Hi guys. As most of you are aware by now, we've finally released the 188.8.131.52 version.
Development of this game has been one interesting 7 year adventure for me. First it was a one man part-time (read: night-time) hobby project where the basis for all that is to come was laid out. Then it was a one man full-time mad scientist sort of operation that gave birth to most of the game mechanics seen today. And then lastly, as a three man project during which the amount and quality of the content expanded far beyond my original intentions and even hopes.
(fan-collage by Blaine)
But all this would not have been possible if there was not a deep-seeded desire for this kind of gaming experience, still echoing from the void left by the departure of classical western RPGs, present in you, the players. So, personally and on behalf of the team, I thank you for patiently supporting us throughout the years and I hope that the final product is to your liking.
We'll still be here, supporting the game by ironing out any remaining bugs and applying some more polish here and there. As for what happens next, we'll discuss that when the dust settles. Stay tuned.
New Trailer; Release Date Moved Forward
Friday, 11 December 2015 08:50
Hi guys. Just a quick update to let you know we're moving release date forward to December 18th. Everything else remains as stated earlier.
Also, we did a much needed new trailer for the release. Enjoy.
Closed Beta Testing; Release Date
Saturday, 05 December 2015 18:00
Hi guys. It is my pleasure to announce that the game has now entered beta stage and will be released in full on December 21st 2015. As before it will be available on Steam and GamersGate, but now also on GOG.com.
In the following two weeks we will be doing closed beta testing to make sure the game has as few bugs as possible on release.
Also a little heads-up: at some point between now and full release the game's price will be increased from its early access/alpha price to its full price. Those of you who have followed us since the early days know well that the game has since grown in scope and quality far beyond that of the initial release.
Thank you all for being patient with us throughout the years, the long wait is now at an end.
Updating Old Areas
Monday, 09 November 2015 12:07
Hey guys, since we got back from vacation we've been developing at a rapid pace. The game is mostly done, save for some dialog and certain amount of visual components for the final event. Once that is in, the game will be playable from start to finish.
Parallel to bringing the main story line to the end, we're doing a final pass through all the areas and updating them visually and adding more flavor dialog. Some of early areas were done ages ago and were badly in a need of a rework. The biggest offenders were SGS and Junkyard, which now both got new looks:
Anyway, the game is really close to completion now and we should be entering close beta phase soon, when we might call upon some of the old dedicated fans to help us test it. There won't be any updates for the public version before full release, though, but that isn't that far off now either. Stay tuned.
Noise System; Vacation
Friday, 14 August 2015 07:36
Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented.
Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination.
In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.
These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous.
In other news:
Added hard difficulty (less player health, less healing with longer cooldown)
Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the map
Added an option to automatically overwrite saves
Numeric pad cannot be used for dialog choices
You can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g. for recharging, reloading, etc)
Cryogas grenade added
Added one more acid type
Added five new drugs
Added two new poisons
Added silencer enhancement that can be added to 5mm pistols and SMGs
Added Biohazard suit
Added two new Faceless types
Added five new creatures
Added one new turret
Changed Premeditation - Now also requires 6 intelligence.
Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).
Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
Changed Opportunist - Bonuses changed to 25%/15% (down from 35%/20%)
Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
Changed Quick Tinkering - Cooldown changed to 2 turns (down from 3).
Changed Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
Changed Mental Subversion - It now stacks up to 75% (up from 50%)
Changed Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
Changed Sharpshooter - Damage changed to 30% (down from 50%).
Changed Special Tactics - Dexterity requirement removed.
Added Meditation (Continue from Tranquility) - Maximum psi points increased by 25.
Added Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
Added Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
Added Psychostatic Electricity - When you damage a target with your electrical psionics you apply a debuff that increases the chance for the target to be critically hit from all sources by 5% for 2 turns. Stacks 5 times.
Added Telekinetic Undulation - When you damage a living target by moving your telekinetic proxy, there's 50% chance it will be dazed for 1 turn.
Added Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
Added Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
Added Concussive Shots - When you deal mechanical with your crossbow you have 40% chance to daze living targets for 1 turn.
Cryokinesis and Pyrokinesis can no longer be launched through fences and other partial obstacles
Resolve and fortitude base resist chance increased slightly
Execute can no longer be preformed with electrical pistol. I cannot remove the bonus damage from electrobolt jumps easily without rewriting a good chunk of code so I'm just going to ban the electrogun from the club.
Throwing knives upper damage range reduced
Blob Pistol shooting sounds changed
Increased crossbow max range by 2 and optimal range by 1 (not retroactive)
Daze debuff now also reduces movement points by 30
Sniper damage increased by ~20% across the board.
Plasma sentry laser damage increased
Made energy core and firearm barrels more easily available from merchants
Armor penalty of boots reduced (not retroactive)
Spiked boots will no longer double-trigger things like force emission and fancy footwork
Taser will no longer consume twice the energy
Taste for blood will no longer grant a stack when killing machines
Hopefully fixed all achievements to work correctly
On kill effects will now properly trigger when target is killed by an on hit effect (such as electrical melee weapons, force emission and special bolts)
Fixed the bug that caused the game to on rare occasions skip the player's turn
Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out).
That's all for now. Concerning the content - there's just one "biome" in Deep Caverns to be done before the "final event" in the game, but after that, as I mentioned before, we have to go back and rework some old areas and sprinkle a bit more flavor across the world.
Before we can do that, however, we'll need to recharge our batteries for the next three weeks by ditching our underground coding facilities and getting some Mediterranean sand in our toes (at least in my case). In the meantime, let us know how you like these changes.
Monday, 13 July 2015 07:07
Hey guys, this is just going to be a quick update to let you all know we're still alive and working on the last segment of the game - the Deep Caverns. Much has been done, but there's still a considerable amount of work left. It's hard to reveal much about the area without spoiling the surprise of various challenges that will be presented to the player, but here's, at least, a slide show of couple of screenshots with some Deep Cavern music to set the mood.
Housing; New Psi; Deep Caverns Preview
Friday, 29 May 2015 10:38
Hey guys, we've been a bit quiet lately, but that's only because we've been keeping our heads down and working hard on the last chunk of content for the game - the Deep Caverns. There's still a lot to do before we can show it in its full glory, but here's a little teaser screenshot below.
Also, we implemented player housing. Players will now get an old ruined apartment in Core City which they can fix up and furnish to their liking. Most of the stuff you can get for the house is just for show, but there is some useful equipment as well.
In other news:
Added Oddity catalog window that will show all the oddities you've collected and also how many oddity types you're still to find
You can now open system menu during the NPC turn (to load or exit the game or configure options)
Added the remaining nine psi abilities, three for each psionic school.
Electrokinetic Imprint - Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.
Disruptive Field - Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.
Implosion - Deals mechanical damage equal to a percentage of target's current health. This attack bypasses damage threshold and shields.
Psi-cognitive Interruption - Burns target's psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi points.
Mirror Image Pseudo-spatial Projection - Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there's a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.
Neurovisual Disruption - You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
Cryokinetic Orb - You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.
Exothermic Aura - Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.
Cryo-shield - Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there's 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
95% damage cap now only applies to mechanical resistance
Damage from flames reduced (includes firebombs and other sources of environmental fire)
Crawler AI improved
Destructable rocks can now also be destroyed with a jackhammer
Flat dodge and evasion bonuses are now always reduced by armor penalty
Suppressive fire will now count as a slow for purposes of opportunistic attack
Inanimate objects no longer appear scared of fire
Mental Breakdown duration can now be lessened through resolve
Gun Rush status effect now has proper icon
You can no longer skin Azif
Rapid Fire feat description now correctly notes the cooldown
Metal strider boots will now also have stealth penalty like the leather ones
Fixed the bug that caused character to lost health from attacks that deal no damage when using items/feats that grant health bonuses
You will no longer sound like a tin man after dismounting the Dreadnought
Fixed the bug that caused auto-trade option to trade money for money
Burst attack will no longer consume an extra bullet
That's all for now folks. We still have work ahead of us with new content, some gameplay balancing and tweaking, and then finally polishing the game, especially the old areas. I know some of you are really impatient to get your hands on the final release, but please don't ask me for the release date. I don't know and I don't even particularly care at this point. All I can say is it will be out this year definitively! One thing that we do know is exactly what needs to be done, by each of us in the team, for the game to be all it's meant to be at the release, and every day we hammer away at it. So stay patient, dudes.
We'll drop the next dev log when we have more of Deep Caverns to show.
Version 0.1.14.0 released
Monday, 23 March 2015 13:31
Hey guys, the last Early Access/alpha version is here. It's available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it. We are proud to present to you the Institute of Tchort in all its glory, the final urban area of the game. If you want to know more about what's left on our development roadmap, check out the previous dev log.
Speaking of changes, we made quite a bit of them, some of which are quite significant for certain play-styles, so we're looking forward to hearing the feedback on those. Of course, we also added lots of new stuff in terms of items and feats. Anyway here's the list (partial list, the other half is in the previous dev log):
Added Flashbang blueprint
Added EMP grenades Mk II and Mk III
Rathound Regalia mechanical damage reduction changed to 20% (down from 25%) and all heat damage taken while wearing it increased by 100%
Burrower Burger, Eel Sandwich and Cave Hopper Steak now grant 1 point in their respective stats (down from 2)
Mushroom Brew no longe affects agility and preception and dexterity penalties changed to -2 (don from -3)
Consuming Mushroom Brew will now give you an empty bottle
Shock and incendiary bolts and acid blob traps mk III should no longer appear in shops or as random loot and mk II should now be quite rare
Healing from regenerative vests buffed; regenerative armors can no longer be recharged during combat
Finding psionic headband with an enhancement is now rare and you can no longer find one with two enhancements (you'll have to craft it)
Regular tactical vest visual model updated
Max player character level increased to 25
Base classic kill XP per target level increased slightly
Crafting requirements for components scaling with quality lowered to 80% of the original value
Removed composition difficulty from many optional component slots
Reduced the cost of firing energy pistols (not retroactive, just for new ones)
NPCs now use EMP grenades; you've been warned
Increased the range and max range of assault rifles; this will indirectly reduce burst imprecision (not retroactive)
Warhogs have been buffed
Dirty Rags now require 10 tailoring (down from 25)
Recycling stuff made of fabric will now also produce dirty rags
Pack hunting now also increases attack skill in addition to damage, so rathounds in groups will hit you more easily
NPCs will no longer attempt to disarm traps that are too hard for them
NPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)
Explosive barrel damage increased
Slightly reduced the number of mutated dogs in Depot A
Muties and regular dogs no longer respawn in Depot A
Forcefield cooldown changed to 8 turns (down from 12)
Plasma Sentry no longer loses the rest of its turn when it switches back into mobile form
Crawler poison can no longer be refreshed, so having it applied multiple times will no longer delay the stuff
Reduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turn
Bear trap weight halved
Toxic Gas grenades now apply “Contaminated” debuff which increases all damage taken
Requirements for various feats re-balanced
Shroomhead - feat disabled, pending redesign
Taste for Blood - now also grants a stack whenever you deal a killing blow regardless of whether the target had bleeding wounds or not
Power Management - changed to now always provide 35% extra energy capacity
Uncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)
Spec Ops - now correctly only works with SMGs
Opportunist - now works with throwing knives as well
Thick Skull - Cannot be stunned, only dazed
Concentrated Fire - Each hit from from burst attack increases the damage from further burst hits by 10%. Stacks 10 times.
Commando - Killing an opponent using burst attack will grant you an extra free burst attack that can be performed in the same turn. This can only happen once every turn.
Pinning - Your throwing knives have 35% chance to pin living targets to the ground for 1 turn.
Fatal Throw - Throwing knives always critically hit against targets below 25% health. Killing a target with a knife throw will refund 18 action points.
Split Spare - When throwing knives you throw an extra one at a nearby target that's within the attack cone.
Ripper – Critical hit damage with knives and throwing knives increased by 1% for each 1% of the target's missing health. Applied multiplicatively to regular critical damage bonus.
Critical Power – For each 1% of weapon or unarmed critical damage bonus above 100%, you gain an additional 1.5% critical damage bonus
Expertise - Your non-critical firearm, crossbow, and melee attacks deal additional mechanical damage equal to your level.
Blitz - Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points. Cooldown 10 turns.
Point Shot - Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision. Cooldown: 1 turn.
Survival Instincts - Increases the chance to critically hit with weapons, unarmed attacks and psi abilities by 30% while under 30% health.
Stoicism - You receive 1% less damage from all sources for each 4% health missing.
Escape Artist - Grants you the ability to remove all immobilization effects. Cooldown: 2 turns.
Rapid Fire - Fire three bullets from any firearm except the sniper. Chance to hit falls drastically beyond optimal range.
Juggernaut - Total health increased by 25% while wearing armor with armor penalty of 50% or higher.
Fast Metabolism - All healing increased by 50% and psi boosters restore extra 25 psi.
Heavyweight - You add your total armor penalty to the critical damage bonus of sledgehammer, fist weapon and unarmed attacks.
Super Slam - An attack with a sledgehammer that does normal damage plus 20% of attacker's maximum health. Cooldown: 3 turns.
Sure Step - You can safely navigate caltrops and puddles of acid.
Guard - You have 50% chance to block melee mechanical damage equal to twice your strength.
Deadly Snares - Your crossbow attacks always critically hit against targets caught in bear traps and acidic entanglements.
Gun Nut - Increases the upper damage range of all firearms you create by 20%.
Skinner - The quality of leathers counts as if 20% higher in all your crafts.
Armor Sloping - Reduces the armor penalty originating from metal plates when crafting armor by 35% (multiplicative).
Clothier - The quality of fabrics counts as if 20% higher in all your crafts.
Mad Chemist - On-hit effects of chemical pistols you create are twice as strong.
Weaponsmith - Knives and sledgehammers that you create have 5% higher critical hit chance.
Practical Physicist - Critical damage bonus of energy weapons you create is increased by 25% (additive).
Ballistics - Carrier vests give additional 3 mechanical damage threshold when you use them in crafting.
Neurology - Psi Headbands you create also provide additional 15 maximum psi points.
Items will no longer get equipped when you double click them while holding ALT or CTRL (so you can rapidly alt-click transfer stuff now)
Interface will no longer register single clicks as double clicks if they are fired rapidly after a double click
Fixed the slowdown that occurred when opening quest notes once you've got a lot of notes in there; also fixed weird spacing issues in that window
Added scroll bar to crafted item view
Game will no longer crash when you return to the secret hideout of a secret organization in a certain place
The electro room in the Gauntlet crash fixed
Fixed the bug that caused the level up to cancel without allowing you to restart it when pressing ESC when confirmation dialog appears and then again after that
Fixed the bug that caused the respawning creatures not to respawn when loading an autosave
TNT charges will now trigger explosive traps and other similar objects in their blast radius
Fixed the bug that caused melee special attacks to have their visual and sound effects trigger at the beginning of the animation instead of at the moment of impact
Arena enemies will no longer turn their shields off before combat like idiots
Fixed the bug that sometimes caused bandaging to abort if you were right on the minimal health limit
You can no longer drop things into a standard container without opening it
You can no longer burst people who are not in the same area. For example, using burst while fighting in arena and bursting people below it, thus being branded a witch and sentenced to death
Fix the bug that caused Telekinetic Proxy to not clone your abilities if it was positioned just to the side of the target
Guard at Epione Lab will no attack you after letting you pass in certain situations
You will now always be able to exit Holloway's dialog
Other various quest and dialog bugs
That's all for now folks. Enjoy the last alpha update and let us know how you like the new stuff, as well as the gameplay changes we made. We're off now to work at the last bit of the game and, hopefully, come summer, we'll have the full release ready.
Institute of Tchort
Monday, 02 February 2015 07:42
Hey guys. The team's working hard on the new areas and quests which are all related to the next step in the main story line - the Institute of Tchort. Here are some teaser screenshots:
One major mechanical change I made since the last update is concerning the psi pool. Instead of functioning like a "mana" resource, the psi was changed to more of pre-alpha state when it functioned like an "energy" resource. Every character with Psi Empathy feat now has 100 psi points and regenerates 20 points per turn (or per 5 seconds in real time). Psi boosters now instantly restore 75 psi.
These changes were done for two reasons which tie into the same problem. One - they were meant to make the psi cost more relevant when choosing what to invoke. The cost of the psi abilities have been re-balanced accordingly - those abilities that were meant to be used as primary attacks, such as neural overload, cryokinesis and electrokinesis, have a low cost and can be spammed without running out of psi. However, those high impact abilities, such as bilocation and cryostasis can run you out of psi quickly.
The second reason, which is related to the first one, is to curb the multi-disciplined psi build. As it stands in the release version, builds that go for full psi can generally invest into all three schools of psi without much trouble because they all rely on the same base stat and also share a number of beneficial feats. This grants the player access to a large amount of crowd-control and AoE abilities that they can invoke in short 1-2 turn burst which makes most encounters a breeze. Now, however, the limited psi pool will keep that in check. You will still be able to spec in all the schools if you wish, but you won't be able to bring down the full power of all of them at the same time.
Another happy consequence of this change is that the psi builds will have easier time in early game because they won't have to worry about psi boosters as much. Now keep in mind that the numbers stated above are not set in stone. We haven't still done any extensive testing of this change so tweaks are likely to happen. Also, I'll probably introduce a couple of feats in the future that will allow the player to slightly expand the psi pool or increase the psi regeneration.
In other news, I've been working on various things related to crafting. Most of the planned components have been added to the standard blueprints. While I'll be adding more components before the game is released as well as some utility and consumable blueprints, there are no plans to add more general blueprints, such as those for a new type of weapon or armor. Keep in in mind that all the crafting stuff added here is crafting-only; that is - it does not appear in randomly generated loot. Also, most of these changes are not retroactive, so already obtained items in running games will be mostly unchanged. Anyway, here's the list:
Added components for creating a cryoliquid blob pistol
Added components for creating an incendiary blob pistol
Added components for creating a cryoliquid blob trap
Added components for creating an incendiary blob trap
Added new firearm enhancements
Added blueprints for special bullet type for each caliber
Added shaded visor component that can craft metal helmet that make you immune to blinding effects (flashbang)
Added two new types of padding foam
Added infused variants of all leathers which can be obtained in acertain way and can get to very high quality; these leathers all grant various bonuses when used in crafting; the bonuses also vary from blueprint to blueprint
Added two new fabric types
Added two new carrier vests
Added one new ballistic armor plate
Added one new ballistic panel
Added one new special metal type
You now always fire 2 extra shots with Full Auto feat
Bipod precision bonus changed to 10% (up from 5%)
You now have 30% chance to receive the bullet case after firing a bullet (you can use these for crafting)
Tweaked some on-hit effects so they can now be appropriately mitigated when the damage of the attack that causes them is fully resisted/shielded
Aluminized cloth now grants immunity to burning when used in armor suit crafting
Increased the amount of stealth penalty applied by aluminized cloth
Regenerative vest no longer appears as a component of generated items
Metal helmets now provide slightly more damage resistance and also provide damage threshold proportionally
Metal boots now also provide damage threshold proportionally and grant immunity to caltrops
Stuff made from ancient rathound leather now also grants 5% mechanical damage taken reduction
High-density padding foam melee protection bonus now scales with component quality
Tabi boots now increase the chance to get critically hit on the toes
Super string will no longer appear on generated crossbows
Leather armors will no longer be generated from leathers better than those naturally occurring
Mechanical resistance and threshold lowered for certain leather armors
Disassemble - Grants you a blueprint that allows you retrieve some or all components from a disassemble-able items (such as weapons, armors, etc). This works both on the items you made and those you've just found. Existing items in running games will not be dis-assemblable.
Visual effects will no longer appear on the invisible imported character during the opening cutscene
Fixed the problem with the final Arena fight not starting properly
Fixed the bug that caused some traps to not properly trigger faction hostilities in controlled areas
You should no longer be able to invoke psi abilities if you're... not human
You can no longer use Locus of Control while driving, it's just not safe
Quick Tinkering will now properly mitigate the AP cost of setting traps in combat
Armor modifiers (such as bonus vs bullets/melee) will now only apply to resistance values of the item with those modifiers instead of globally
0% negative armor penalty fixed for realz now (maybe)
Armor penalty is now correctly called that (instead of 'encumbrance') in combat stats window
Corrected the bug that caused passive things like cameras to de-stealth you when you perform transgressions in their vicinity
Fixed the bug that caused the hostilities in Foundry prison to escalate to the entire city even if you killed all the witnesses and erased the footage
Fixed various minor quest and map bugs
That's all for now. Let us know how you like the changes and if you like the looks of the new areas.
Version 0.1.13.0 released; Development Roadmap
Wednesday, 10 December 2014 16:13
Hey guys, the new version is available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it.
In this update we added new factions with their optional questlines, namely - Free Drones, Protectorate and the super secret one. We added most of the remaining areas that we planned for the game, which include Upper Underrail and Lower Underrail passages, so speaking geographically most of the game is complete. If you want the full list of what's new, check out the previous two dev logs before reading further.
One thing to note, however, is that if you want to experience the new questlines you'll probably have to start a new game, unfortunately, since we had to make some changes to existing areas and quests in order to fit them in.
Before I insert the obligatory list of miscellaneous changes, here's a little sneak peak at some of the new areas, focusing primarily on the mighty Protectorate war machine.
Screenshot unworthy stuff:
Creatures immune to fear are no longer immune to Engrage (unless they are immune to all mind-affecting effects)
Eviscerate bonus damage per bleeding would changed to 50% (down from 100%)
Taste For Blood now stacks 10 times (down from 20)
Damage resistance provided by laminated fabric ballistic panel now scales with quality (though it's still weaker than the other one) and the damage threshold is increased; these changes will not apply to stuff that has already been generated in ongoing playthroughs
Melee resistance bonus of riot gear armor changed to 75% (up from 50%); also not retroactive
Maximum number of oddity XP required for leveling now caps at 25 (up from 15)
Maximum number of studies and/or amount of XP per studying reduced (or rebalanced) for a number of oddities; overall, less experience is available through some oddities now
Classic XP required to level changed to 1250 (up from 1000) * level
Base classic kill XP bonus per target level reduced
XP from a number of quests reduced
Lockpicking/hacking XP per required skill reduced
The leveling/XP changes introduced here are just the first step. I'll be tweaking leveling speed and level cap stuff further in the next update. From those that start a new playthrough with a new character in this version I would appreciate any feedback that they can provide on the leveling speed, time they hit level cap, and just general leveling experience (of both classical and oddity systems).
* * * * *
Now I want to talk a bit about the future development plans. I won't be giving you a release date, though I can safely say it won't be this year as I initially hoped. However, know that the end is in sight.
When it comes to mechanical stuff, there are still stuff like components, items, feats, abilities, etc to be added. However, there are currently no plans to add any more major mechanics (gas and fire should be the last). From the content side there are two parts of the main quest left that, as it happens, take part in two locations that are yet to be added - Institute of Tchort and Deep Caverns.
So here's what going to happen.
The next content update that we release will feature Institute of Tchort part of the main questline. This will be the last Early Access release. Afterwards, only the Deep Caverns are left before the game is complete. When we finish those, we will take extra time to polish up the game (we won't release Deep Caverns right away), especially the older areas which are no longer up to par with the new stuff. We will also take extra time to test the game to stomp out as many bugs as possible. Then we will release the game in full, make lots of money, retire to a tropical island and live happily ever after. That's the plan at least.
How long will this take? As long as it needs to. It would be pointless for me to give you a release date estimate, since I will gladly ignore it for the sake of the game as I did before. The quality of the game is my primary concern and in the long run that is best for everyone. We're nearing the end, though, so stay patient, dudes.
Portraits and Music
Tuesday, 28 October 2014 08:21
Hey guys. I've put the game mechanics aside for now and we're all focused on churning out content for the following update.
In this update we will be rounding up almost entire game world outside of Church of Tchort and Deep Caverns. Player will be able to learn more about the Protectorate and Free Drones and the conflict between them. Optionally, player can decide to throw in their lot with either the freedom loving partisans or the imperialistic lawbringers. There's also another secret faction offerring more opportunity for those observant enough.
In other news, I finally took the time to fill some long outstanding holes in the presentation department.
Firstly, I hired an artist to do the portraits. There's lots of them to be drawn so don't expect them all to be finished in the next update. In the screenshot above you can see the portraits are lit in the same manner as the characters on the map. I find that this adds to the atmosphere, but this can be disabled in the options for those who disagree. Players can also make their own custom portraits and the game will offer them on character creation if they have been placed in the appropriate folder and are of appropriate format.
Secondly, it was time to expand the musical repertoire. With only four tracks covering the numerous and diverse locations of Underrail, the music tended to get quite repetitive. As with the portraits, don't expect us to be able to cover the entire game with new music immediately. The sample above is the music for the Foundry. Enjoy.
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Finally, here's the obligatory list of minor stuff:
Enemies will now threaten and taunt you in combat. Currently all have the same collection of phrases, but we plan to customize these in the future for different characters/factions/locations. We'll be looking for feedback on these - do the taunts occur too frequently/rarely, is there some particular taunt that is repeated too often, etc. Of course, for those who don't like this sort of stuff, it can be disabled in the options.
Electrobolts will no longer jump to passive objects that are completely immune to them (e.g. destructible rocks)
You can no longer load individual bullets during combat as stated by the tooltip
Removed various leathers that were way too high quality for their type from certain stores
Burst fire will no longer trigger hostilities against secondary targets caught in the burst cone unless they actually take damage
Arena commentator will no longer order everyone in Core City to kill you if you happen to aim your burst in his general direction
Crawlers buffed and their AI has been slightly tweaked
Let me know what you thought of the new stuff, guys. Cheers.
With Fire and Brimstone
Friday, 26 September 2014 14:46
Hey guys, we took a couple weeks off in August/September to recharge our batteries, but we're back now and we're kicking it into high gear. While we're also working on new areas and quests (we'll get to that in some future dev log), I'm taking this time to finally implement last of the game mechanics (not quite done yet). In this case that would be fire and gas.
You will now be able to create fire bombs (such as Molotov cocktail) that set character, creatures and the ground on fire as well. The burning ground is very dangerous as it deals both flat and -percentage of max health- damage so you cannot ignore it even on high levels. The amount of damage dealt depends on the intensity of the flames (which depends on the power of the fire bomb, but can also stack if you throw multiple bombs).
You'll now also be able to craft gas grenades. The only type of gas grenade at the moment is "Toxic Gas Grenade" which deals flat bio damage. The damage dealt depends on the density of the gas (it's more dense at the source). While toxic gas doesn't deal damage quickly, the grenade does last for a long time and also bio resistance is currently not present on standard combat armors and if introduced later it will not be in generous amounts. Specialized equipment to deal with this and more powerful bio-hazzards will be added in the future. Also, players will encounter permanent sources of toxic gas in certain places (such as the one on the screenshot).
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In other news, I've taken the time to do some UI improvements. This is probably the definitive list of the UI changes as I have tons of other stuff to get done before we release the game so I hope I answered most of your complaints/suggestions:
Added larger font options for everything (object labels, tooltips, quest notes, pop-up dialogs, combat log, etc)
Moves the combat log window slightly so it won't interrupt scrolling anymore
Added an option to auto-end turn when the player is out of MP and AP
Added more hotkeys (swap weapons, toggle shield, etc; might add more if necessary) and added keybinding options
Inspected containers that are empty are now marked as such
Increased the font in Combat Stats Overview window
Available component for a given blueprint will now be highlighted in the same manner as when trading
Double clicking (or ctrl clicking) a component will automatically transfer it to the crafting screen if appropriate blueprint is open
Clicking a crafting slot will automatically fill it with the first available component if empty, or clear it if full
ESC/ENTER and other intuitive hotkeys (such as Y/N) will now work inside confirmation boxes
While holding SHIFT player will not be able to issue move command as to prevent people from accidentally moving when they meant to shoot; keep in mind though that you'll still be able to issue a melee attack command that might require movement even when SHIFT is held
That's all for now dudes. Cheers.
Version 0.1.12.0 released
Wednesday, 06 August 2014 17:00
Hey guys, the new version is up. We're all very happy to have finally released this. It's the centerpiece of the game, our Athkatla/Sigil/Neverwinter. The main story still has places to go and we still plan on introducing more factions and sideplots, but expect the future updates to be a lot more focused and a lot less spacious.
We showed you bunch of screenshots already, so for this occassion we decided to make a short teaser trailer instead.
As before, we're releasing it to Steam first until we're sure it's stable and any potential major bugs that we missed during internal testing are fixed.
And because no dev log would be complete without a bullet list, here's an incomplete list of minor tweaks and stuff that were done since the last dev log:
EMP mine blueprint component requirements changed to be the same to that of the EMP grenade
Increased the amount of bear traps crafted when not applying poison to 10
Increased the amount of caltrops crafted when not applying poison to 10
Reduced the cost of metal plates and, by extension, some items that are crafted from them
Added an option to turn off automatic door opening
Removed the cooldown of Burst attack (don't know why it was there in the first place)
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
Game will no longer crash when saving while mining
Chemical pistols have weight now
Action point counter fixed to work with extreme amounts of action points
Adrenaline shot will now always properly grant 20 bonus AP
Execute will no longer deal extra damage even if the target is not stunned/incapacitated
Enjoy the update folks, report bugs and let us know how you liked it. Cheers.
Monday, 07 July 2014 06:40
Hey guys. We've been quiet lately, but that's only because we've been working hard on the biggest and the most difficult section of the game, center of the game world, the metropolis that is Core City.
The Core City is the place of extremes. On one hand we have the oligarch families and their associates who live lives of luxury (or at least what can be considered such in the world of Underrail) while on the other hand the slums are filled with the poor that perish daily from hunger, disease and gang fighting.
The masters of Core City know how to keep the masses complacent though. What started as place for gangs to settle their disputes has grown to become the most popular form of entertainment in the city and the whole of Underrail. We're talking about the Arena, the Roman style field of combat where they pit men against various deadly creatures as well as gladiator against gladiator. All for the viewing pleasure of the numerous Arena fans. Watching people die violently is the favorite pastime for the oppressed masses of Core City.
People from all over the Underrail pay for the privilege to watch direct broadcasts of these fights as well as take trips to Core City to watch the matches live, if they can manage to get hold of tickets which are always sold out quickly. The Arena and the its betting office have made the oligarch families rich.
Players will, of course, be given an opportunity to test themselves in the Arena and see if they have what it takes to climb all the way to the top and claim the title of Invictus.
Beyond that they will also have an opportunity to enter the Gauntlet, and new blood sport where the contenders race through series of rooms, each containing a unique challenge, to be the first to reach the finish line and claim the prize, or die trying.
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This update will be taking us a bit longer than we expected, but in many ways this is the hardest section to develop. It encompasses more intractable NPCs than any other update, way more urban areas than any other city so far as well as multiple quest-lines. All this stuffs had us stretched a bit thin, but if we get this part of the game right it should be more or less smooth sailing to completion.
New Meds, Psi, and Weapons; Core City Sneak Peak
Friday, 23 May 2014 10:17
Hey guys. The development of the next city-state in the world of Underrail is in full swing. Core City, the metropolis of the South Underrail, is the largest of the urban areas this game will feature. Here's a little sneak peek:
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I've added more firearms: one new pistol, one new SMG, two more assault rifles and two more sniper rifles. Also added two new crossbows. One model from each of the weapon categories (pistol, SMG, crossbow, etc) will be only available through crafting. This doesn't mean it will necessarily be stronger than the others, just different.
I've tweaked the base stats (damage spread, crit chance, crit bonus, precision, etc) of each of the firearm and crossbow models to diversify them further and make the choice between them more meaningful when crafting or purchasing. I won't be adding any more craftable firearms or crossbows to the game (though we will be adding unique ones), instead I'll be adding more weapon enhancements you'll be able to add to the mix when crafting your weapon of choice. These new enhancements will only be available through crafting, meaning, they won't appear (or will appear extremely rarely) on randomly generated gear.
Additionally, in the future I will be adding more character feats that will play on strengths of thoughtfully crafted and enhanced custom weapons. E.g. if you make a character build that gives you a number of ways to perform on-demand critical hits, you'll want to stack critical damage bonus and use a slow hard hitting weapon; while on the other hand if you have feats that give you extra on-hit effects (such as flat damage bonus) with critical hits and have high dexterity you'll want to use quick light weapons with high critical hit chance.
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In other news:
Added throwing knives - they are fairly inexpensive and their damage scales with your throwing skill. While they are unlikely to replace your primary offensive skill, they do act as a nice ranged supplement for high dexterity characters, especially when you use the poisoned ones.
Added electrical pistols - a type of energy pistol that shoots electrical bolts that stun the primary target and jump a few times (similar to electroshock bolts)
Added two energy weapon enhancements - only applicable through crafting; one increases the critical damage bonus, while the other increases the special attack damage
Added 5 new crafting only meds and appropriate organs and chemicals that are needed to produce them
Added the deadly coil spider
Added Thermodynamic Destabilization (metathermics) - You tag a creature with a debuff. If you kill it within 2 turns, it will explode, dealing heat and mechanical damage to everything around it. The amount of damage dealt scales with the metathermics skill and the amount of health the creature had when it was tagged
Added Enrage (Thought Control) - Enrages a living target for up to 4 turns which causes it to turn hostile to everyone.
Reworked Force Emission (Psychokinesis) - No longer provides extra range, but works with fist weapons as well.
Added Telekinetic Proxy (Psychokinesis) - Moves the telekinetic proxy from its current location to the specified location, dealing mechanical damage to everything in its path. If the proxy is not present, is too far away, or doesn't have a clear straight line path to the destination, a new one will be spawned. Telekinetic proxy will mimic your single target telekinetic psi abilities and effects (currently Telekinetic Punch and Force Emission) if the target is within its radius. The proxy lasts 3 turns, but the timer refreshes with each move or mimic.
Fixed the overly heavy boots (will only affect the newly generated/crafted items, the old ones will remain heavy)
Crawler poison component now correctly named (was "Cave Ear" poison)
Plot items can no longer vanish when attempting to transfer them to the trading window (oops)
Opportunity feat now works with wrestling/tacklling (they are considered slows)
Balaclava repair category changed to fabric
Armor penalty calculation rounding errors fixed (Nimble feat should now apply properly in all cases)
Bleeding wounds from boots/armor enhancements will now stack as they should
Weapons of wheeled bots and turrets now considered firearms so vests should work correctly against them now
Dirty kick now triggers hostilities as it does in real life
You can now reload chemical pistol from the quick reload bar like other weapons (cannot unload, that's inteded)
Combo feat will now properly stack when using armors or boots that provide extra damage
You can no longer use Expose Weakness to kill The Beast or other stuff that's immune to mechanical damage
No longer possible to beat up some creatures to the point their "armor" degrades