, I'm having some friends over and we'll be play testing it throughout the weekend to ensure there are no showstopping bugs or glaring imbalances and also that the game and its individual parts are not too hard or too easy.
Wednesday, 08 August 2012 15:14
I've got the remaining audio stuff done rather quickly. I've added a few more atmospheric drones so that each area type (caves, lake, metro...) has its own now. They are not perfect fits, but they'll have to do until I get someone to do a real soundtrack. The only thing that is sorely missing is the main theme music, though I guess it's forgivable for an alpha version.
Next, I cleared up that pile of minor bugs that was sitting in the corner, and I also did significant optimizations in couple of areas in the engine:
- I optimized the isometric renderer so it works a lot faster now and should have no problems rendering at higher resolutions where there's a lot of tiles on the screen
- I've optimized the way the processing time is distributed between sight, lightning and pathfinding components; the major CPU hogger, the pathfinding, should now properly use the time unspent by the other components; this, coupled with freeing up more time by optimizing the renderer, should have game running smoothly at all times
- The NPC now move near-instantly while out of sight of the player during turn based combat, so this should speed the combat up a lot in areas where there are patrolling NPCs
I've also got all the deployment stuff out of the way:
- I've got the release build running once again and did some smoke testing. It works just fine and I only found a couple of bugs, which makes me a bit uneasy because I was expecting more problems considering how long it has been since I last ran it (my release config looks quite a bit different from the debugging one).
- I've also made an installer and tested it on a clean WinXP SP3 install and it works (downloads and installs all the .NET prerequisites automatically).
Now that I've got all this technical stuff out of the way, I can get back to finishing that last bit of content for the demo which includes:
- one more creature
- couple of more quests
- some AI stuff
This should be done by the next weekend (17th) when I have dedicated testing marathon scheduled. By the end of that weekend the alpha demo will be ready, but it will not go public until later that week.
In any case, it's on the home stretch now.
Saturday, 04 August 2012 15:51
I present you Underrail's title screen. Drawn by Diego Candia.
Tuesday, 31 July 2012 13:14
I finished updating all the existing areas and creating all the missing interconnecting areas, updated dialogs and added a few more encounters.
New creature type has been added to the lake areas. Psi Beetles can invoke a number of psi abilities. They have a passive ability that increases their psionic skill levels and allows them to invoke more powerful psionics the more of them are around (the only reason I'm fine fighting against three of them on the screenshot below is because I used cheats).
So basically most of the essential content is now in the game. Now I've got some audio stuff to do before I start working on a pile of minor bugs and improvements. After that I'll get the deployment preparation stuff done - making sure the release build works well (don't remember the last time I ran it), make an installer, etc.
After I get all that technical stuff out of the way, I'll get back to content making. There's still a few quests and areas I want to add, as well as another interesting creature type.
Monday, 23 July 2012 00:52
I finished laying out all the areas in the home station (South Gate Station) as far as the demo is concerned. The parts that are not done will be locked off. I've also done some supporting dialog and updated all the merchants (and added new ones).
Now, just keep in mind that for most of these areas this is not their final state and I intend to improve them after the demo. The cantina and the medical sector in particular suffer from the lack of appropriate furniture assets, but they will have to do with what I have just now. I wouldn't want to delay the demo further by drawing those assets now.
This means that the bulk of work in the phase two is done. I still need to do a few things around the home base, such as update some dialogs and scripting, before I move to the cave areas.
Caves shouldn't take this long to update, as they are mostly all layed out and just need some more details added, loot tables updated, encounters balanced out (I haven't played some of those areas since I've switched to turn-based), etc. I'll likely add a few more smaller cave areas around the existing ones, but those are really easy to make.
And there are also those two new creature types I mentioned earlier (you can see one of them on that last screenshot).
Sunday, 15 July 2012 20:53
I've added a bunch of new feats. The grand total is 37 now, which should be enough for the demo. I tried to cover all the major areas (ranged combat, melee combat, stealth, psi, even some crafting stuff) as well as add enough general feats.
This about concludes the phase one of the demo preparations. The only things left to do are add two new creature types, but that'll have to wait for a few days (models are not quite ready yet).
Now I'm moving into phase two which involves:
- adding some more areas
- improving existing areas (adding more details, more scripting where required, etc)
- updating old quests to work with the reworked (simplified) quest tracking system
- adding more quests
- adding more NPCs and dialog in general
- restocking merchants with the new goods
- making the starting areas and quests more cohesive
- probably doing a bunch of smaller stuff I can't remember now
This shouldn't take as long as phase one, though it probably will now that I said it.
Thursday, 12 July 2012 00:41
I'm done with items for the demo. I'll surely add a few plot items here and there once I start working on the areas and quests again, but no more blueprints, components, usables, etc.
Just a quick explanation of the inventory image above. I mentioned utility slots a long while before, I think, but doesn't hurt to brush up on the subject. Some usable items are expected to be used by everyone, such as healing medication and other restorative items, non-combat items, etc. You can use these items directly from the inventory at any time (they might have cooldowns though) or by dragging them onto the action bar.
Other items are special usable items that each can have great impact on your playstyle, particularly during combat. These are 'utility items' and to use them you must first equip them in a utility slot (on the left), the number of which is limited. You have two utility slots to start with, but can get more from gear or feats. The idea is that you must make a choice of what additional tools you are going to bring into combat depending on what playstyle you are going for and also what kind of enemies you might face.
For instance, if you're going to fight robots, you'll want EMP grenades, but you won't need poison bolts. If you are going to fight multiple enemies, it's good to equip frag grenades. If you want to avoid combat altogether, go for a cloaking device, tranquilizer bolts, flashbangs, etc. I want the player to have to think and adapt to the situation. There is no perfect set of tools for every encounter or every character build.
Anyway, here's the list of the stuff I got done in this last batch:
- Special crossbow bolts
- Poison bolt - applies stackable poison effect that deals bio damage every turn (currently there's only one type of poison, but there will be more; you can extract poisons from glands of poisonous creatures with biology skill)
- Tranquilizer bolt - puts the target to sleep; the less constitution the target has the longer it sleeps
- EMP grenade - deals irresistible electrical damage to machines and disables them for 2 turns; also, drains all the energy from the target's equipped electronic devices and deals electrical damage equal to 50% of the energy drained
- Cloaking device (powered) - doesn't make you automatically invisible but greatly increases stealth and somewhat increases evasion;
- Bandages - heal lights wounds when out of combat (can only heal above 65%)
- Antidote - removes 3 stacks of poison
- Flare - lights up an area for 30 seconds; also reveals all stealthed creatures when it lands
- metal / leather
- springs - movement bonus
- spikes, blades - extra unarmed damage
- Utility: +2 utility slots
- Bullets Strap: +1 utility slot; reduces AP cost of reloading firearms; minor intimidation bonus
- Doctor's Belt: +1 utility slot; reduces AP cost of using medical consumables
- Metal helmet - minor resistances bonus; reduces chance to get critically hit
- Goggles - increase perception; can support night vision module (powered)
Ok, I think that's all.
Next I'll be adding up a bunch of new feats (perks).
Sunday, 08 July 2012 01:21
I think I fixed all the existing game mechanics that needed fixing for the demo:
- Fixed the stealth calculations; most notably, it's not possible any more to slip under other characters' very noses no matter how high your stealth is (if you're standing right in front of the NPC, he WILL detect you); I've also restricted how quickly you can be detected at different ranges so you'll always have time to react and move away if you are near the edge of the sight range; All in all, it works much better now
- Made the unarmed attack damage scale with level and strength; that is in addition to scaling with skill level; since you can't swap out your arms for a shiny new pair (maybe in a sequel), this should make up for gear progression that you get with other types of weapons
- Fixed the flickering lights affecting hit chance in turn based combat - it doesn't matter now if you fire while the light is on or off, the mean lightning value will be used
- Allowed swapping out equipment during combat but only weapons and utility items (not armor and other clothing pieces); unequipping an item is free; equipping costs 50 AP (whole turn); Used to be very tricky if you ran out of ammo with both weapons and couldn't swap to your unarmed attack
Ok, boring stuff over. Here's some new stuff I added:
- Explosive barrels - self-explanatory; shoot the barrel and get a free fireball pyrokinesis
- Setting people on fire - with the right feat, your pyrokinesis will have a chance to set the targets on fire; besides dealing damage over time it will also make the living targets run around in panic
- Three new psi abilities
- Frighten (Thought Control) - makes your target run away from you unless it passes a resolve check
- Force Emission (Psychokinesis) - toggled; while active, your unarmed attacks do additional damage and have a short range, but each attack costs 5 psi
- Force Field (Psychokinesis) - A very useful ability. Creates an impenetrable force field that lasts 10 seconds / 2 turns. You can use it to split up your enemy forces, isolate yourself until you can heal, cut off escape routes or thwart your pursuers, etc. It actually might be a bit too good in its current form, so I might nerf the base version a bit and require the player to pick up a feat to improve it.
Next on the agenda are more items and after that more feats. Getting close to completing phase one of the demo preparation.
Wednesday, 04 July 2012 21:38
I did a lot of interface work these last couple of days:
- Reworked all the controls/windows to be able to scale to any resolution (or at least those that should scale)
- Added an options page with video resolution, audio levels and some gameplay settings
- Added interface sounds
- Replaced the remaining placeholder icons
- Added indicators that will show you which target's you'll hit when invoking AoE abilities (no more accidentally getting caught in my own pyrokinesis)
- Other minor tweaks
I also made a big change to how the quests are documented. Originally there was a journal that would record your quest progress in more detail, but as I started adding more quests I found that they all had some minor or major decisions you could make, so documenting all that become tiresome and time consuming very fast. So I fell back to a Fallout-style check list instead. This will enable me to add as much C&C into quests and dialog (and just the world in general) as I want without all the overhead of having to reconstruct it all again in the journal (my dialog engine is so much more advance than the quest tracking code to the point that sometimes it actually takes longer to create journal entries than to write the dialog they are based on).
Not the most interesting stuff to work on, but it's essential for the release. Also, adding stuff like support for wide range of resolutions and options page makes the game feel more like an actual product already.
Next I'll be working on a number of changes and additions to game mechanics, before getting back to producing more content, starting with a couple more psi abilities.
Thursday, 28 June 2012 19:33
All the weapons I've planned for the demo are in, along with their crafting components and blueprints.
Of all the weapon classes for the final game, only the energy rifles are not in yet. Of course, only a 1 or 2 models for each weapon class are done as of now, but that should be enough for the demo. Anyway, adding more models and weapon enhancements is pretty easy (and fun), it's creating the crafting mechanics that's a lot of work.
Anyway, here they are:
- can be crafted out of any type of metal
- can't have any extra enhancements, but there are several types of knives you can make with different molds: regular combat knife, serrated knife (chance to inflict bleeding wounds), dagger (bigger critical chance, damage that pierces the armor is increased against organic targets)
- incur 125% mechanical damage resistance more (harder to penetrate the armor)
- high damage output (especially in hands of a strong character)
- high strength requirement
- ignores mechanical damage threshold (damage can never be fully mitigated)
- 10% chance to stun target on hit
- can be enhanced with special components for extra on hit effects
- only firearm with no skill requirement (any character can be fairly efficient with it)
- AP cost varies greatly with caliber (high calibers are good vs armor targets, low calibers are good for spending remaining APs)
- no moving penalty (can move and shoot without precision penalty)
- no melee penalty (enemies in melee range do not reduce your precision)
- single and burst fire
- no moving penalty
- no melee penalty
- can be enhanced for increased burst precision (less likely to miss/hit other targets)
- moderate skill requirement
- Assault Rifles
- single and burst fire
- slight moving penalty
- no melee penalty
- high damage output, especially with short range burst (most powerful close range firearm in hands of skilled character)
- high skill requirement
- moderate strength requirement
- Sniper Rifles
- powerful single shot attack, great against armored targets
- high moving and melee penalties
- high skill requirement
- high damage output (especially from stealth)
- low strength requirement
- high precision when firing without interference
- versatile weapon
- incur 125% mechanical damage resistance more (harder to penetrate the armor)
- slower projectiles allow easier energy shield penetration (energy shields are not implemented yet, though, and won't be in the demo)
- can fire special bolts (poison, tranquilizing, etc; this is not implemented yet but will be in the demo)
- cheap ammo
- Energy Pistols
- Lower damage potential than an average firearm of the same quality
- Increased precision
- Does energy damage which easily penetrates most armors
- Bad against energy shields
- Very expensive
- Uses energy rather than ammunition (charged from batteries)
Got all the ammunition calibers done as well, but only the standard, tungsten-carbide (AP) and JHP (anti-personnel) rounds. Each caliber will also have at least one special bullet type in the final game.
There are 6 bullet calibers in the game: 5mm, 7.62mm, 8.6mm, 9mm, .44in and 12.7mm. They are all packed into a universal cartridge that any weapon class can use if the weapon is of that caliber (I know it's not how it works in the real world, but there it is). When crafting firearms, one of the components is the barrel which will dictate the caliber of the weapon. Not all weapon classes and models and use all calibers.
Next on the agenda is tweaking the game interfaces; most importantly, adapting it to high resolutions.
Btw, here's my new favorite weapon in the game:
Sunday, 24 June 2012 16:39
It's been a crazy week since I released the demo video. It went better than I hoped. I got a lot of positive reactions to it, and also some attention from a couple of digital distribution platforms.
Next big step is to release a playable demo to the public. I made a big list of all the stuff I want to get into it.
This week I got the three armor types done, with blueprints, components and all. Now before I talk about the specific armor types it's important to understand what the basic properties of armor mean:
- Damage Resistance / Damage Threshold - most people will be familiar with this. DR is a percentage of total damage that is absorbed by the armor, while DT is the flat amount of damage that is subtracted from the incoming attack. So basically DT can absorb the whole thing, so only attacks that do more than it can actually hurt you. But unlike in some games DR and DT don't add up, the armor will either absorb the amount of damage specified by DR or by DT, not by both. It will use the one that absorbs more damage.
- Encumbrance - this property indicates how much the armor restricts movement and how noisy it is. Dodge, evasion, stealth and movement points are reduced by this percentage.
- Minimal Strength requirement - if you wear an armor and do not meet the strength requirement, it will reduce the amount of action points you have (and this is very bad).
Here are the armor types that I got done for the demo:
- Leather Armor
- provides some mechanical damage protection
- can be padded to provide extra protection in melee combat
- components are readily available (animal skin)
- can provide other damage resistances depending on the type of leather used
- low encumbrance, no strength requirements
- can be crafted with an overcoat that grants stealth bonuses or additional protection
- Tactical Vests
- provides excellent protection against bullets (+200% DT), but not much against other types of attacks
- low encumbrance unless anti-rifle plating is used
- no strength requirement
- can be crafted with an overcoat that grants stealth bonuses or additional protection
- Metal Armor
- Excellent mechanical resistance
- Decent energy resistance
- high encumbrance
- moderate to high minimal strength requirement (depending on type of metal used)
- can have offensive enhancements (spikes, blades)
The final game will have at least two more armor types, but I haven't decided which ones yet.
Next week I'll be working on weapons, with focus on the ones I haven't done much work on yet - the automatic weapons (SMGs and assault rifles) and melee weapons (knives and sledgehammers).
Friday, 01 June 2012 00:59
I'm almost done with the first big "indoor dungeon" I've been showing ventilation plans for earlier. Two levels done, one more to go.
It's going quite slowly right now because I'm also adding a number of features, as well as refining AI and adding more special abilities to enemies you can encounter so far.
As I've mentioned before I would, I've added security cameras. They have two purposes:
1. You can use see what's happening in all different corners of the area if you find the surveillance room
2. If you are in a hostile area (and couldn't take control of the security system) you should avoid the cameras themselves because if they detect you, they will be calling in reinforcements (System Shock style).
And in this particular area it'll summon sentry bots that are patrolling around the area. I think I made these a bit too powerful for the level you're supposed to encounter them and they are all but impossible to deal with without cheats currently. They have a lot of mechanical resistance, a fairly powerful main attack and two types of disabling attacks. I might be toning them down a bit, though they are not that many and once I introduce EMP grenades they will be easier to handle.
Personally, I think it would be fun to have an enemy you circumvent in the early game (by using ventilation ducts, stealth, distractions, etc) before you are powerful enough to deal with them, but we'll see.
In other news, I've reworked the melee and ranged hit chance calculations. The final hit chance is now displayed when you mouse the target as well.
Saturday, 12 May 2012 13:41
Most buildings in the Underrail will have a ventilation system you can access and use it to move around or hide from the enemies. It'll be a particularly good way to scout ahead, as I intend to implement a 'peek' action you'll be able to use from within the ventilation to see what's outside a particular ventilation opening before stepping out (have to implement context menu on objects first for this, though).
All this doesn't mean that ventilation ducts are the safest place in the game, however. There will often be nastier things than you hanging out there.
Currently any character can access the ventilation, but I'll be adding skill checks later on. There will probably be two ways in which you can open a ventilation shaft:
- have enough points in lockpick and use a special tool (will probably need to rename 'lockpick' skill into 'burglary' or some such)
- have enough points in strength and use a crowbar
One technical limitation is that I cannot really afford to produce all the separate crawling animations for all the actions and weapon/armor variations, etc. So the character will visually appear to be standing even when inside the ventilation ducts. I think this is acceptable compromise considering how much this gameplay element will be adding to the game.
Wednesday, 02 May 2012 15:31
Last week I worked on more graphics for Lower Underrail areas.
I also added pistol and crossbow blueprints and some basic parts to be used to create "lower tier" weapons.
But most importantly I went back and worked out the remaining real-time to turn-based combat conversion stuff, including stealth. You will now properly detect stealthed characters during your turn as well as be detected.
So to explain in a bit more details: previously the detection checks were performed every 0.5 seconds against all the surrounding characters.They added or subtracted from your stealth buffer for that particular detecting character (your stealth value is being tracked against each individual NPC, it's not a global thing) depending on your stealth skill and their detection value (which is based on their level and perception). These mechanics have been retained for the real-time mode, and in turn-based mode this check is performed after every 10 action/movement points you spend, but the stealth buffer change that it causes is halved. This is because in turn-based mode while you are playing out your turn you are both detecting and being detected. So basically you are being detected both during your turn and your opponent's turn, unlike in real-time when everything is happening simultaneously; hence the halving of the stealth buffer change value.
So all that stuff that I explained in the original Stealth update way back still applies to the turn-based combat, but the detection checks are a bit more granular.
Since the character movement speed is reduced when in RT mode, it's movement points are reduced in TB mode.
The actual steath/detection levels still need tweaking for both RT and TB mode, though. Currently, you can unreasonably hard to detect with enough points in stealth even at very close distances and that's not the idea. I'll be fixing this at some point soon.
I also fixed other various problems with TB combat, so I can say that it is now pretty much fully functional with all the features that were present in the RT mode.
Monday, 23 April 2012 20:16
Been doing a lot of different stuff the previous week. Here's the highlights:
- I've created graphics for a new type of area. In contrast to the Lower Underrail stations which are large open areas, there's a vast network of narrow passageways around and below them. Around the active stations they are usually patrolled and safe, but the farther you stray the more dangerous they become.
- I've added blob shadows to characters.
- I've removed the Wisdom stat. It served no purpose anymore except for forcing the psi-based character to split stat points between it and Will. All psionic skills will now use Will stat instead, just as all science skills use Intelligence; and Persuasion skill will now use Intelligence.
- Redesigned the stat system somewhat too. Previously you could assign values between 5 and 15 for each stat (Strength, Dexterity, Agility...etc) at the character creation. The system had D&D like purchase aspect (or whatever you call it) where the higher the stat goes, the more expensive it is to increase it. The new system works much like the stat system in Fallout. Where you start with 5 points in each stat and have 5 additional points to spend, or more if you decrease some of the stats (no stat can go below 3). You'll still gain stat points as you advance levels, but it'll now be only on even levels. Basically I made it a bit more straightforward.
Progress on TB Combat Conversion
Monday, 16 April 2012 20:40
I'm finished with changing stuff to work with turn based combat for now. I converted most of the abilities, psi powers, items and feats. The change was usually straightforward with the exception of stuff that affected movement and attack speed which sometimes required redesigning.
The only thing that I haven't touched yet is the stealth system and related abilities, feats, etc. I have some idea of how detection will work in turn based mode but it's going to be a bit tricky to implement. There's also some other AI related stuff that doesn't work as reliably as it should yet. I'll deal with these things later, as they are not critical to this iteration.
I also added a few more features to the turn based mode UI. When you want to move to a another tile a path will be visualized for you. The color of the path segments will tell you how far you can get with only using movement points and how far you can go if you use action points as well. Also, the points you'd spend on this action will be highlighted on the action point bar. And for those situations when you need to micromanage your action points, there's also a numerical display on how many points you currently have, how many you'll spend on this movement and how many will you have left.
If you don't like some of these features and think they're clogging up the interface, don't worry, you'll be able to turn them on/off individually in the final game.
These features only work with movement action for now, but they'll work with all actions in the end.
Sunday, 01 April 2012 21:49
I wasn't happy with how the combat was working out, so I was playing around with damage to health scaling, combat speed and other parameters. But I couldn't strike the comfortable middle between too quick and hectic (narrow corridors, obscuring walls and other isometric stuff didn't help much here) and too dragged out and unnatural. So last week I set down and implemented a turn based combat mode.
I considered doing this before but I was reluctant due to some real-time dependent (not necessarily combat) features I have planned. But I gave it another thought and I think I can still manage it despite the combat being turn based.
So about the combat: Not all skills and abilities are implemented to work with turn based combat yet, but it's coming along nicely. The system I'm currently using is action point based with separation between action (all purpose) points and movement points (green and yellow on the interface respectively). I'm still deciding on how much of each a character should have and what stats should influence them.
In the following week I'll be mapping the rest of the stuff to work in turn based combat as well. As for the future of the real time combat in the game, it will still stay for battles that don't include the player character, but the player combat will probably be exclusively turn based as I don't want to have to balance all the encounters for both. Have too much stuff to do as it is.
Monday, 26 March 2012 00:01
The different loading options for weapons (full magazine, single bullet) resulted in a need for items to have multiple 'capabilities' as I call them. This in turn required some sort of context menu to appear when using these items from your inventory, so I created a radial menu control.
You can also use this control to set the active 'capability' on the item you've dragged onto the action bar. An icon representing the currently assigned capability will appear alongside the item icon in the lower left corner as well.
In the process of doing this I also fixed a number of interface bugs and tweaked a few things I meant to for a while.
Making changes to UI and producing new types of controls is one of my favorite stuff to do. Perhaps because it's easy and I get to see the results quickly, owing to the solid and versatile UI framework I wrote as the part of the game engine way back at the beginning of this project. I can't remember exactly anymore, but I think I wrote it even before I set the foundations for the isometric rendering component. It's likely because the rendering component is a UI control itself (that is, it derives from the base control class).
Anyway, in some future iteration I intend to implement the radial menu as the context menu of usable objects for invoking alternative actions. So you'll be able to, say, right click the door and choose between opening them (default action), locking them and picking the lock, instead of having to invoke these stuff first and then target the door.
Saturday, 17 March 2012 17:01
Ranged weapons now use ammo - bullets, energy (recharged from energy cells like other rechargeable items) and bolts for firearms, energy weapons and crossbows respectively.
First two also have limited magazines (depending on the weapon) so once you're out of bullets (or used up all the energy in case of energy weapons) you'll have to reload. The crossbows do not need manual reloading as you're effectively reloading it after every shot.
I've added magazine indicator to help you keep an eye on when you need to reload.
When the firearms are concerned you'll only be able to load the bullets of matching caliber into a gun, of course. There's also specialized ammo types such as armor-piercing and anti-personnel rounds.
This will effect the gameplay in two ways.
First, it will allow more tactical options of what ammo type to use against which opponents. For example, you'll want to use anti-personnel ammo against various critters and unarmored humans, while using armor piercing rounds to more easily destroy sentry bots and turrets. And because you're allowed a primary and a secondary weapon, you can load different types of ammo into each if you're facing a mixed crowd. Also, when out of combat, you'll be able to load your firearm bullet by bullet, setting up your magazine just right for the coming fight.
Secondly, because ammo is another resource you have to manage now, you'll be required to use it more sparingly and more intelligently. For example, you might not want to kill off each rat with your high caliber sniper rifle if whacking it with a crowbar can do the job. Remember, bullets will both cost money (or equivalent value goods) and be in limited supplies.
Tuesday, 06 March 2012 01:46
I've been mostly working on graphics for a new area in the previous week.
The are two major metro networks in the Underrail: Lower and Upper Underrail.
Lower Underrail (shown on the screenshots) is sort of industrial/military zone that back in the days of its prime housed a number military training grounds and production facilities, power plants, warehouses, secret research facilities, prisons and more. Some of these locales are abandoned now and some are inhabited and adapted by small groups or independent mid sized colonies.
While everyone protects their own station and the immediate surroundings, no larger faction has a decent grip on the Lower Underrail so it remains largely unpoliced. Wondering its long dark sprawling tunnels is dangerous business, especially if you venture unprepared.
Hacking Computer Consoles
Monday, 27 February 2012 02:10
Throughout the Underrail the player will encounter a great number of computer consoles. These consoles will have multiple security access levels that the player can attain by finding the required key card or by hacking.
The consoles have various purposes, such as:
- Store documents (general texts, blueprints, messages)
- Control electronic doors and storage lockers
- Control automated turrets, sentry bots, etc.
- Provide view through remote cameras
So investing in the hacking skill will allow you to change the environment to work to your advantage in combat, or avoid the combat altogether. In some cases it will also be an alternative to persuading/bribing/fighting your way to the key card in order to progress in some locations because you’ll just be able to hack your way through.