Underrail, JdR 3D iso. + Expedition le 22/07/19

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DLC payant mi-2017 : Underrail Expedition

Expedition.png

http://steamcommunity.com/games/2505...20085231613598

Citation :
In Expedition you’ll be able to take a break from the usual metro-crawling to take a boat to the infamous Black Sea, a massive underground body of water.

There, among the old and mysterious ruins of an age long past, you’ll face the vicious fauna, hostile natives, cunning pirates, and something far more sinister than all of those.

Your voyage through vastness of the Black Sea will shed new light on the history of the world of Underrail and the forces that shaped it.

Expedition will feature the following:

A brand new story line that becomes available during the mid-game
Over a 100 new areas to explore of various types – shores and islands of the Black Sea, mysterious underground facilities, pirate strongholds, and more
New human factions, as well as wild creatures to combat
New items and crafting recipes
New skills and feats
Leveling past level 25 with a special pool of feats to choose from


Over time we'll be revealing more details through the dev log, so expect those to once again flow regularly as they did before the game's release.

We expect to release the expansion during the first half of 2017 as a paid DLC.
Bon, pas mi-2017 pour le coup, mais grosse mise à jour pour tous, pour patienter :

http://www.underrail.com/index.php?o...-log&Itemid=61

Devlog-Mutant.gif - Devlog-Spider.gif

Citation :
Experimental Branch with Version 1.0.3.13
Thursday, 07 December 2017 13:21

Hi guys, we are releasing a new major update of the base game on the experimental branch. If everything goes as planned, we'll be releasing it to the main branch as well soon.

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->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

We have new creatures, items and feats.
Je copie les notes de mise à jour pour montrer que ce n'est pas un petit patch :

Citation :
Here are the full patch notes:

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

Have fun with the new stuff and please stay patient as we continue to work on the Expedition DLC.

Report any bugs you find on the forums and make sure you specify which version you're playing.
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