Underrail Development Logs #39-40: Deep Caverns

The latest development logs for Underrail, number 39 and number 40 respectively, let us know that the developers are hard at work on the last chunk of content for the game, the Deep Caverns. On top of that, player housing was implemented, and there’s a fairly sizable changelog with other assorted, well, changes:

  • UI
    • Added Oddity catalog window that will show all the oddities you’ve collected and also how many oddity types you’re still to find
    • You can now open system menu during the NPC turn (to load or exit the game or configure options)
  • Psi
    • Added the remaining nine psi abilities, three for each psionic school.
    • Psychokinesis
      • Electrokinetic Imprint – Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.
      • Disruptive Field – Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.
      • Implosion – Deals mechanical damage equal to a percentage of target’s current health. This attack bypasses damage threshold and shields.
    • Thought Control
      • Psi-cognitive Interruption – Burns target’s psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi points.
      • Mirror Image Pseudo-spatial Projection – Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there’s a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.
      • Neurovisual Disruption – You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
    • Metathermics
      • Cryokinetic Orb – You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.
      • Exothermic Aura – Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.
      • Cryo-shield – Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there’s 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
  • Tweaks
    • 95% damage cap now only applies to mechanical resistance
    • Damage from flames reduced (includes firebombs and other sources of environmental fire)
    • Crawler AI improved
    • Destructable rocks can now also be destroyed with a jackhammer

Finally, a music preview of the Deep Caverns theme was published on YouTube, to help us get a taste of the mood in the area:

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