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		<title>Underrail - Development Log</title>
		<description>Underrail - an indie role playing game</description>
		<link>https://www.underrail.com/index.php?option=com_content&amp;view=category&amp;id=43&amp;layout=blog&amp;Itemid=61</link>
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			<title>The Psi Question</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=188:the-psi-question&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=188:the-psi-question&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p><a href="https://www.underrail.com/images/DevLog/PsiUpdate_Header.png" mce_href="https://www.underrail.com/images/DevLog/PsiUpdate_Header.png" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/PsiUpdate_Header.png" mce_src="https://www.underrail.com/images/DevLog/PsiUpdate_Header.png" alt="Underrail - Psi Question" title="Underrail - Psi Question" width="800" border="0"></a></p>
<p>Hi guys,</p><p>On September 7<sup>th</sup> the psi update will be release on the main branch, but before that happens I want to briefly address this controversial change again and also offer a compromise.</p><p>First I'd like to restate that the reason the psi was reworked was not primarily because of its power, though it will reign that in a bit as well. I will not list all the major arguments I've given in the previous dev log here again, but the sum of it is that the psi is too cheap to spec in, in comparison to what it offers, and that there is no way to expand upon it without even further overloading it with combat versatility. There were multiple ways to address it and I went with what I think fits well. I went in a bit too hard with the restrictions, which I have since eased on a bit (check out the <a href="https://underrail.com/forums/index.php?topic=1566.msg30431#msg30431" mce_href="https://underrail.com/forums/index.php?topic=1566.msg30431#msg30431">patch notes</a> for details), but the point of the experimental build was to tweak these numbers and mechanics anyway. I think it's in good place now, where both the (now somewhat nerfed) pure psi wizards and hybrids are viable, though they will require more management in terms of resources and psi selection.</p><p>Now in terms of adding more management to the psi build, one could argue that this is adding unnecessary tedium, but if look back at the history of Underrail's development you will find that we do tend to add these sort of complexities and restrictions to our mechanics as we flesh them out. Player is intended to have to pay attention and do some busywork in order to keep his character going. There used to be time when we had no weight restrictions, no selling restrictions, and at one point guns didn't even require ammo, though, to be fair, that was before the game was even available to play to the public. So you may not like this part of our design approach, but it is not at all inconsistent with what we did in the past.</p><p>The difference here is, however, that the game has been released for a long time and that the way the psi currently works has been something that's been firmly established. I will concede to the argument that it may not be fair to change it at such a late time. I should have done it way sooner, back when I added the last batch of psi abilities in the late early access stage, but I didn't and I don't have a good excuse. I do, however, still maintain that this is a good and necessary change that will benefit the game in way of build diversity, especially in the long run, even if it comes a bit late. </p><p>But for those that are firmly against this change, or maybe just want to finish their current cave wizard rampage, I've made a separate <b>Legacy</b> branch (on both platforms) that will permanently host 1.1.1.6 version of the game. It will receive no updates and no other version of the game will ever be preserved in this way in the future (don't worry, no further major mechanical changes are planned anyway). If you do hop between the version be advised that, as always, saves of a higher version are not compatible with older version of the game. So if you intend to keep playing on this version (either temporarily or permanently), you can switch now.</p><p>I hope that this compromise will be agreeable to most of you.</p><p>Cheers.</p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Mon, 31 Aug 2020 21:25:38 +0000</pubDate>
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			<title>Version 1.1.2.0 is out</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=184:version-1120-is-out&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=184:version-1120-is-out&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p><a href="https://www.underrail.com/images/DevLog/Waterways_Header.png" mce_href="https://www.underrail.com/images/DevLog/Waterways_Header.png" mce_style="line-height: 1.3em;" style="font-size: 12.1599998474121px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/Waterways_Header.png" mce_src="https://www.underrail.com/images/DevLog/Waterways_Header.png" alt="Underrail - Waterways and Psi Update - 1.1.2.0" title="Underrail - Waterways and Psi Update - 1.1.2.0" width="800" border="0"></a></p>
<p>Hi guys,</p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">We're rolling out a new content update. It's going to land on experimental branch first in order to thoroughly test it out.&nbsp;</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">To play <b>experimental branch</b> on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG Galaxy, you go to Manage Installation -&gt; Configure. Make sure you don't override all your live version saves just in case something goes horribly wrong.</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">The first major theme of this update is the change to psi mechanics. The full changes are listed below. They are not primarily meant to kick the full psi builds down a notch (though they will do that), but to address the following issues with psi that I find the most problematic and detrimental to the game as a whole, not just in terms of difficulty:</span></p><ol><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Psi gives you too many utilities. Due to how the psi functions now (prior to this update) it's almost impossible to add new stuff to psi without extending the already bloated spectrum of combat utilities of any given psi generalist (which most psi builds are) even further, since, unlike with combat utilities, there are no limits to what a psi invoker can access during combat.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Psi is cheap to spec into. Even though every psi school is a separate skill, they are all based on a single base ability, which is the only one required to be maxed out in order for your character to be powerful. If you invest heavily enough into it, the psi abilities themselves will make up for many deficiencies in other areas. No other robust build works like this, they usually require at least moderately strong investment into a secondary base ability.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Psi does not require any expendable resource. Pretty much every other build does so I introduced a resource for psi as well. Now it has a dual (or hybrid if you will) resource management aspect. Also I used this opportunity to put a sort of a limit to how much psionic output you can dish out in a single fight, so we'll see how this works out.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">This is the least important point, but it's still worth addressing. Some abilities are a bit too cheesey and easy to exploit so I changed them up a bit. This does not make them perfectly balanced or un-cheeseable and I know there is other stuff out there that's cheese as well. These are just the ones that bothered me the most and were long overdue to change.</span></li></ol><p>Anyway, the detailed changes are in the list below. What I hope to do in the future with psi now that I've dealt with psi generalist question is to facilitate more hybrid builds, which I think the new system will support well.</p><div>* * * * *</div><div><br /></div><div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">The other major theme of the update is a lot of new content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff. I'll leave it to you guys to find out for yourselves.</span></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><br /></span></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">On a related note I halved the price of all the fancy jet skis and all the parts, so they will be easier to acquire now. We do not need such ridiculous prices anymore since we added the economic component to the difficulty settings.</span></div></div><div><br /></div><div>* * * * *</div><div><br /></div><div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Here's the full change log:</span></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><br /></span></div><div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>General</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Improved the start up time for the game</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Initimidation now scales off either Strength or Will (whichever is higher)</span></li><li type="disc"><span mce_style="color: #008080; font-size: 12.16px;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Halved the cost of most jet ski frames, engines, batteries and suspensions</li><li><span mce_style="color: #008080; font-size: 12.16px;" style="color: rgb(0, 128, 128);">[Expedition]&nbsp;</span>Increased the damage of all jet ski weapon attacks</li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Psi</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Innervating psi abilities from multiple psi schools will now incur global 15% psi cost penalty per additional school</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Psi inhalant is craftable with some skill in biology and chemistry.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">All existing player characters will get generous amount of psi inhalants first time you load the game in new version</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Upon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.</span></li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Psi Abilities</b></span></div><div style=""><ul><li>Force Field psi cost changed to 40 (up from 25)</li><li>Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.</li><li>Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.</li><li>Thermodynamic Destabilization action point cost changed to 10 (down from 20)</li><li>Enrage maximum duration changed to 2 (down from 4)</li><li>Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolve</li><li>Added psi mentors for all psionic abilities in the game (except one) to the random loot table</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]&nbsp;</span>Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires</li></ul></div><div style=""><b>Items</b></div><div style=""><ul><li></li><li>Biohazard suit now provides full protection from a certain very, very bad gas</li><li>Spearhead sniper rifles will now have base action points of 32 (up from 30)</li><li>Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turn</li><li>Dragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damage</li><li>Added shiv blueprint</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Psionic Accelerator now increases psi regeneration by 50% (up from 20%)</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Added Kzozel Yantar, a stronger version of Kzozel</li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Creatures</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Reduced the throwing precision of hunchback mutants</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Mutant dog's acid blob attack will now deal some of its damage directly</span></li></ul><div><b>Quests / Areas</b></div><div><div><br /></div><div><ul><li>Added a mercantile check when paying to use the Wormhole</li><li>Silas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward instead</li><li>Added shiv components to certain encounters in which the player loses his inventory</li><li>Added new graphics for a few secret cave doors</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Added some new ways to escape from a jail guarded by a hefty knife thrower</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Added a vending machine to the Gray Army base; it accepts zlatortiyas only</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea</li></ul></div></div></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Visual</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options first</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">High explosive and frag greandes and mines now have new visual effects</span></li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>UI</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combat</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the scroll bars so they can be mouse scrolled when moused over</span></li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Feats</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Locus Of Control - Change AoE radius to 2 (down from 3)</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure</span></li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Tweaks</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or not</span></li><li>Certain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)</li><li style="">Balor now has Sprint, and gets an adrenaline shot on higher difficulties</li><li style="">Cliff can now be given a coagulation shot to stop him from bleeding to death</li><li style="">Kareem now needs his "memory refreshed" when asked about certain things</li><li style="">The Black Eels questline can now be started after you've found the drill rotor circuit board</li><li style="">Halved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charons</li><li style="">Some dialogs tweaked to reflect the new psi changes</li></ul></div><div style=""><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><b>Bugs</b></span></div><div style=""><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Explosive barrels and various misc. explosions should now properly trigger volatile entities such as mines</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Throwable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if this causes any anomalous behavior.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Sledgehammer and machete handle now also count as metal components like knife one</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the bug that would cause the caster tentacles to crash the game after the player dies or disengages</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Ranged weapon innate precision modifier will now always be applied if it's negative</span></li><li>Fixed Gorsky's base not being renovated on easy difficulty</li><li style="">Fixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his quest</li><li style="">Fixed traps not despawning after Foundry mines have been cleared, which resulted in hostile miners</li><li style="">Fixed spears and nets not appearing in the loot locker in the Arena</li><li style="">Fixed Saban not properly receiving his spare W2C ammo</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed JSHQ bioscan not detecting mutagens</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed an entrance to a cave near a certain homestead being impassable, even if discovered</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]&nbsp;</span>Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed the final quest note prematurely being marked as completed</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed a crash that may occur if the player obtains some floaty things for the camp too early</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;Fixed certain native weapons being non-equippable</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]&nbsp;</span>Fixed Captain Grim sometimes ending dialog when telling him about some facilities</li><li><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]<span style="color: rgb(51, 51, 51);" mce_style="color: #333333;">&nbsp;</span></span>Fixed being able to sleep in the camp even after you got fired</li><li><span mce_style="font-size: 12.16px;"><span mce_style="color: #008080;" style="color: rgb(0, 128, 128);">[Expedition]</span>&nbsp;</span>Fixed the bug that caused players to get stuck on some hives after destroying them.</li><li>Minor dialog/map/scripting tweaks</li></ul></div></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><br /></span></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">That's it for now guys. Let us know how you like the changes.</span></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;"><br /></span></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Cheers.</span></div></div>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Mon, 20 Jul 2020 13:52:56 +0000</pubDate>
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			<title>Shiny Particles</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=183:shiny-particles&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=183:shiny-particles&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p>Hi guys,</p><p>We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soon<sup>tm</sup>&nbsp;and I don't really have anything more to say about it until it arrives, so instead I'll show you something cool that we've made for Infusion.</p><p>

<a href="https://www.underrail.com/images/Infusion/Particles/cut.gif" mce_href="https://www.underrail.com/images/Infusion/Particles/cut.gif" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Particles/cut.gif" mce_src="https://www.underrail.com/images/Infusion/Particles/cut.gif" alt="Underrail: Infusion - Blood Splatter" title="Underrail: Infusion - Bloody Cut" height="128" border="0"></a>

<a href="https://www.underrail.com/images/Infusion/Particles/bloodSplatter.gif" mce_href="https://www.underrail.com/images/Infusion/Particles/bloodSplatter.gif" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Particles/bloodSplatter.gif" mce_src="https://www.underrail.com/images/Infusion/Particles/bloodSplatter.gif" alt="Underrail: Infusion - Blood Splatter" title="Underrail: Infusion - Blood Splatter" height="128" border="0"></a>

<a href="https://www.underrail.com/images/Infusion/Particles/explosion.gif" mce_href="https://www.underrail.com/images/Infusion/Particles/explosion.gif" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Particles/explosion.gif" mce_src="https://www.underrail.com/images/Infusion/Particles/explosion.gif" alt="Underrail: Infusion - Explosion" title="Underrail: Infusion - Explosion" height="128" border="0"></a>

<a href="https://www.underrail.com/images/Infusion/Particles/rain.gif" mce_href="https://www.underrail.com/images/Infusion/Particles/rain.gif" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Particles/rain.gif" mce_src="https://www.underrail.com/images/Infusion/Particles/rain.gif" alt="Underrail: Infusion - Underrain" title="Underrail: Infusion - Underrain" height="128" border="0"></a>

<a href="https://www.underrail.com/images/Infusion/Particles/spark.gif" mce_href="https://www.underrail.com/images/Infusion/Particles/spark.gif" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Particles/spark.gif" mce_src="https://www.underrail.com/images/Infusion/Particles/spark.gif" alt="Underrail: Infusion - Spark" title="Underrail: Infusion - Spark" height="128" border="0"></a>

<a href="https://www.underrail.com/images/Infusion/Particles/dust.gif" mce_href="https://www.underrail.com/images/Infusion/Particles/dust.gif" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Particles/dust.gif" mce_src="https://www.underrail.com/images/Infusion/Particles/dust.gif" alt="Underrail: Infusion - Dust" title="Underrail: Infusion - Dust" height="128" border="0"></a>


</p><p>We're developing a particle system for the updated engine that will allow us to quickly make nice looking and varied effects. Besides being an upgrade to the previous system visually, the more important aspect of it is that it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process. Also, the level designers will be able to use the new system to further customize the areas and really bring the environment to life.</p><p>Speaking of which, we now have an additional team member working full time on level and quest design, as well as writing, so we're going to be able to produce more content faster in the future. We're planning on at least one more major content update after this one, but, of course, at some point we're going to have to focus more on Infusion.</p><p>Let us know how you like new visuals.</p><p>Cheers.</p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Fri, 15 May 2020 22:16:19 +0000</pubDate>
		</item>
		<item>
			<title>Codename Infusion</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=182:codename-infusion&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=182:codename-infusion&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p>Hi guys,</p><p>Back in October I mentioned that we started working on a new standalone Underrail campaign. This is still true, but we've also decided that we're going to give the engine a major upgrade which will help us create a much better game, both visually and mechanically. The thing is - there are certain design and technical decisions that were made early during the development of Underrail that are very limiting to us now, but are not easy to change just due to the amount of content that would have to be redone. So instead of taking a hammer to our beloved game, we're going to improve upon all these things (that we yearned to do for years) in a fresh stand-alone game that will still be based on the same engine core and gameplay mechanics. We call this game Underrail: Infusion.</p><p>I'm not going to list all the things that we intend to change/improve upon in Infusion, but I will say that they include both the visuals, as well as mechanics and world design. I'm going to try to post more frequent dev logs, as I did back in Underrail's alpha days, as to keep you guys in the loop. All that you see in these early days you should consider to be work-in-progress. I don't expect we're going to enter full production any time soon - not this year, for sure, as for now we're just focusing on improving the engine, the toolset and optimizing the content pipelines.</p><p>First thing I want to show you are the new environment graphics. Keep in mind that Infusion will be taking place in a completely different part of Underrail, so this is not a rework of any existing tile set, but a new one.</p><p><a href="https://www.underrail.com/images/Infusion/Environment1.png" mce_href="https://www.underrail.com/images/Infusion/Environment1.png" mce_style="line-height: 1.3em;" style="line-height: 1.3em;"><img src="https://www.underrail.com/images/Infusion/Environment1.png" mce_src="https://www.underrail.com/images/Infusion/Environment1.png" alt="Underrail: Infusion - Environment" title="Underrail: Infusion - Environment" width="750" border="0"></a></p><p>I've done a lot of work on the rendering engine and the way the assets are organized and rendered which allows Mac to more easily produce and organize a bunch of different variations of the same object, and also to easily animate them or give them other visual properties and behaviors without having to go into the gameplay code. Inversely, gameplay stuff can now be easily implemented before the assets themselves are made as they are only loosely coupled. This is going to greatly improve our efficiency when churning out new content. Technically, we're sticking with the same tile size (96x48) but we're going to make the tile relatively smaller in regards to objects, that is, everything is going to get bigger, which will increase the graphical fidelity. This is going to affect various combat mechanics as well, but we're discuss this at a later date.</p><p>That's it for now. We have more exciting stuff that we've been working on in the meantime as well, but it's not quite ready to be shown still. Let us know how you guys like the new visuals.</p><p>Also, in a few months you can expect the new content update for Underrail. This one is probably going to be released on experimental branch first and will stay there for a while, just due to the nature of the gameplay changes I've made. I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.</p><p>Cheers.</p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Wed, 11 Mar 2020 17:24:13 +0000</pubDate>
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		<item>
			<title>Version 1.1.1.0 is out</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=181:version-1110-is-out&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=181:version-1110-is-out&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p><a href="https://www.underrail.com/images/DevLog/UpdateHeader-1.1.1.0.png" mce_href="https://www.underrail.com/images/DevLog/UpdateHeader-1.1.1.0.png" mce_style="line-height: 1.3em;" style="font-size: 12.1599998474121px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/UpdateHeader-1.1.1.0.png" mce_src="https://www.underrail.com/images/DevLog/UpdateHeader-1.1.1.0.png" alt="Underrail - Core City Factions Update - 1.1.1.0" title="Underrail - Core City Factions Update - 1.1.1.0" width="800" border="0"></a></p>
<p>Hi guys,</p><p>We're rolling out the first content update after the Expedition release and we're doing it directly on the main branch so good luck everyone! But first, a few words regarding our current state and our future plans.</p><p>Despite having hardly any mainstream press coverage upon release, Expedition sold decently well in the initial wave and then kept doing well in the following weeks. This is very encouraging because this tells me that during the years we did manage to establish a big and dedicated enough of a fanbase, that is keeping an eye on the game and spreading the word about it, that we are no longer at the mercy of whims of individual mainstream journos of dubious gaming pedigree. Speaking of individual whims, we did in the end get a huge visibility boost (that translated into a financial one) from our friendly Ugandan YouTuber in the form of <a href="https://www.youtube.com/watch?v=SgAn68Uy2jQ" mce_href="https://www.youtube.com/watch?v=SgAn68Uy2jQ">this video</a>. Much love to Sseth.</p><p>Our plans for the future are two-fold. First, we intend to release at least a couple more content updates. These updates will vary in size, but you can probably expect something comparable to this one. They will feature mostly minor quest changes, new items, couple new areas and possibly some moderate mechanical changes. I don't know how frequent these will be, but we'll do our best not to keep you waiting for too long.</p><p>Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game. We decided to do it this way for two reasons: first, because the base game is big enough as it is and we don't want to add more of the big content chunks either horizontally or through further character scaling (we will be adding some smaller stuff through the content updates, though); and secondly, we want to be able to revisit certain base mechanics and design patterns we used in the base game and improve upon them without either making the game inconsistent or having to redesign major parts of the base game. We'll talk more about what these things are and how we're improving upon them in the future.</p><p>That's it regarding our plans. We'll try to keep you guys posted on the development.</p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">* * * * *</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Anyway, here's the patch notes for the update (the list includes the changes from 1.1.0.13 and .14 that were not present on the main branch until now):</span></p><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Tweaks</b></p><ul><li>Cooked shot with incendiary chemical blob pistol will now apply fear effects to the fire-fearing creatures</li><li type="disc">Fence door made a bit easier to click</li><li type="disc">Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities</li><li type="disc">Kareem and Freddy now also sell fish</li><li type="disc"><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Sapke now uses W2C bullets</span></li><li type="disc">Loot from Arena matches will now be stored in the loot locker behind Lanista</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]</span>&nbsp;Locusts will now spawn out of the hive every second turn instead of every turn</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]</span>&nbsp;The sounds of crabs poping out of the ground will no longer stack in order to burst your eardrums</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Creatures</b></p><ul><li>Added Mole Cricket - a puny early game insect</li><li>Added Young Psi Beetle - a weaker version on regular psi beetle to be used in the early game on lower difficulties</li><li>Added Small Sentry Bot - a weaker version of the regular sentry bot to be used in the early game on lower difficulties</li><li>A certain evil robot assistant has been upgraded</li><li>Balor and Cornell now have unique models</li><li>Core City faction members now have distinctive looks</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Crafting</b></p><ul><li>Added a throwing net blueprint. One net requires 50 fabric scraps.</li><li>Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).</li><li>Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.</li><li>Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stack</li><li>When recycling an item, the total weight of the scraps will always be less than the weight of the original item</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Items</b></p><ul><li>Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]</li><li>TNT Charge value changed to 800 (up from 350)</li><li>Added digital timer and cardboard container as a static merchandise to several traders</li><li>Huxkey can now be sold as electronic device</li><li>Improved Jawbone crossbow</li><li>Added a new unique crossbow somewhere out there</li><li>Changed the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)</li><li type="disc">Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.</li><li type="disc">Fishing rod made a bit easier to click</li><li type="disc">Fishing rod's range has also been increased, making it possible to fish from some elevated platforms</li><li type="disc">Dismantling the fishing rod will now be done by right clicking and choosing that option</li><li>Added graphite as static merchandise to couple of stores</li><li><span style="color: teal;" mce_style="color: teal;">[Expedition]</span> By popular demand the certain fancy armor will now sport the hood and mask on the player character also</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]</span>&nbsp;Added bison milk consumable</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]</span>&nbsp;Sormirbaren Spirit Staff no longer reduces psi costs</li></ul><p><b>Quests/Areas</b></p><ul><li>Added a couple of mini-dungeons that may randomly appear in the early game</li><li>The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest</li><li>Fixed a gate leading to Depot A not being lockpickable</li><li type="disc">Added an agility check for climbing over the fence near the Protectorate embassy in Junkyard</li><li><span mce_style="color: #008080; font-size: 12.16px;" style="font-size: 12.16px; color: rgb(0, 128, 128);">[Expedition]</span><span mce_style="font-size: 12.16px;" style="font-size: 12.16px;">&nbsp;</span>Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60</li><li><span mce_style="color: #008080; font-size: 12.16px;" style="color: rgb(0, 128, 128); font-size: 12.16px;">[Expedition]&nbsp;</span>Added an agility check for climbing over a wall in JSHQ's barracks</li><li><span mce_style="color: #008080; font-size: 12.16px;" style="color: rgb(0, 128, 128); font-size: 12.16px;">[Expedition]&nbsp;</span>Tweaked the way camp loses supplies over time (slowed down and made a bit more consistent and dependent on more factors)</li></ul><p><b mce_style="font-size: 12.16px;" style="font-size: 12.16px;">Feats</b></p><ul><li>Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">UI</b></p><ul><li>You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.</li><li>Fixed the small offset of different chemical ammo icons that are show above the XP bar</li><li>The log will now write "is destroyed" for non-living targets</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed the vehicle weight display bug</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Bugs</b></p><ul><li type="disc">You will no longer be able to export your character while riding a vehicle</li><li type="disc">When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker</li><li type="disc">Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC</li><li type="disc">Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it</li><li type="disc">Fixed transition problems with the rocks gap on the Forsaken Island</li><li type="disc"><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tiles</span></li><li type="disc">Hyperallergenic will now also trigger when consuming psi boosters</li><li type="disc">Fixed the bug that caused a certain popular NPC to kill you in the end for no reason</li><li type="disc">Industrial bots are now immune to immobilization</li><li type="disc">Fixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak</li><li>Fixed the bug that caused chemical destabilization to expire before the damage over time effects (such as acidic entanglement) are applied for that turn; from now on, when resolving a turn, all damage over time effects will be applied before affecting the expiration of any status effect</li><li>Fixed the bug that caused the cameras to sometimes not detect your various thieving shenanigans (such as the case sometimes was in Ray's shop).</li><li>You can no longer decapitate the last boss</li><li>Fixed the bug that caused the keybindings to stop working when the map window is closed (by dialog or opening a container, for example) while you're entering a custom note</li><li>Fixed the bug that would cause the crawlers and deathstalkers to subtley hint at their future hiding location when escaping by using the ceiling</li><li type="disc">Fixed hostilities with Gorksy in CC propagating to SGS even when they shouldn't</li><li type="disc">Fixed a bug in Foundry prison where erasing security footage didn't prevent hostilities with the rest of the settlement in certain cases</li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that caused Razor to become invisible when using the shotgun<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;The expedition will now leave the items from the player's locker behind upon undeployment<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed some minor ending slides issues<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed an instance in which a certain kidnapping event can occur even when it shouldn't</li><li type="disc"><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map</li><li type="disc"><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed being able to get a new mission even after being fired from the expedition</li><li type="disc"><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't</li><li type="disc"><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent</li><li type="disc"><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea</li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)</li><li type="disc"><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]&nbsp;</span>Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc.</li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Increased the range of Sweep attack to at least match the range of regular spear attacks<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Plasma mines will now have the proper explosion radius of 2, instead of 3<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats&nbsp;&nbsp;&nbsp;<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Shotgun will no longer trigger Ambush since it's not a single target weapon&nbsp;&nbsp;&nbsp;<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Opportunist will no longer trigger on sea snakes<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;You can no longer mount jet skis while immobilized<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental<br /></li><li type="disc"><span class="bbc_color" style="color: teal;" mce_style="color: teal;">[Expedition]</span>&nbsp;Fixed a certain captain's visitor coexisting in two places at once</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]</span>&nbsp;Fixed the certain infinite trading profit bug that was available to the master merchants</li><li><span style="color: rgb(0, 128, 128); font-size: 12.16px;" mce_style="color: #008080; font-size: 12.16px;">[Expedition]</span>&nbsp;Psycho-temporal Contraction will no longer be affected by armor penalty on following turns</li><li>Various minor dialog and map fixes</li></ul><div>Let us know how you like the changes and additions. Cheers!</div><div><br /></div><p><br /></p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Thu, 31 Oct 2019 00:00:00 +0000</pubDate>
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		<item>
			<title>Expedition DLC is Released!</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=180:expedition-dlc-is-released&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=180:expedition-dlc-is-released&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p><img src="https://www.underrail.com/images/underrail_expedition_banner.png" mce_src="https://www.underrail.com/images/underrail_expedition_banner.png" alt="Underrail - Expedition" title="Underrail - Expedition"></p><p>After more than three years of development, it is finally complete.&nbsp;</p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Whereas the base game began as a one man undertaking and slowly grew from there as people joined the team and steadily settled into their multidisciplinary positions to form the current core team of four, which gives it a recognizable progress of content quality and design; the Expedition is, from start to finish, the work of this, now more experience and skilled team, laid upon a more solid design foundations.</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">For those who haven't been following the development: Expedition DLC features a huge underground lake on which a secondary campaign takes place. This campaign becomes accessible during the normal course of the play sometime during the mid-game. Here is a more detailed <b>list of features</b>:</span></p><ul><li>Around 250 new areas</li><li>Leveling character past level 25, up to level 30</li><li>Ability to ride and upgrade many different jet skis that vary by speed, defense, firepower and utility</li><li>Three new weapon classes - spears, swords, and shotguns; all of these can be crafted and there are also special unique ones</li><li>New psi school: Temporal Manipulation</li><li>Just under 80 new feats, some of which are special new veteran feats that get unlocked beginning with level 26</li><li>Specializations - a new way to improve your character; starting with level 16, a character will gain one specialization point that they can use to improve their feats along one or multiple dimensions</li><li>New consumables, tools, blueprints, and more</li></ul><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">We all put a lot of effort into this huge expansion, and each member of the team really poured his heart out into it, in his own way – through visual, narrative or mechanical aspects, to make sure it's not only big, but also a recognizable labor of love. And because it's often the case that people think that Underrail is till a one man operation, I'll use this opportunity to familiarize you with the </span><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Stygian Software core team</b><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">:</span></p><ul><li>Dejan "Styg" Radišić (myself) - lead developer, programming, overral lore and themes, some writing, a bit of everything</li><li>Stefan "Phrygian Dominant" Čupović - level and quest design, writing</li><li>Mario "Mac" Tovirac - 2d &amp; 3d art, various design work</li><li>Nikola "Johnny" Petrović - 3d art, mostly character and creature models</li></ul><p>I also want to thank our dedicated fans that helped us thoroughly test the game for bugs and imbalances, as well as build up and maintain useful player resources (wiki, character build tool). Though you come at a price of occasionally having to read through your uncalled for suggestions and complaints, I must admit that all this would be much more difficulty without you.</p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Once the dust settles, I might do a more detailed piece about my thoughts on the Expedition development – what we did wrong and what we did right. I'll also talk more about our future plans then.</span></p><p>In the meantime, if you enjoyed the base game, please head over to your platform of choice and purchase the Expedition DLC.</p><p style="text-align: center;" mce_style="text-align: center;"><a href="https://store.steampowered.com/app/694330/Underrail_Expedition/" mce_href="https://store.steampowered.com/app/694330/Underrail_Expedition/"><img src="https://www.underrail.com/images/underrail_buy_button_steam_alpha.png" mce_src="https://www.underrail.com/images/underrail_buy_button_steam_alpha.png" alt="Underrail - Expedition - Buy on Steam" title="Underrail - Expedition - Buy on Steam"></a> 
<a href="https://www.gog.com/game/underrail_expedition" mce_href="https://www.gog.com/game/underrail_expedition"><img src="https://www.underrail.com/images/underrail_buy_button_gog_alpha.png" mce_src="https://www.underrail.com/images/underrail_buy_button_gog_alpha.png" alt="Underrail - Expedition - Buy on GOG" title="Underrail - Expedition - Buy on GOG"></a><br mce_bogus="1"></p><p>If you are new to the game, you might be interested in the bundle option that allow you to acquire the base game and the expansion together at a small discount (on <a href="https://store.steampowered.com/bundle/10645/Underrail__Expedition/" mce_href="https://store.steampowered.com/bundle/10645/Underrail__Expedition/" target="_self">Steam</a>; on GOG go the the <a href="https://www.gog.com/game/underrail" mce_href="https://www.gog.com/game/underrail" target="_self">Underrail store</a> page and scroll down untill you find "Buy all series" option).</p><p>Also, the release will be pushing the new version of the base game (1.1.0.9) to the live branch as well. For the full list of changes see the previous dev log and add the items below to it:</p><p><b>Mechanics</b></p><ul><li>When returning to an area after fleeing it during combat, your initiative penalty will be -1000 (up (or down?) from -10)</li><li>Cryokentic Orb can now counts towards fulfilling Hypothermia's psi ability requirement</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Items</b></p><ul><li>Lifting belt now increases carry capacity by 30, but the mechanical damage reduction is changed to 5% (down from 10%)</li><li>Changed the riot gear mechanical damage resistance and threshold bonuses against melee attacks to 100% (up from 75%). Will be applied retroactively.</li><li>Riot gear will now receive flat mechanical damage threshold of 2. Will be applied retroactively.</li><li>Tweaked the description of ballistic panels to better fit their use in different armors (will not be retroactively applied to already crafted items)</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">UI<span style="white-space:pre" mce_style="white-space:pre">	</span></b></p><ul><li>Listed starting action and movement points in the combat stats window</li></ul><p><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Bugs</b></p><ul><li>Fixed the bug that sometimes caused player to receive fear status effect (though it doesn't affect player in any way)</li><li>Fixed the bug that caused the item immunity effects to appear as though they are not being applied in the tooltip (darkened label) even if they were</li><li>Thermodynamic Destabilization no longer ignites targets on explosion when invoker doesn't have the Pyromaniac feat</li><li>Chill and freeze status effects will now always properly remove burning effects</li><li>Cryogas will no longer affect characters that are immune to chilling</li></ul><p><br /></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">That's all for now, guys. Cheers.</span></p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Fri, 19 Jul 2019 23:06:59 +0000</pubDate>
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			<title>Experimental Branch with Version 1.1.0.5</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=178:experimental-branch-with-version-1105&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=178:experimental-branch-with-version-1105&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<div>Hi guys,</div><div><br /></div><div>In preparation of the expansion release, we're releasing a new version of the base game (on which the current testing version is running on) to make sure that no major breaking bugs have been introduced.</div><div><br /></div><div>

<a href="https://www.underrail.com/images/DevLog/exp1105.png" mce_href="https://www.underrail.com/images/DevLog/exp1105.png" mce_style="line-height: 1.3em;" style="font-size: 12.1599998474121px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/exp1105.png" mce_src="https://www.underrail.com/images/DevLog/exp1105.png" alt="Underrail - Experimental Branch" title="Underrail - Experimental Branch" height="300" border="0"></a></div><div><br /></div><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More-&gt;Settings.&nbsp;</span><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Make sure you don't override all your live version saves just in case something goes horribly wrong.</b></p><div><br /></div><div><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Here are the patch notes:</span></div><div><br /></div><div><b>General</b></div><div><ul><li>Added the ability to speed up the game while out of combat</li><li>Added achievements to the GOG Galaxy version</li></ul></div><div><b>Feats</b></div><div><ul><li>Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)</li></ul></div><div><b>Mechanics</b></div><div><ul><li>Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)</li><li>Increased the damage reduction factor of resolve against neural overload</li><li>Resolve will now reduce the damage received from doppelgangers</li><li>Changed the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timer</li><li>Separated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed</li></ul></div><div><b>Items</b></div><div><ul><li>Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)</li><li>Bullets have new icons</li><li>Increased the chance to entangle enemies when firing acid blob pistol</li><li>Increased the chance to freeze enemies when firing cryo blob pistols</li><li>Reduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per&nbsp; each 80% of the original damage repeated)</li><li>Reduced the weight of chemical ammo</li></ul></div><div><b>Nice Things</b></div><div><ul><li>Containers that you opened once will now have darker labels</li><li>Organic enemies that die while burning will now be smoking and appear charred</li><li>HE grenades and some other explosions will leave temporary marks on the ground</li><li>Gas clouds will now fade in/out</li><li>New barrels</li></ul></div><div><b>Bugs</b></div><div><ul><li>Fixed the bug that would allow player to cancel leveling up without being able to reattempt it</li><li>Fixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manually</li><li>Cut Throat no longer bypasses stun immunities</li><li>Corporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)</li><li>Throwing knife will now again properly play impact sounds and effects</li><li>Fixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)</li><li>Fixed the hole jump crash in Institute</li><li>Heavyweight will now always apply before Critical Power</li><li>Certain giant appendages can now be hit by cryokinetic orb</li><li>Changed the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of them</li><li>Punching bags will no longer bleed when you punch them</li><li>Global entities (those that can travel between maps) will now also have their suspicion meter drain with time</li><li>Incendiary chemical pistol burning effect will now stack damage with existing burning effect</li><li>Fixed the Nimble bug that would in certain situation give bonus movement points</li><li>Various minor map and dialog bugs</li></ul><div>That's it. Let us know how you like the changes.</div></div>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Tue, 09 Jul 2019 14:52:15 +0000</pubDate>
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			<title>Expedition Release Date</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=177:expedition-release-date&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=177:expedition-release-date&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p>Hi guys,</p><p>We've been wrapping the DLC up and the development is finished now. We're moving into the final stages of testing. First we'll do some internal testing on the new version before releasing it to our testers (we're accepting additional testers now, so if you're interested apply <a href="https://www.underrail.com/forums/index.php?topic=3526.0" mce_href="https://www.underrail.com/forums/index.php?topic=3526.0">here</a>) and then finally releasing it for everybody on <b>July 22<sup>nd</sup> 2019</b>.</p><p>

<a href="https://www.underrail.com/images/DevLog/Expedition/Release.gif" mce_href="https://www.underrail.com/images/DevLog/Expedition/Release.gif" mce_style="line-height: 1.3em;" style="font-size: 12.16px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/Expedition/Release.gif" mce_src="https://www.underrail.com/images/DevLog/Expedition/Release.gif" alt="Underrail - Expedition Release Date" title="Underrail - Expedition Release Date" width="500" border="0"></a>

</p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Sometime between now and the release, there will also be a new experimental version of the game (that will be pushed to the main branch before release).</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Thank you all very much for being patient with us and I hope you'll find it worth the wait.</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Cheers.</span></p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Tue, 11 Jun 2019 11:14:43 +0000</pubDate>
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			<title>New Experimental Version (1.0.4.15) and Trailer Video</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=175:new-experimental-version-10414-and-trailer-video&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=175:new-experimental-version-10414-and-trailer-video&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p>Hi guys,</p><p>As a lot of you know, the expansion has been in closed alpha for a while now. This helped us weed out a lot of bugs from the available content (which doesn't include the last dungeon) and we would like to thank our dedicated alpha testers for their time. Without them it would take much much longer to get the DLC to run properly and smoothly and we surely would not have found as many bugs. This is not the end of alpha, though, as it will remain in place (likely) to the very release.</p><p>Speaking of release, we have the store pages up now (<a href="https://store.steampowered.com/app/694330/Underrail_Expedition" mce_href="https://store.steampowered.com/app/694330/Underrail_Expedition">Steam</a>; GOG - coming soon) with a brand new trailer, so check it out. You can't pre-purchase it, but you can wishlist it.</p>

<p>
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<p>In preparation for the eventual release (it will happen) I'm pushing the version on the experimental branch. In regards to the original game, this update has a bit of everything, including fixes for some old persistent bugs, but also this is the code that runs the current build of Expedition and I want to make sure it doesn't break anything in the base game before we finally release the DLC. Here is the list of changes:</p><ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Engine</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Replaced the black window with a cosmetic loading bar when loading up the game</span></li></ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Items</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">CAU armor will now also increase the damage of Cooked Shot by 20%</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Added brown worker suit as an armor item</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Added the previously default model's shirt and pants as an armor item</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Cost of food increase by an order of magnitude</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Doctor's Coat and Biotechnician Suit can now degrade, be repaired and recycled</span></li><li><span style="" mce_style="font-size: 12.16px;">AKX is now indestructible (it won't take damage from use) and has been moved from the train hijacker to Kokoschka</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Added new foods</span></li></ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Mechanics</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Immobilizing status effects will now also set your effective dodge stat to 0 (just like evasion)</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Damage from standing in fire will now remove incapacitation and also remove "chilled", "frozen" and other cold based status effects</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Cameras will now report on you when you steal stuff</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Ground fire percentual burning damage capped to 16-40 (based on fire level).</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Net throw will now displace success chance during targeting</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Burning and exothermic aura status effects, as well as some other direct fire exposures, will now also remove webbed status effect</span></li></ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Feats</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Added Versatility: Your effective Guns, Crossbows and Melee skill value is brought up to 60% of the effective value of the highest of those skills.</span></li></ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Tweaks</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Players wearing no armor will appear in their underwear instead in the default outfit</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Explosive barrels will now ignore 40% of target's resistance and threshold (same as HE grenades)</span></li><li><span style="" mce_style="font-size: 12.16px;">New models and portraits for Kokoschka and Dude</span></li></ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">UI</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">You can now copy current dialog text to clipboard by pressing Ctrl+C.</span></li></ul><li><b style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Bugs</b></li><ul><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the keybinding for the global map</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the bug that caused patrol waypoint delay to end on save/load</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Hopefully fixed the bug that caused the window to lose focus when starting the game in full screen mode on some computers</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed (or at least) improved the mechanics concerning turn-based combat and area (blue) transitions. Player will now retain his combat turn while transitioning to a different area (section) within the same zone and NPCs will not bug out as much when attempting to follow him</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the bug that caused the crafting UI to swallow up items in some rare instances</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Activating exothermic aura will now also remove any burning effects the invoker has</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the weird weapon rules in Fort Apogee Consulate</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the bug that caused certain NPCs to respond to noise in turn-based mode, but not in real-time mode; there might be more instances of this</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Commando feat will now properly trigger from kills caused by on-hit damage from special ammo</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Using special attacks in real-time mode will no longer automatically be followed by a single regular attack</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Hunchback mutants will now use proper yell sound</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Bear traps, cryoliquid blob traps and throwing knives will no longer ignore immunity to critical hits</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">You can no longer add a silencer to a weapon alongside another muzzle device</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the bug that caused the player to receive the strange feeling debuff after saving the game and staying still even though he should be safe from it</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Shoot Dreadnought rocket ability now has actual tooltip text</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Pseudo-spatial Projection will now work against throwing knives; also throwing knives will report misses in combat log now</span></li><li><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the minor bugs with word emphasis in dialogs through bolding.</span></li><li>Fixed some issues with Grover's quest not being set to completed in the quest notes</li><li>Fixed an issue with a trapdoor in a certain bunker in Foundry not being properly unlocked in some instances</li><li>Fixed an issue with Azif sometimes not wanting to leave his starting zone</li><li style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the Zone Rats not being hostile to mutants</li><li style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Fixed the wounded man from a certain random event dying even if the player has healed him.</li><li style="">Fixed not being able to finish Gorsky's final mission in certain instances</li><li style="">Fixed an unclickable item in the abandoned sofa random encounter</li><li style="">Fixed invisible attackers during the Core City warehouse invasion</li><li style="">Fixed being able to talk to Daniel Arda in a situation where that shouldn't be possible</li><li style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Minor dialog/map and scripting fixes</li></ul></ul><p>To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More-&gt;Settings. <b>Make sure you don't override all your live version saves just in case something goes horribly wrong.</b></p><p>And finally, in regards to DLC development, the final dungeon is just about done. Though the dungeon is very small, we developed a lot of custom content for it specifically, so it took longer than expected (per usual). After we're done with the final dungeon we'll need some time to wrap things up and do some final testing and then the game is good to go.</p><p>That's it for now. Let us know what you thought of the trailer and the new experimental version. Enjoy the holidays and hopefully take some break from work like we will.</p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Merry Christmas! Christ is born!</span></p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Mon, 17 Dec 2018 10:09:03 +0000</pubDate>
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			<title>In the Halls of the Savage King</title>
			<link>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=174:in-the-halls-of-the-savage-king&amp;catid=43:dev-log&amp;Itemid=61</link>
			<guid>https://www.underrail.com/index.php?option=com_content&amp;view=article&amp;id=174:in-the-halls-of-the-savage-king&amp;catid=43:dev-log&amp;Itemid=61</guid>
			<description><![CDATA[<p>Hi guys,</p><p>We're basically done with the savage natives. You won't be able to join this faction but you'll be able to explore their territory and their lore, and in any case you'll come in contact with them regularly as they are the primary danger facing the expedition.</p><p><a href="https://www.underrail.com/images/DevLog/Expedition/Savages1.jpg" mce_href="https://www.underrail.com/images/DevLog/Expedition/Savages1.jpg" mce_style="line-height: 1.3em;" style="font-size: 12.16px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/Expedition/Savages1.jpg" mce_src="https://www.underrail.com/images/DevLog/Expedition/Savages1.jpg" alt="Underrail - Savages" title="Underrail - Savages" width="320" border="0"></a><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">
 
</span><a href="https://www.underrail.com/images/DevLog/Expedition/Savages2.jpg" mce_href="https://www.underrail.com/images/DevLog/Expedition/Savages2.jpg" mce_style="line-height: 1.3em;" style="font-size: 12.16px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/Expedition/Savages2.jpg" mce_src="https://www.underrail.com/images/DevLog/Expedition/Savages2.jpg" alt="Underrail - Savages" title="Underrail - Savages" width="320" border="0"></a><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">
<br />
</span><a href="https://www.underrail.com/images/DevLog/Expedition/Savages3.jpg" mce_href="https://www.underrail.com/images/DevLog/Expedition/Savages3.jpg" mce_style="line-height: 1.3em;" style="font-size: 12.16px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/Expedition/Savages3.jpg" mce_src="https://www.underrail.com/images/DevLog/Expedition/Savages3.jpg" alt="Underrail - Savages" title="Underrail - Savages" width="320" border="0"></a><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">
 
</span><a href="https://www.underrail.com/images/DevLog/Expedition/Savages4.jpg" mce_href="https://www.underrail.com/images/DevLog/Expedition/Savages4.jpg" mce_style="line-height: 1.3em;" style="font-size: 12.16px; line-height: 1.3em;"><img src="https://www.underrail.com/images/DevLog/Expedition/Savages4.jpg" mce_src="https://www.underrail.com/images/DevLog/Expedition/Savages4.jpg" alt="Underrail - Savages" title="Underrail - Savages" width="320" border="0"></a></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Now we're taking a two week break to get some sun. After that we'll be&nbsp;</span><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">putting the final touches on the rest of the Black Sea and preparing the <b>closed alpha</b>&nbsp;that will probably be available in the second half of September. It will be invite only. We'll be turning to the veterans of our community to help us test the massive amount of content we added so far to help us weed out bugs, handle any glaring imbalances as well as provide general feedback as to how to improve the expansion (within reason).</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">As the closed alpha is taking place we'll move to the final dungeon and the main quest wrap up.</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Let us know how you like the new areas and I hope you guys are as excited for the closed alpha as we are. We really added a lot of things to the DLC over these few years, that, at times, we complete forget about them, and we're really interested to see how you guys use and abuse them to kill our precious NPCs before we nerf everything into the ground.</span></p><p><span style="font-size: 12.16px;" mce_style="font-size: 12.16px;">Cheers.</span></p>]]></description>
			<author>admin@timelapsevertigo.com (Styg)</author>
			<category>Dev Log</category>
			<pubDate>Thu, 16 Aug 2018 10:02:14 +0000</pubDate>
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