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 #9: Importing Characters and More Crafting

Alrighty, now that the stuff around alpha release finally settled down a bit I was able to get some real work done again.

Posted by StygSoft on Dec 18th, 2012

(This is not actually 9th dev log, there have been a lot more, but I've only recently started enumerating them on the forums. If you want to see all previous dev logs visit the game's website.)

Alrighty, now that the stuff around alpha release finally settled down a bit I was able to get some real work done again.

Underrail -Character Importing

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 So in short, you can load an outdated save game and mess around with it (it shouldn't crash or anything), but if you for some reason can't progress with the quests, I won't be able to help you with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.

Post comment Comments
DarkMajor21
DarkMajor21 Dec 18 2012, 7:23pm says:

Awesome!

+4 votes     reply to comment
myxale
myxale Dec 19 2012, 9:06am says:

Love how this RPG comes together.

Keep up the good work, mate.

+1 vote     reply to comment
laien
laien Dec 19 2012, 9:17am says:

Very good upgrades. Especially character import.

Do You plan on psychical char customization (haircut ? - love to chave that red spike hair like Quicksiler) - or is it possible to mod it in ?

Will there ever be possibility to get to the surface ?

+1 vote     reply to comment
StygSoft
StygSoft Dec 19 2012, 3:07pm replied:

No haircut customization, sorry.

You won't be able to get to the surface in this game. Maybe in a sequel. ;)

+1 vote     reply to comment
stygma1982
stygma1982 Dec 19 2012, 12:02pm says:

Looks very promising, i will track this closely, but i would say it´s a sure buy.

+1 vote     reply to comment
pysiu
pysiu Dec 19 2012, 3:59pm says:

Man, this post made me want to buy this game, unfortunately i will have to wait for after the christmas since i spent all the money on game promotions already :D

+1 vote     reply to comment
pysiu
pysiu Dec 23 2012, 9:45pm replied:

looks like you made my christmas!
build a greenlight bundle - thank you :D

+1 vote     reply to comment
StygSoft
StygSoft Dec 24 2012, 8:58am replied:

;)

Don't forget to vote!

+2 votes     reply to comment
pysiu
pysiu Dec 24 2012, 9:01am replied:

I did and i am asking for this from ppl i know :D

+1 vote     reply to comment
joeybear
joeybear Dec 25 2012, 9:19am says:

This is one of those cant put it down type of games. Great job guys. I am looking forward to the next build. I voted you all plus 1 for the GOTY.

+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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