Underrail Development Log #29: Foundry
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Category: News ArchiveHits: 2557
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