Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat. It's inspired by western RPG classics such as Fallout, Arcanum, Neverwinter Nights and System Shock 2.

Report article RSS Feed Dev Log #17: Version 0.1.8.0 released

The game is updated to version 0.1.8.0. You'll find all the new stuff listed here and in the previous dev log.

Posted by StygSoft on May 7th, 2013

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.

Underrail - Pyrokinetic Stream
 
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.

Changes

  • Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.
  • Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.

Fixes

  • No longer possible to place the fishing rod on top of yourself
  • Game will no longer crash when attempting to disarm triggered traps
  • Game should work properly with windows on-screen keyboard now
  • Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers

Let me know how you liked these changes and the new stuff.

Post comment Comments
Omegakill
Omegakill May 8 2013, 4:01am says:

Still haven't played since 1.6 as I'm just thinking I'd have to restart my game after each patch comes out, is this the case?

Regardless, thanks for your work on this game.

+3 votes     reply to comment
StygSoft
StygSoft May 8 2013, 8:10am says:

Unfortunately, yes. Though you can import your old character.

+1 vote     reply to comment
Omegakill
Omegakill May 9 2013, 1:44pm replied:

Thanks for the reply, that's a shame but I suppose it will give me the chance to try out different builds.

+1 vote     reply to comment
Babarix
Babarix May 8 2013, 1:23pm says:

Nice Game so far. But after the Game is far enough done and you have some time you should look into making the game playable without the need for the Windows Media Player. Because i refuse to install WMP but without it i cant play your marvels game.

+1 vote     reply to comment
pysiu
pysiu May 8 2013, 4:49pm says:

didn`t play for awhile but I ALREADY LOVE THIS GAME! :D
Thx for the updates.

+1 vote     reply to comment
Woodoochild
Woodoochild May 10 2013, 9:03am says:

A great, rich & deep RPG Think.
Just started another game with version 0.1.8.0 with different orientations.. to explore possibilities.
Keep on the great work!
:o)

+1 vote     reply to comment
Ragespy
Ragespy May 11 2013, 1:21am says:

Absolutely loving this game. Going to have to make a new character with the new update now. :D Keep it up StygSoft. We need more games like this. :)

+1 vote     reply to comment
TheUnbeholden
TheUnbeholden May 12 2013, 1:22am says:

what game did you use for inspiration when you're designing this? it seems like you have a really clear artistic vision but the gameplay seems similar to something I've played before.

+1 vote     reply to comment
StygSoft
StygSoft May 12 2013, 3:18am replied:

Old Fallouts, Arcanum, Neverwinter Nights, System Shock 2 and other various influences.

+2 votes     reply to comment
SpaceGoat2000
SpaceGoat2000 May 12 2013, 4:24am says:

Hey Styg, I have a question regarding the development of the game. Are you doing this as a one man team while working? If so, have you considered doing a kickstarter or indiegogo to be able to work full time on this, or hire an additional programmer/artist etc.? I absolutely love what you've done so far, and it has such potential that it'd be a shame if it is dwarfed in size simply because of work overload. You're a great developer from what I can tell, and no matter what, I wish you the best. You've made something great, and that's in this early form.

+1 vote     reply to comment
StygSoft
StygSoft May 12 2013, 5:00am replied:

The alpha sales allow me to work on the game full time nowadays and also to outsource some graphics stuff. I've decided against using Kickstarter/Indiegogo for various reasons (at least for now).

I'd like to transition to having a small team eventually, but that might not be possible until this game turns more profit (after release).

+2 votes     reply to comment
SpaceGoat2000
SpaceGoat2000 May 12 2013, 5:38am replied:

That's great to hear. I consider this one of the prime examples of what is great about indie gaming, and I really enjoy what you're creating. What are your thoughts on the current completion level of the game? I've decided to not go back until it's in late alpha at the very earliest, as I rather not become overly familiar with the story (I've 'beat' it twice now, and I fear any more and I'd make getting to new content later on a chore) or for that matter the world. I guess another way to put that question is, how large to you plan to make the game in the end? In line with the classics of yesteryear, such as Arcanum or Fallout? Or a more condensed, focused experience?

No matter the course of development, or length, I wish you the best in this endevour. Whatever your plans, I can honestly say I enjoyed my playthroughs of Underrail more than the entirity of certain D&D RPGs.

+1 vote     reply to comment
StygSoft
StygSoft May 14 2013, 12:06pm replied:

I plan to make the game world big at the very least, with lots of areas, enemies, items, etc. I always say that Underrail is a game of exploration and combat first and foremost so you can expect lots of that.

And while narrative is also important, it might not be as packed with flavor dialog, small narrative pieces and such as the classics.

Hope this answers your question.

+3 votes     reply to comment
lexrem
lexrem May 12 2013, 11:50pm says:

Realy like this game. Thnx for it, and Keep working. :)

+2 votes     reply to comment
joeadamhill
joeadamhill Jun 12 2013, 12:15am says:

Awesome game, cant wait to see more updates :)

+1 vote     reply to comment
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Underrail
Platform
Windows
Developer
Stygian Software
Engine
Custom Built
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Official Page
Underrail.com
Release Date
Released Nov 30, 2012
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