[DISCUSSION] UnderRail GOG

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[DISCUSSION] UnderRail GOG

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Re: [DISCUSSION] UnderRail GOG

Post by ADMIN »

AlexPatreson wrote: how about torrent or cloud.mail.ru ?
Ok, cloud.mail.ru added.
► Patchnotes
Patch 1.1.1.5 (17 December 2019)
Tweaks
Added an option to manually move the barrier at the GMS entrance in case the guard dies
Bugs
Reinforced bison leather boots will now have an icon
Stealing mushrooms from SGS will now be properly punished by death (the change will not affect the running play-throughs)
Dirty Kick will now properly add its critical damage bonus when critical hit occurs; the critical damage bonus is fixed to 100%
Fixed the bug that caused zone transition error when exiting a zone while a mine is exploding
Fixed a few more new Core City models not appearing
Fixed yet another reason why a certain early-game dungeon wasn't appearing
[Expedition] Fixed the bug that would mess up the player vision when triggering a zone transition while using a spying endoscope
[Expedition] Fixed Protectorate jet patrols and waterway outposts not turning hostile in certain instances
[Expedition] Fixed Cruzer and Razor not being present when reporting a certain mission and/or the mission not being marked as completed
[Expedition] Fixed Razor being present when he shouldn't be during a certain raid
[Expedition] Fixed Aegis jet patrols retreating to the camp prematurely in a very specific case, which disrupts a certain mission
[Expedition] Burning up the giant weaver web will now work properly (not just visually)
Minor dialog and map fixes

Patch 1.1.1.4 (15 November 2019)
Bugs
Fixed Jawbone crossbow tooltip
Fixed the vanishing powder grenade not granting you movement points from action points... it will work fully as intended one day, I promise
Fixed the passage to a certain early-game dungeon not appearing in some cases
Fixed being unable to finish a JKK quest by killing a certain wanted man before talking to him first

Patch 1.1.1.3 (08 November 2019)
Tweaks
[Expedition] Added an alternative way to reach the Nexus through a certain fetid place
[Expedition] A certain end-game faction will now also provide free shotgun shell packages if Expedition is installed
Bugs
Fixed the bug that caused some female JKK officers to become invisible
Fixed the bug with the vanishing powder grenade not working correctly
[Expedition] Fixed a crash when entering the expedition docks zone
minor dialog and map fixes

Patch 1.1.0.12 (01 August 2019)
Feats
Quick Tinkering - Setting traps while in combat will now cost 25 action points
[Expedition] Sixth Shell - will now also grant 10% (+2% per specialization) damage bonus per "shell count" buff stack; the final damage will not be changed
[Expedition] Spear Throw - Base damage changed to 125% (down from 150%) and damage per unit of range changed to 20% (down from 30%)
[Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)
Specializations
Added Quick Tinkering: Action Points specialization - Decreases action point cost of setting traps using quick tinkering by 5 for each specialization point. Can be taken 5 times.
[Expedition] Spear Throw: Action Points - Changed action point reduction to 3 per spec point (down from 5)
[Expedition] Spear Throw: Damage - Increased damage per range per spec point changed to 1% (down from 2%)
[Expedition] Continuum Ripple: Chance per spec point changed to 2% (down from 3%)
Items
Supersteel Sheet will now grant mechanical resistance and threshold bonus against all edge melee weapons; this will not be applied retroactively to already crafted/generated armors
[Expedition] Vehicle parts are now counted as "crafting" item for the purpose of inventory filtering
[Expedition] Shotgun damage reduced by 10% (both combat and regular)
[Expedition] Shotgun optimal ranged changed to 4 (up from 3) (both combat and regular)
[Expedition] 6p Shotgun Shell (Boarshot) - each pellet now does 15% of the nominal damage (up from 14%, even though the tooltip suggested it was 13% previously) and ignores 30% of the mechanical damage resistance (up from 25%)
[Expedition] 12p Shotgun Shell (Houndshot) - now ignores 55% of mechanical damage threshold (down from 65%) and no longer ignores any resistance (down from 10%)
[Expedition] 20p Shotgun Shell (Hoppershot) - now ignores 40% of mechanical damage threshold (down from 60%)
[Expedition] 3p Shotgun Shell (Trainshot) - each pellet now deal 25% of the nominal damage (up from 20%), ignores 80% of mechanical damage threshold (up from 75%) and 50% of mechanical damage resistance (up from 40%)
[Expedition] Shotguns are now perfectly balanced and there's no need to think about it further
Tweaks
[Expedition] Limited Temporal Increment no longer affects Fatal Throw and Commando "once per turn" rules
UI
Observable object cursor will now indicate if the observable has multiple lines to show (with three dots) so you don't miss out on it
Bugs
Fixed the discrepancy between stealth detection in turn-based and real-time mode; TB should now be much closer to RT one, especially when it comes to movement
Fixed the bug that caused NPCs to not try to escape fire while also feared
Fixed a bug that sometimes caused NPCs to pass their turn trying to reactive their empty energy shields
Splitting items will now accept input from the numpad
Fixed the bug that caused a lot of random loot containers to be reseeded on entering the area
Fixed the bug that caused a store to be mostly emptied out due to some new shipments
Updated some old barrels
Fixed Vera's infinite money glitch
Fixed Arda's mercantile check (it checked base value instead of modified)
[Expedition] Temporal Distortion will now properly break incapacitation/freeze
[Expedition] Fixed the bug that caused a shotgun attack to always be reported as a crit when only a single pellet hit the target
[Expedition] Fixed the bug that caused the combat shotgun currently being crafted to indicate it can burst as many shots as your current shotgun weapon if it's equipped
[Expedition] Fixed some dialogue branching issues after rescuing a certain important person and talking to them afterwards
[Expedition] Fixed being able to repeatedly report to Professor Oldfield about the Crimson Meadow Horticulture Center
[Expedition] Fixed Cruzer not appearing during the Rig mission report in a certain instance
[Expedition] Fixed the muties getting angry at the player too early for not delivering them the promised medications
[Expedition] Fixed a certain person not towing a certain vessel if told to do so over the navcom
[Expedition] Fixed a bug with the professor not following you in a certain instance
Various minor dialog and map fixes

Patch 1.1.0.11 (25 July 2019)
Concussive shots feat will no longer crash the game when you miss an attack with a crossbow.

Patch 1.1.0.10 (23 July 2019)
Bug
Fixed the bug that cause the game to crash during ending slides in certain situations

http://www.underrail.com/index.php?opti ... &Itemid=61

Patch 1.0.4.17 (13 February 2019)
Fixed the issues causing grenades, throwing nets and such to be able to fly through fences in SGS outposts. If this happens in other areas let us know which so we can fix them.
Fixed the bug that caused Electrokinesis to bypass crit immunity when used with Psionic Mania
Fixed the problem with plasma turrents not being untraversable in a lot of places
Fixed various minor map, dialog and quest issues


Patch 1.0.3.20 (29 December 2017)
Mechanics

Slow immunity will now affect the following status effects (it will only negate the slowing part, not the whole status effect): chilled, knee wound
Bugs

Fixed a rare bug with canceling a level up through the game menu
Fixed the bug that caused the game to crash when destroying cameras, burrower eggs and other inanimate object in turn-based combat with acid gun when the combat speed is increased
Fixed the bug that caused the cameras in SGS to repeatedly put you in turn-based combat when you try lockpicking/hacking in their presence
Added the missing stunned animations for hunchback mutants that are carrying objects
Fixed the bug that enabled the player to close a double door while an NPC is standing in the doorway
Minor dialog and map fixes

Patch 1.0.3.19 (29 December 2017)
Bugs

Fixed the bug that caused bladelings and boars to travel at 30 times the regular speed when affected by adrenaline
Fixed the bug that would apply -10 to player initiative when loading a save
Advanced catalyzing belt will now property work with XAL-001
Deep Worms will now properly follow the player instead of just burrowing once the player has moved out of their range
Fixed the usage cursor for Foundry mine cart levers
Fixed not being able to report your findings to Captain Blackwall in certain instances
Fixed some buggy dogs
In the instance where you cure Jenny and Cliff hasn't already succumbed to his wounds, he won't spontaneously start bleeding upon their meeting.
Fixed a few minor glitches with Grover's quest
Minor dialog fixes

Patch 1.0.3.18 (29 December 2017)
Bugs

Fixed the bug that caused triggering thermodynamic destabilization death to crash the game
Patch 1.0.3.17 (29 December 2017)
Bugs

Fixed the bug that caused the sniper rifles to add some of its components' value to its weight

Patch 1.0.3.16 (29 December 2017)
Crafting

The price and weight of a crafted/generated sniper rifle will now also take into account the price and weight of the scope and barrel (not retroactive for already crafted/generated items)
The price and weight of a crafted/generated assault rifle will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
The price and weight of a crafted/generated SMG will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
The price of a crafted/generated boots now also take into account the price of soles (not retroactive for already crafted/generated items)
The price of a crafted/generated energy shield emitters now also take into account the price of secondary emitter (not retroactive for already crafted/generated items)
Bugs

NPCs will no longer attack you because they were damaged by an explosive barrel that you did not destroy
Fixed new GMS sentry bots not being hostile to the player
Minor map and dialog fixes

Patch 1.0.3.15 (29 December 2017)
Bugs

Health and healing modifiers will now properly be applied on DOMINATING difficulty
Fixed some tooltips
Minor dialog fixes

Patch 1.0.3.14 (29 December 2017)
Items

Changed the damage of XAL-001 acid pistol to 40-50 (up from 25-35)
Changed the damage of Phase Gun to 40-55 (up from 30-45)
Bugs

Fixed Newton dying in the Mushroom Cove base no matter what the player does
Lucas will now properly give the player a .44 pistol and ammo upon passing the persuasion check
Fixed the attack option in a certain mugger's dialog
Fixed a instance in which Gorsky would not give the player the GMS vault card
Fixed the dialog ending suddenly if you fail Pasquale's psi booster persuasion check

Patch 1.0.3.13 (29 December 2017)
Interface

You can now configure transparency of transitions (also increased the default transparency)
Objects that transition you between areas (transition that requires loading) when you use them should not display the transitioning cursor
Added transparency to NPC health/psi/shield/cast bars on the map
Items

Added new high-energy battery type
Increased the weight of the fishing rod
Removed cooldown for placing fishing rods
Increased the damage and critical damage bonus of Quake
Significantly increased the value of a lot of unique items (mostly weapons)
Nerfed Power Fist
Increased the max stack size of scraps to 999
Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
Added two new belts that augment chemical pistol attacks
Regenerative Mixture will now be affected by game difficulty
Special bolts affected by Elemental Bolts feat will now display the modified damage in the tooltip
Reduced the infused leather quality slightly overall and also added diminishing returns when making infused leather above 100 quality
Infused siphoner tabi boots will now give immunity to slow instead to immobilization
Junkyard surprise can no longer increase perception, will or intelligence
The following items will have their max stacks increase to appropriate amount: .44 Explosive Round, 8.6mm Incendiary Round, 12.7mm Contaminated Round, 7.62mm Micro-shrapnel Round, Corrosive Acid Vial, Incendiary Vial,
Halved the move and shoot and action point cost penalties when attaching bipods to assault rifles (not applied retroactively)
You can now use High Efficiency Energy Converter to reduce the energy cost of firing energy pistols
Energy Pistols now have two enchancement slots when crafted
Plasma pistol damage increased by 25%
Laser pistol base action point cost changed to 15 (down from 22)
Laser pistol usage energy cost reduced by 20%
Changed the base value of psi boosters to 275 (down from 350)
Changed the maximum duration of throwing net entanglement to 3 turns (down from 4)
Increased the amount of EMP dischargers generated as loot/merchandise
Changed the number of unsaturated psionic catalyst required to craft a psi booster to 3 (down from 5)
Fixed the armor description when crafting riot gear and tactical vests from super steel sheets (will not be applied retroactively to the already crafted items)
Changed the psi regen reduction of Mushroom Brew to 30 (up from 1). The previous value was geared towards non-regenerating psi pool of alpha version.
Fixed incorrectly set impact speed of unique assault rifles (raised from medium to high, as should be the value for all assault rifles) and corrected the lack of move and shoot precision penalty for those guns
Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
Fixed low durability of armor worn by Tchortist rassophores and recombinants; only applies to npc armor (armor in the player's possession will remain unchanged)
Creatures

Increased Coil Spider psi points and psi regeneration
Coil Spiders now have darkvision
Added Greater Coil Spiders
Added a new machinegun turret to replace the regular auto-turret in certain places and on certain difficulties
Increased dodge and evasion of burrower spawns, but also increased their susceptibility to AoE attacks
Dogs will now attempt to bump you out of stealth when the detection gets into ALERTED state, just like human NPCs (on normal difficulty or higher)
Added a stronger version of psi beetle
Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
Added a stronger version of crawler
Added stronger version of mutants Hunchback mutants
Mechanics

Added the global map
Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
Changed the way hit change display handles oscillating lighting or otherwise dynamic lighting. This also should fix some anomalies like the hit chances changing when saving/loading or transitioning.
Removed cooldown for arming traps
Removed cooldowns from lockpicking and hacking
Reduced the time it takes for the game to yield the control back to the combatant after he kills the target; it doesn't wait for scrolling text and sounds to end now
Hostilities will now instantly be triggered when you've been detected lockpicking (instead of at the end of the action)
Increased the damage of chemical pistols by 50% (will be applied retroactively on exisiting items)
Ground fire will now remove cryogas
Starting pickpocketing (opening the pickpocketing window) will now require a certain amount of pickpocketing skill depending on the target's detection so not every character can inspect any NPC's inventory (without killing them!)
Targets will no longer be able to block (in regular way) if stunned, incapacitated or frozen
You can now unload chemical pistols
As long as you haven't been fully detected by a NPC, that NPC's detection will be reduced back to zero when you get back into an area where you've been sneaking
Uncanny Dodge will no longer work while you're stunned or incapacitated in some way
Dirty Kick will now be subject to Uncanny Dodge and other special defense mechanisms
You can now root turrets (which makes them susceptible to acidic entanglement)
On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
Improved NPC pathfinding slightly
Primary non-mechanical damage (not caused by on-hit effect) on melee weapons will now scale with weapon skill (like the bio damage on The Claw), but will no longer scale with strength
On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
Reduced the ranged weapon precision reduction from low light slightly
Antidote will now randomly choose the order of poison removal, instead of going in the order they were applied
Tweaks

Turn-based mode will no longer automatically end at the end of the turn if there are incapacitated enemies near
Reduced the alpha on energy shields
Removed the movement animation reseting when rapidly clicking (there's still a very slight stutter if you click very fast, though)
You cannot change armor suit while in stealth or while stealth is on cooldown on hard difficulty or above
Turrets will now drop aggro faster
Getting additional burning damage will reset the burning debuff remaining time
New combat taunts for military personnel
Psi

You can now cast Cryokinetic Orb on any non-obstructing tile (such as water and other regularly non-traversable tiles)
Improved the shard distribution of Cryokinetic Orb on impact
Changed the range of Frighten psi ability to 5 (up from 3)
Feats

Steadfast Aim strength requirement changed to 5 (down from 6)
Cooked Shot special chemical pistol AoE attack with radius of 1
Three-Pointer Changed Throwing skill requirement to 50 (up from 45); The crit chance will now scale by 1.5% per ten throwing skill points above 50, instead from dexterity
Doctor will now also work with Regenerative Mixture as it should
Expertise changed the max bonus to 20 (down from 25)
High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
Quests/Maps

Because of the global map, some areas had to be added and some had to be reorganized (especially around the starting cave areas) in order to achieve geographical consistency
Added a number of possible random events around the world
Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
Reworked the Free Drone's final mission debriefing dialog with Trenton in order to better handle a certain optional outcome
DC mindreading will now take into account the number of killed Faceless, which will have negative effects of varying degrees depending on that number; however, kills during certain story-related events where combat is unavoidable will not be counted
Expanded the Hanging Rat bar and added a base ability check
Bugs

Corrosive acid bolt crits will now multiply the acid damage done just like the regular acid ones
Focus Stim will now properly display duration in the item description
Fixed the Crippling Strike tooltip
Fossilized Egg Oddity max studies changed to 3 as it should have been from the start
Spore Turrets marked as ribles, kneeless and immune to critical hits
Fixed the bug that caused NPCs to not properly react to being alerted (orange eye) to player's presence
Fixed spelling errors in special ammo hit effect descriptions
Fixed the bug that caused Eviscerate to do less damage than stated
Fixed the rounding error with Critical Power feat
Fixed a sneaky bug regarding status effect stacking
Black Dragon poison icon fixed
Fixed the bug that would sometimes cause player to become undead during cutscenes in which he unpredictably dies (this will apply retroactively, RIP)
Fixed the 8.6mm Incendiary Rounds (they weren't igniting)
Jookhela should now be immune to stun and incapacitation like the rest of senior raties (will not update for those who already encountered him)
Removed Gauntlet advertisement from DC
Crawlers and other NPCs should no longer unwittingly bump their own kind/faction out of stealth
Suppressive fire will now only be applied to enemies, as intended
There was a mess up regarding player's increased chance to get critically hit. Contrary to what the game has been saying, there is no universal to-get-crit (TGC) modifier, instead it only applied for weapon and unarmed attacks, which made things like Psychostatic Electricity rather useless. I've now added psi TGC modifier, so recklessness and psychostatic electricity will now apply to psi abilities as well. Everything else will only work for unarmed and weapon attacks. Tooltips have been updated to reflect this.
Thought control psi abilities can now be properly centered onto non-traversable (but penetrable) terrain
Disruptive Field will no longer get bugged out by Locus of Control
You will no longer hear the sound of NPCs stealthing when you enter an area for the first time, unless you can see them already
Swapping between two energy weapons while recharging the current weapon will now properly cancel the action
Fixed the bug with plasma sentry when leaving the area while it's deployed in cannon mode
Fixed an issue with player's house containers (lockers, shelves, etc.) wherein the items from upgraded or changed containers wouldn't transfer to an always-present shelf in the northeastern corner of the ground floor
Fixed certain quest notes not being set as completed/failed properly
Fixed a number of skill checks that used base instead of effective required value or had no value set at all
Fixed Sneaky not registering the death of one important npc
Expanded or reworked certain parts of npc dialogs (some more, some less) and also added a few new skills checks to some
Replaced a few windows in fo_prison with solid walls so that the cameras inside the cell block can't see inside the security room. This was done to prevent the cameras from dispatching all the guards into the room even if the player had been granted access to it
Fixed a minor issue with a certain Hathor Mine-related cutscenes
Various minor map and dialog fixes

Patch 1.0.2.4 (06 February 2017)
Quests/Maps

Fixed a bug where a certain armored commander in DC did not properly react to the player being a member of the Institute of Tchort

Patch 1.0.2.3 (06 February 2017)
Quests/Maps

Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
Marcos will no longer get cloned
Supplies to Rail Crossing will no longer appear even if the train had never been recovered
Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
Options window will no longer reset dialog background alpha slider

Patch 1.0.2.2 (06 February 2017)
Feats

AP reduction from Gunslinger feat will now properly affect only firearms
Added feats: Bowyer (crossbow crafting)
Ripper feat will now properly work with serrated knives
Visuals

Added a new visual model for siphoner, ancient rathound, and super steel armor
Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Interface

Added tooltips for empty gear slots
Forcing the vent with crowbar will now be done through Quick Invoker (once the crowbar is equipped, you'll get the ability there)
Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
Mechanics

Cats nerfed
Dreadnoughts buffed
When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Items

Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
Most special bullets now also require TNT to craft
Added blueprints for standard, W2C and JHP bullets
Mechanical bolt blueprint renamed to Serrated bolt blueprint
EMP mine case now counts as electronic component
Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
Increased the drop chance of Quad Damage Module oddity
Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Bug fixes

Generated metal armors enhancements will have quality other than 1 now
Quick load will now work during enemy's turn
Closing interface help window by right clicking will no longer disable keyboard commands
Fixed the dialog window option highlighting when there's 10 or more dialog options
Fixed the cut-off tooltips on smaller resolutions with small font size (on most tooltips; there still might be some that just have too many lines)
Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
Fixed the minor glitches with trap detection calculations
Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
Telekinetic Proxy now properly removes Premeditation when it makes use of it
Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
Heating effects should now properly remove Cryo-shield
Cooling effects should now properly remove Exothermic aura
Quests/Maps

Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
Fixed positioning problems during the cutscene in which you lead Edgar to RK's lair that might occur when the player has increased his movement speed beyond a certain point
Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
Fixed killing the old man in GMS crashing the game after the situation has been dealt with
Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
Fixed a dialog bug which prevented the players from telling the Rejects how to escape
Fixed some items disappearing from Fraser's store inventory after certain events take place
Fixed a few bugs with the end game slides
Fixed issues with one of the tunnelers in DC after it has been despawned
Fixed being able to kill the Gauntlet runners before the event without anyone caring
It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
Arke cameras and turrets will now properly go offline after being shut down at the main console
Edgar's quests will now properly fail if you kill him
The player will no longer be able to start a civil war in Core City by fighting with the burglar in the house opposite to the Praetorian Security headquarters
Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
Added another way to capture hoppers for Bret
Added another way to obtain Elwood's keycard
Did some tweaks to the main quest in Foundry, added more dialog options and removed some of the backtracking; also, the miners will now return to the mine at the end of the quest
Gaining access to Foundry prison security room will also remove protection from the security console there; added another hacking option as well
Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
Hathorians will occupy the area north of the camp after it has been cleared
SGS soldiers and workers will now occupy the outposts after the player has cleared them
A certain faction in DC will now be handing out better ammo than previously
Fixed a faulty transition in one of the zones beneath the Mushroom Forest
Fixed GMS jammed ventilation shaft being incorrectly positioned; also made some minor changes to the vent layout to accommodate this
The usual minor stuff (map/dialog/quest tweaks and fixes)

Patch 1.0.1.10 (04 May 2016):
- Fixed the bug that caused the values in the skill list to be displaced.

Patch 1.0.1.9 (14 April 2016):
- Fixed the bug that caused the characters to be able to cast psi abilities even if they lack psi points
- Fixed the bug that put the player in combat when environmental effects that they caused hurt NPCs in controlled areas, even though the player is hidden

Patch 1.0.1.8 (12 April 2016):
- Noise emission from weapons should work properly now (previously it only worked for non-weapon sources such as grenades, psi abilities, etc)
- Some AI improvements on normal and hard difficulties
- Insulated and galvanic foam padding no longer add to stealth
- Fixed the bug that caused some of the on-hit effect to proc off even when attacks were resisted in full
- Handled the bug that caused certain special attacks and on-hit effects to remove fire effects from the target
- Games that are saved after this patch will also display the difficulty settings
- Pneumatic hammer and pneumatic reloader are now considered pneumatic components for the purpose of trading
- Supersoldier drug will no properly trigger the cooldown
- Healing effectiveness bonuses will no longer apply twice when using health hypos; also added healing effectiveness stat to the combat stats window
- Special attack damage bonus added to the combat stats window
- Compacted the feat list somewhat and added an option to filter it by entering text that is then matched against the feat's name, description and requirements
- Gunslinger feat now reduces firearm pistol usage ap cost by 3 (up from 2) and also increases initiative by 7
- Paranoia now also increases initiative by 5
- Taste for Blood no longer reduces AP cost
- Combo now has 20% chance to stun (down from 100%)
- Fatal Throw now only restores action points once per turn
- Lightning punches now requires armor penalty to be below 20% (up from 25%)
- Light weapon AP cost reduction changed to 3% (down from 4%) for each dexterity point above 5
- High Explosive grenades and mines now ignore 40% of damage resistance and threshold
- Riot gear shield base block chance changed to 35% (up from 30%) and block amount increased (base multiplier changed from 1.5 to 2.25) (not retroactive)
- Extra unarmed damage from boots will now also work with fist weapons
- Fixed the bug that caused temporary lock up in certain areas with certain elevators
- Fixed the bug that caused outlines to be visible beyond the camera view
- Added VSync toggle option to video settings
- Fixed Minister Percival sometimes not appearing at the Institute
- You can now place small animals inside the organic processor in DC
- The wardrobes in Mediant Samuel's and Principal Investigator Georgis' offices can now be accessed properly
- Fixed the Black Eels becoming hostile to the player after the SRO assault mission (happened if the player asked for Protectorate help during the Eels' final quest)
- Fixed unresponsive ladder in one of Upper Underrail's hidden passages
- Expanded the Renegade quest for the Underrail Protectorate
- Added one more way to sneak in the cybernetic spawn into the Protectorate embassy
- Added another way to kidnap a certain woman
- Did a few Rail Crossing invasion quest tweaks and added additional dialog options
- Added another way to learn about a certain man and his gang
- Fixed a certain someone not waiting for you at the beginning of DC in some cases
- Removed some of the unnecessary backtracking during the missing train quest; also added a few more options for handling the quest
- A Protectorate guard will occasionally remind the player to holster his weapons if using the SRO elevator to reach the embassy
- Some tweaks to the quest for the Faceless near Foundry
- Nerfed the Coretech warehouse mercenaries in the defense mission
- Fixed old hostage in GMS sometimes blocking the vent in the room with the ladder
- Numerous minor tweaks and fixes (maps, dialogs etc.)

Patch 1.0.1.4 (19 February 2016)
Fonts - We've replaced one of the game's fonts to improve readability and also added more size options.
Outlines - We've added character outlines which should improve visibility and make targeting somewhat easier when things are happening behind walls and other obstacles. Inventory filters - We've replaced inventory filter combo box with icons and also regrouped item categories in a way we believe will be most practical.
Combat stats tool tips - We've added descriptions for all the different stats in the combat stats window when you mouse over them.
Combat speed settings - Combat movement and action speed can now be adjusted in the game's options.
New save system - This is strictly under the hood thing and nothing is changed regarding how and when you can save or load the game (old saves are compatible with the new version). For those advanced users - we archived the separate zone files to improve save/load performance and also got rid of the temporary current game structure on the disk and moved it to memory.

Other minor stuff

Critical crossbow hits now also affect elemental damage (acid, shock and incendiary) from special bolts
When attacking in melee from stealth, target's dodge rating will be ignored if it hasn't detected you yet
Added more crafting components and ammo to Deep Caverns
Added a few more hints to certain Deep Caverns dialogues
Quinton's mushroom growing room is now accessible
Added a number of Lower and Upper Metro areas to better connect certain places

Bug fixes

Critical damage modifier from items will now be properly applied to fist weapons (e.g. infused ancient rathound boots)
You will no longer be able to snipe down certain obstacles that were not meant to be sniped down
Jawbone will now correctly be considered a crossbow for the purpose of trading
Nicolas will no longer return from the dead to haunt you
Cut throat attack will no longer fail if you get detected during the attack itself (the eye wasn't read when you started performing the attack but the attack itself pushed it into red state)
When incendiary bombs cause a character to burn they will now properly suffer 150% of the original damage as the description says
You can no longer attempt to burst or rapid fire with an empty weapon
Fixed Jerre Franz not healing the player in certain instances
Fixed Fort Apogee zone security settings
Fixed a certain important woman not properly reacting to a player's response regarding her husband's fate
Fixed certain responses not appearing when speaking to the Faceless centaur near Foundry
Fixed being able to start the Find Blaine quest even after certain events took place Silas' questline will now properly continue questline after the player pays him instead of doing his initial quests
Fixed a missing dialog option during Mediant Samuel's second mission
Fixed the unintended failing of the Kill Rathound King quest after a certain event has taken place
Crawlers and rathounds are now neutral to each other
No more free repairs from Mykola
Nicolas' and Olivia's quests will properly fail upon death
Fixed Maura's faction id not setting correctly after you've helped her
Accusing a certain person of committing a murder and then initiating combat through dialogue will no longer cause the whole station to become hostile
Fixed the interview cut scene playing even when the player is hostile to the Tchortists; that quest will also properly fail now
Fixed dialogue options not appearing when asking Oskar and Lt. Stratford about a certain man
Fixed Arke consoles being hackable even after the player turns off the security system
Doppelgangers are now immune to Expose Weakness
All elevators should now properly notify the player when they are unpowered when used
Shield emitter weight will now be properly calculated when adding optional components
Various typos and map fixes

Patch 1.0.0.10
Fixed the bug that would cause total carried weight to not be updated immediately when stacking items in the utility slots
Fixed the bug that would cause grenades to sometimes be thrown through walls when they miss their initial marks
Enemies that die from the burning effect from incdendiery bombs will no longer count towards "Fire and Ice" achievement
Fix the bug that caused the player to sometimes not be able to attack back in melee when rooted (while still getting attacked in melee)
Fire and other environmental effects will now properly despawn between arena matches (instead of becoming invisible)
Chemical agent is now completely immune to acid and acid puddles
Fire from any source will now properly trigger volatile objects (mines and the like)
Jawbone crossbow no longer claims it can be unloaded somehow
Boot spring made more common
Boot spring now provides more extra movement points*
Tabi boots extra base real-time movement speed bonus reduced but it now scales with material quality*
Auto function on the bartering window will now prioritize SGS credits for merchants that accept them
Increased the duration of foods to 20 minutes
Fire and acid will now run out eventually even if you're not in the area
Auto-attack command in quick invoker / action bar will now be properly disabled in turn-based mode if you don't have enough action points
Fixed the bug that would in certain cases allow game to resume while the option screen is still open after rebinding a key
Fixed the Deep Worm loot generation issue that caused all the worms to give out the same loot
Fixed the bug that would cause certain respawning entities to always drop the same loot
Giant grubs are now resistant to acid
Fixed wrong music playing in the Mushroom Forest
Fixed being able to repeatedly report to Jack Quicksilver that you've finished his missions
Fixed Waylon's monitors not shutting down when associated cameras are destroyed
Fixed being unable to pickpocket Kareem
Fixed the Faceless at the blockade not behaving as they should after certain events
Fixed an unreachable light switch in the player's house
Fixed a minor console in DC not being usable
Fixed an unusable hidden crawlspace in DC
Fixed Rassophore Nevil not talking to the player after the event at RAF
Typos/Grammar
Various minor map fixes
Only applies to items generated/crafted after the update is applied. Will not modify existing items.

Version 1.0.0.9
You'll only be able to pickpocket humans/humanoids now
Keypads will now state that you need a keycard if that is the case in addition to beeping
Creeping Dread and Eye of Spoiler debuff duration increased slightly to avoid having it drop unexpectedly under certain conditions
Fixed that bug that cause a duplicate tentacle
Increased the chance to reel the fish in, especially for the dexterity-challenged
Max currency stack increased to 100000000
Max stacks for ammo, meds, and batteries increased
Game will now properly estimate your movement in turn-based combat when attempting to throw grenades through fences and the like
Game will now properly display the amount of action points an auto-attack will cost if invoked through action bar or quick invoker
Recycling fabric-based items will now always grant at least one dirty rag
Notes window will now auto-expand the first category if it's the only one
Fixed the bug that caused the game to stop handling key input for a while when choosing "Automatically overwrite" when saving a game
Thermodynamic Destabilization will now have its AP cost properly reduced by thermodynamicity
Fixed Sully's introduction repeating every time you talk to him
Reduced electronics skill requirement for fixing Gloria
Fixed Eidein's dialog bug where the player could choose both career paths one after the other
Fixed a dialogue-breaking option when speaking to Vivian during one of the quests
Fixed Fredd's workbench mercantile check
Fixed infinite money exploit when talking to Staff Sergeant Fraser
Fixed not being able to speak to Efreitor Hanna after certain events occur
Fixed initiating combat with the Faceless commander not working in certain instances
Fixed an unintended way to kill the Beast
Added fixed special bullets blueprints to several game world locations and merchant stores
Fixed not being able to trade with Phyllis
Corrected an inaccuracy in Dr. Mali's explanation of how a certain thing works
Various minor map fixes

Version 1.0.0.8
-Creeping Dread and Eye of Spoiler debuff will now expire more quickly when you get out of the affected areas; this will also make a certain special feat more useful
-Tweaked health and resistances of various DC creatures
-Burrowers in front of Arke Power Plant will no longer respawn
-Roman will no longer chicken out and disappear at the start of Junkyard battle
-When you drop items, the loot bag will now be named "Stuff" instead of "Remains"
-Added more explosives to certain merchants
-Added bottles and dirty rags to some junkyard merchants
-Made bottles more common when scavenging trash
-Added more bolt triggers to some merchants
-Increased the amount of military components at certain merchants (especially in the early game)
-Buffed Balor's Hammer
-Buffed the damage of mk2 and mk3 EMP grenades and mines
-Plasma discharger and laser emitter component skill requirements mod changed to 1 (down from 1.25)
-Persuading the mindreader in Rail Crossing to let Buzzer live will no longer negatively affect the player's score when talking to the Faceless in DC
-Using the mutagen scanner now pauses the game
-Certain named tchortling in Deep Caverns will no longer infinitely respawn
-Fixed Mysterious Lady not appearing at the Core City metro station
-Fixed Ola's dialogue tree bug
-Fixed the medical locker in one of DC outposts
-Lost Vault Trader's key now properly unlocks the footlocker in the shack behind him
-Various minor map bugs

Version 1.0.0.2
Locked doors/containers will now be more clear on which skill they require
Fixed the bug that caused the game to crash when destructible rocks were being destroyed en masse
You will no longer be able to export character during tutorial
Fixed being unable to advance the main quest if the player persuaded Gorsky that there is no way to open the GMS vault
Fixed not being able to return to Silent Isle under certain circumstances
Fixed not having the option to tell Big Bret what happened to Newton if he was killed by psi beetles
Edgar's key now properly unlocks the safe in his room
The game is now automatically saved after the final Arena match cutscene
Fixed secret passage near GMS raider base
Fixed Gerhard Page's locker
Various minor types and map fixes

Version 1.0.0.1
Concussive shots feat will no longer crash the game when you miss an attack with a crossbow
Support the software developers. If you like this game, BUY IT!
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Re: [DISCUSSION] UnderRail GOG

Post by xer »

Hi dear contributors, has anyone has the Underrail version 1.0.4.17 :( ?
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Re: [DISCUSSION] UnderRail GOG

Post by Shaka »

1.0.4.17 not available on GOG
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Re: [DISCUSSION] UnderRail GOG

Post by xer »

Alright mounet, thanks for the reply. I just thought i saw the latest version of 1.0.4.17 at GOG database website. I think maybe that one is an experimental build so possible not yet released as full installer on GOG.
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Re: [DISCUSSION] UnderRail GOG

Post by yelebir »

https://www.gogdb.org/product/1447688349#downloads
Apparently 1.0.4.17 is up on GOG now.
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Re: [DISCUSSION] UnderRail GOG

Post by xer »

Thank you so much nelex! :good:
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Re: [DISCUSSION] UnderRail GOG

Post by PsychoFox »

Guys, is there a way for me to update my 1.0.3.20 to the latest version?
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Re: [DISCUSSION] UnderRail GOG

Post by jimmychan »

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Re: [DISCUSSION] UnderRail GOG

Post by mwnn »

I only own the STEAM release of Underrail (which is unprotected)
I've never seen it offered on GOG Connect.
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Re: [DISCUSSION] UnderRail GOG

Post by jimmychan »

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Re: [DISCUSSION] UnderRail GOG

Post by mwnn »

jimmychan wrote: 27 Feb 2019, 14:04 sadly they often don't that's what bought me here :pirate: :spiteful:
I got an email this morning from GOG about them starting a new feature called GOG DIRECT.
Apparently we'll be able to directly redeem GOG copies of games from more platforms i.e. STEAM, Origin, Uplay - at least that's how it read.
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Re: [DISCUSSION] UnderRail GOG

Post by vastyr »

OFF TOPIC!

This is what mwnn is referring to... https://www.gog.com/newsletter/20190226 ... s_Legal_EN
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Re: [DISCUSSION] UnderRail GOG

Post by nordman »

vastyr wrote: 22 Jul 2019, 22:06 Update!
added version 1.1.0.9_(31163).
includes "UnderRail: Expedition".
updated main post info & ChangeLog.
Hi, download is not wokring for me...
may you can fix it. :) Thanks
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Re: [DISCUSSION] UnderRail GOG

Post by abaper »

nordman, you can copy google drive files to your drive and download from there. Or wait when GD quota resets and you can download from original source. In other words - there is nothing from with upload, just too many downloads
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Re: [DISCUSSION] UnderRail GOG

Post by nordman »

abaper wrote: 23 Jul 2019, 22:08 nordman, you can copy google drive files to your drive and download from there. Or wait when GD quota resets and you can download from original source. In other words - there is nothing from with upload, just too many downloads
you're right. now it works.
Thanks.
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Re: [DISCUSSION] UnderRail GOG

Post by catastic »

vastyr wrote: 24 Jul 2019, 21:09 Update!

added patch to v1.1.0.10_(31186).
thanks to RazorDOX.
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Re: [DISCUSSION] UnderRail GOG

Post by vastyr »

Update!
  • added version 1.1.0.11_(31245).
    thanks to MG
  • updated ChangeLog.
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Re: [DISCUSSION] UnderRail GOG

Post by peterpanpirate »

A wild Patch appeared, Use Headbutt??

Patch 1.1.0.12 (01 August 2019)
► Show Spoiler
Changelog:
► Show Spoiler
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Re: UnderRail + DLC GOG

Post by catastic »

Just one question, you install first game and dlc and then the patch?
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