Underrail Development Log #29: Foundry

The latest Underrail development log includes a few screenshots of a “new major urban area”, and a bulletpoint list of some of the changes introduced by the upcoming alpha build of the title:

  • Tweaks
    • Reduced electronic crafting requirements for galvanic vests
    • Increased drops rates for all types of carrier vests
    • Boots now require a pair of rubber soles to craft
  • Bugs
    • Fixed the bug that caused the game to crash when attempting to set up the fishing rod on certain spots
    • TNT charges will now go off properly after loading a game in which it’s been already set
  • Feats
    • Changes
      • Changed the AP reduction of Tranquility to 5 (down from 10)
    • New
      • Vile Weaponry – Whenever you cause a bleeding wound with a cold weapon, armor enhancement or trap you also apply infected wound which increases the damage taken from all sources by 10% and reduces healing effects by 25%. Stacks 3 times.
      • Expose Weakness – You can preform a special melee attack that deals normal damage and reduces target’s mechanical resistance and threshold by 50% if it lands for 2 turns.
      • Steadfast Aim – Increases critical hit chance with a pistol by 1% for each base action point required to fire it above 10.
      • Spec Ops – Reduces action point cost modifier for burst attack from 300% to 200% when using SMGs. Also reduces cooldown of flashbangs by 1 turn.
      • Supressive Fire – Enemies caught in your burst attack cone (regardless of whether they’ve been shot) have their ranged chance to hit reduced by 10%, action points reduced by 5 and movement points reduced by 10 for 1 turn.
      • Quick Tinkering – Grants you an ability that when activated will allow you to arm your next trap instantly, even in combat in which case it will cost no action points.
      • Fancy Footwork – When you land a melee attack you gain up to 8 movement points, depending on your armor penalty. This can exceed your movement point maximum.
      • Taste for Blood – Whenever you attack a bleeding target with a melee weapon, you increase your melee damage by 5% and reduce action point cost of melee weapons by 0.2 for each bleeding wound the target has. This can stack up to 20 times. Expires after 2 turns if not refreshed.
      • Eviscerate – Grants you a special knife attack that removes all bleeding wounds from the target and deals 100% bonus damage for each bleeding wound removed.
      • Hypertoxicity – Increases damage done by poisons you apply by 100%.
      • Wrestling – When you strike a living target with fist weapon or unarmed attack you have 50% chance to reduce target’s movement points by 8, action points by 3 and chance to hit with all ranged weapons by 7%. Stacks 5 times.
      • Combo – If you land three consecutive damage dealing unarmed or fist weapon attacks against a single target in a single turn, the third attack will deal 100% bonus damage and stun the target for 1 turn.
      • Pack Rathound – Increases carry capacity by 50.
      • Last Stand – Grants you an ability that when activated it will temporarily reset your health to your maximum for 2 turns. After the effect expires, your health will be reduced to 1.
      • Salesman – Increases the amount of goods merchants will buy from you by 1% per mercantile skill.
  • Items
    • Tabi Boots – lightweight boots that can be crafted from leather or fabric components
    • Components (these are all crafting only; that is items made of these cannot be found or bought)
      • Siphoner leather
      • Psi Beetle armor plate
      • Burrower armor plate
    • Super secret stuff
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