|   |   | 
| Line 156: | Line 156: | 
|  | ** You will now always be able to exit Holloway's dialog |  | ** You will now always be able to exit Holloway's dialog | 
|  | ** Other various quest and dialog bugs |  | ** Other various quest and dialog bugs | 
|  | + | }} | 
|  | + |  | 
|  | + | == Alpha 0.1.14.1 == | 
|  | + | * Bug hotfix patch | 
|  | + |  | 
|  | + | {{hiddensection|Complete changelog| | 
|  | + | * Minimal attack action point cost set to 4 (up from 1) | 
|  | + | * Fancy Footwork can no longer raise your movement points higher than twice your normal maximum | 
|  | + | * Amount of extra action point granted by Blitz limited to 20 | 
|  | + | * Telekinetic Punch will now properly daze the target instead of stunning it if it has Thick Skull feat | 
|  | + | * Added Flashbang blueprint to Len's store in Junkyard (will appear after next merchandise reset) | 
|  | + | * Fixed the tooltips of food effects that have been changed in this update | 
|  | + | * Fixed Thermodynamic Destabilization | 
|  | + | * Fixed the bug that caused generated combat gloves mechanical enhancements to always have quality of 1 (not retroactive) | 
|  | + | * Fixed the bug that caused generated shield emitter enhancements to always have quality of 1 (not retroactive) | 
|  | + | * Laser Sight will now correctly increase precision (not retroactive) | 
|  | + | * Chance to hit with burst attack can never exceed single shot chance to hit anymore | 
|  | + | * Daniel Arda should now properly sell Hercules. | 
|  | + | * West Wing hole description | 
|  | + | * Mediant Samuel gives proper amount of charons for his first quest | 
|  | + | * PI Georgis' refusal to help for a quest now properly fails | 
|  | + | * PI Schteff's radio comm properly recognizes where the player is | 
|  | + | * Wererathound affliction now correctly increases strength and transformation will now unequip your helmet | 
|  | + | * Fixed Free Drones Junkyard quest not starting properly in some cases | 
|  | + | * Tchort introduction cut scene should now properly trigger when visiting Institute entrance zone after you complete the Core City quest line. If it does not trigger, that's probably because you've visited the zone previously and the save is broken. See this thread for solution: http://steamcommunity.com/app/250520/discussions/0/618457398973889102/ | 
|  | + | * Offensive armor modifiers should work again (spiked/bladed armors) | 
|  | + | * Several quest notes fixes | 
|  | + | * Various minor dialog and map fixes | 
|  | }} |  | }} | 
|  |  |  |  | 
		Revision as of 12:59, 1 April 2015
Version history for Underrail alpha releases. Complete changelogs are derived from development logs.
Alpha 0.1.14.0 (Last alpha version)
Release Date: 26 March 2015
Major updates: Institute of Tchort, psi pool changes, level cap increase, new feats, new items
| Complete changelog | 
| Items
Added components for creating a cryoliquid blob pistolAdded components for creating an incendiary blob pistolAdded components for creating a cryoliquid blob trapAdded components for creating an incendiary blob trapAdded new firearm enhancementsAdded blueprints for special bullet type for each caliberAdded shaded visor component that can craft metal helmet that make you immune to blinding effects (flashbang)Added two new types of padding foamAdded infused variants of all leathers which can be obtained in acertain way and can get to very high quality; these leathers all grant various bonuses when used in crafting; the bonuses also vary from blueprint to blueprintAdded two new fabric typesAdded two new carrier vestsAdded one new ballistic armor plateAdded one new ballistic panelAdded one new special metal typeAdded Flashbang blueprintAdded EMP grenades Mk II and Mk IIIRathound Regalia mechanical damage reduction changed to 20% (down from 25%) and all heat damage taken while wearing it increased by 100%Burrower Burger, Eel Sandwich and Cave Hopper Steak now grant 1 point in their respective stats (down from 2)Mushroom Brew no longe affects agility and preception and dexterity penalties changed to -2 (don from -3)Consuming Mushroom Brew will now give you an empty bottleShock and incendiary bolts and acid blob traps mk III should no longer appear in shops or as random loot and mk II should now be quite rareHealing from regenerative vests buffed; regenerative armors can no longer be recharged during combatFinding psionic headband with an enhancement is now rare and you can no longer find one with two enhancements (you'll have to craft it)Regular tactical vest visual model updated
 Feats
Requirements for various feats re-balancedDisassemble - Grants you a blueprint that allows you retrieve some or all components from a disassemble-able items (such as weapons, armors, etc). This works both on the items you made and those you've just found. Existing items in running games will not be dis-assemblable.Shroomhead - feat disabled, pending redesignTaste for Blood - now also grants a stack whenever you deal a killing blow regardless of whether the target had bleeding wounds or notPower Management - changed to now always provide 35% extra energy capacityUncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)Spec Ops - now correctly only works with SMGsOpportunist - now works with throwing knives as wellThick Skull - Cannot be stunned, only dazedConcentrated Fire - Each hit from from burst attack increases the damage from further burst hits by 10%. Stacks 10 times.Commando - Killing an opponent using burst attack will grant you an extra free burst attack that can be performed in the same turn. This can only happen once every turn.Pinning - Your throwing knives have 35% chance to pin living targets to the ground for 1 turn.Fatal Throw - Throwing knives always critically hit against targets below 25% health. Killing a target with a knife throw will refund 18 action points.Split Spare - When throwing knives you throw an extra one at a nearby target that's within the attack cone.Ripper - Critical hit damage with knives and throwing knives increased by 1% for each 1% of the target's missing health. Applied multiplicatively to regular critical damage bonus.Critical Power - For each 1% of weapon or unarmed critical damage bonus above 100%, you gain an additional 1.5% critical damage bonusExpertise - Your non-critical firearm, crossbow, and melee attacks deal additional mechanical damage equal to your level.Blitz - Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points. Cooldown 10 turns.Point Shot - Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision. Cooldown: 1 turn.Survival Instincts - Increases the chance to critically hit with weapons, unarmed attacks and psi abilities by 30% while under 30% health.Stoicism - You receive 1% less damage from all sources for each 4% health missing.Escape Artist - Grants you the ability to remove all immobilization effects. Cooldown: 2 turns.Rapid Fire - Fire three bullets from any firearm except the sniper. Chance to hit falls drastically beyond optimal range.Juggernaut - Total health increased by 25% while wearing armor with armor penalty of 50% or higher.Fast Metabolism - All healing increased by 50% and psi boosters restore extra 25 psi.Heavyweight - You add your total armor penalty to the critical damage bonus of sledgehammer, fist weapon and unarmed attacks.Super Slam - An attack with a sledgehammer that does normal damage plus 20% of attacker's maximum health. Cooldown: 3 turns.Sure Step -  You can safely navigate caltrops and puddles of acid.Guard - You have 50% chance to block melee mechanical damage equal to twice your strength.Deadly Snares - Your crossbow attacks always critically hit against targets caught in bear traps and acidic entanglements.Gun Nut - Increases the upper damage range of all firearms you create by 20%.Skinner - The quality of leathers counts as if 20% higher in all your crafts.Armor Sloping - Reduces the armor penalty originating from metal plates when crafting armor by 35% (multiplicative).Clothier - The quality of fabrics counts as if 20% higher in all your crafts.Mad Chemist - On-hit effects of chemical pistols you create are twice as strong.Weaponsmith - Knives and sledgehammers that you create have 5% higher critical hit chance.Practical Physicist - Critical damage bonus of energy weapons you create is increased by 25% (additive).Ballistics - Carrier vests give additional 3 mechanical damage threshold when you use them in crafting.Neurology - Psi Headbands you create also provide additional 15 maximum psi points.
 UI
Items will no longer get equipped when you double click them while holding ALT or CTRL (so you can rapidly alt-click transfer stuff now)Interface will no longer register single clicks as double clicks if they are fired rapidly after a double clickFixed the slowdown that occurred when opening quest notes once you've got a lot of notes in  there; also fixed weird spacing issues in that windowAdded scroll bar to crafted item view
 Tweaks
You now always fire 2 extra shots with Full Auto featBipod precision bonus changed to 10% (up from 5%)You now have 30% chance to receive the bullet case after firing a bullet (you can use these for crafting)Tweaked some on-hit effects so they can now be appropriately mitigated when the damage of the attack that causes them is fully resisted/shieldedAluminized cloth now grants immunity to burning when used in armor suit craftingIncreased the amount of stealth penalty applied by aluminized clothRegenerative vest no longer appears as a component of generated itemsMetal helmets now provide slightly more damage resistance and also provide damage threshold proportionallyMetal boots now also provide damage threshold proportionally and grant immunity to caltropsStuff made from ancient rathound leather now also grants 5% mechanical damage taken reductionHigh-density padding foam melee protection bonus now scales with component qualityTabi boots now increase the chance to get critically hit on the toesSuper string will no longer appear on generated crossbowsLeather armors will no longer be generated from leathers better than those naturally occurringMechanical resistance and threshold lowered for certain leather armorsMax player character level increased to 25Base classic kill XP per target level increased slightlyCrafting requirements for components scaling with quality lowered to 80% of the original valueRemoved composition difficulty from many optional component slotsReduced the cost of firing energy pistols (not retroactive, just for new ones)NPCs now use EMP grenades; you've been warnedIncreased the range and max range of assault rifles; this will indirectly reduce burst imprecision (not retroactive)Warhogs have been buffedDirty Rags now require 10 tailoring (down from 25)Recycling stuff made of fabric will now also produce dirty ragsPack hunting now also increases attack skill in addition to damage, so rathounds in groups will hit you more easilyNPCs will no longer attempt to disarm traps that are too hard for themNPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)Explosive barrel damage increasedSlightly reduced the number of mutated dogs in Depot AMuties and regular dogs no longer respawn in Depot AForcefield cooldown changed to 8 turns (down from 12)Plasma Sentry no longer loses the rest of its turn when it switches back into mobile formCrawler poison can no longer be refreshed, so having it applied multiple times will no longer delay the stuffReduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turnBear trap weight halvedToxic Gas grenades now apply "Contaminated" debuff which increases all damage taken
 Bugfixes
Visual effects will no longer appear on the invisible imported character during the opening cutsceneFixed the problem with the final Arena fight not starting properlyFixed the bug that caused some traps to not properly trigger faction hostilities in controlled areasYou should no longer be able to invoke psi abilities if you're... not humanYou can no longer use Locus of Control while driving, it's just not safeQuick Tinkering will now properly mitigate the AP cost of setting traps in combatArmor modifiers (such as bonus vs bullets/melee) will now only apply to resistance values of the item with those modifiers instead of globally0% negative armor penalty fixed for realz now (maybe)Armor penalty is now correctly called that (instead of 'encumbrance') in combat stats windowCorrected the bug that caused passive things like cameras to de-stealth you when you perform transgressions in their vicinityFixed the bug that caused the hostilities in Foundry prison to escalate to the entire city even if you killed all the witnesses and erased the footageFixed various minor quest and map bugs
 Game will no longer crash when you return to the secret hideout of a secret organization in a certain placeThe electro room in the Gauntlet crash fixedFixed the bug that caused the level up to cancel without allowing you to restart it when pressing ESC when confirmation dialog appears and then again after thatFixed the bug that caused the respawning creatures not to respawn when loading an autosaveTNT charges will now trigger explosive traps and other similar objects in their blast radiusFixed the bug that caused melee special attacks to have their visual and sound effects trigger at the beginning of the animation instead of at the moment of impactArena enemies will no longer turn their shields off before combat like idiotsFixed the bug that sometimes caused bandaging to abort if you were right on the minimal health limitYou can no longer drop things into a standard container without opening itYou can no longer burst people who are not in the same area. For example, using burst while fighting in arena and bursting people below it, thus being branded a witch and sentenced to deathFix the bug that caused Telekinetic Proxy to not clone your abilities if it was positioned just to the side of the targetGuard at Epione Lab will no attack you after letting you pass in certain situationsYou will now always be able to exit Holloway's dialogOther various quest and dialog bugs
 | 
Alpha 0.1.14.1
| Complete changelog | 
| Minimal attack action point cost set to 4 (up from 1)Fancy Footwork can no longer raise your movement points higher than twice your normal maximumAmount of extra action point granted by Blitz limited to 20Telekinetic Punch will now properly daze the target instead of stunning it if it has Thick Skull featAdded Flashbang blueprint to Len's store in Junkyard (will appear after next merchandise reset)Fixed the tooltips of food effects that have been changed in this updateFixed Thermodynamic DestabilizationFixed the bug that caused generated combat gloves mechanical enhancements to always have quality of 1 (not retroactive)Fixed the bug that caused generated shield emitter enhancements to always have quality of 1 (not retroactive)Laser Sight will now correctly increase precision (not retroactive)Chance to hit with burst attack can never exceed single shot chance to hit anymoreDaniel Arda should now properly sell Hercules.West Wing hole descriptionMediant Samuel gives proper amount of charons for his first questPI Georgis' refusal to help for a quest now properly failsPI Schteff's radio comm properly recognizes where the player isWererathound affliction now correctly increases strength and transformation will now unequip your helmetFixed Free Drones Junkyard quest not starting properly in some casesTchort introduction cut scene should now properly trigger when visiting Institute entrance zone after you complete the Core City quest line. If it does not trigger, that's probably because you've visited the zone previously and the save is broken. See this thread for solution: http://steamcommunity.com/app/250520/discussions/0/618457398973889102/Offensive armor modifiers should work again (spiked/bladed armors)Several quest notes fixesVarious minor dialog and map fixes
 | 
Alpha 0.1.13.0
Release Date: 11 December 2014
Major updates: Portraits, new music, UI tweaks, new factions & questlines, finished most of the remaining areas
| Complete changelog | 
| General
3 new questlines: Free Drones, Protectorate and a super secret one
 Areas
entire Upper UnderrailLower Underrail passagesNew misc. locations all over Underrail
 Portraits
New portraitsCustom portrait supportPortrait lighting system: the portraits are lit in the same manner as the characters on the map.
 Combat taunts: Enemies will now threaten and taunt you in combat. Currently all have the same collection of phrases, but we plan to customize these in the future for different characters/factions/locations. We'll be looking for feedback on these - do the taunts occur too frequently/rarely, is there some particular taunt that is repeated too often, etc. Of course, for those who don't like this sort of stuff, it can be disabled in the options.
 Game mechanics
Added fire and gas mechanics
 Items
Added craftable fire bombs (such as Molotov cocktail) and craftable gas grenades (Toxic Gas Grenade)
 Interface
Added larger font options for everything (object labels, tooltips, quest notes, pop-up dialogs, combat log, etc)Moved the combat log window slightly so it won't interrupt scrolling anymoreAdded an option to auto-end turn when the player is out of MP and APAdded more hotkeys (swap weapons, toggle shield, etc; might add more if necessary) and added keybinding optionsInspected containers that are empty are now marked as suchIncreased the font in Combat Stats Overview windowAvailable component for a given blueprint will now be highlighted in the same manner as when tradingDouble clicking (or ctrl clicking) a component will automatically transfer it to the crafting screen if appropriate blueprint is openClicking a crafting slot will automatically fill it with the first available component if empty, or clear it if fullESC/ENTER and other intuitive hotkeys (such as Y/N) will now work inside confirmation boxesWhile holding SHIFT player will now be able to issue move command as to prevent people from accidentally moving when they meant to shoot; keep in mind though that you'll still be able to issue a melee attack command that might require movement even when SHIFT is held
 Tweaks
Crawlers buffed and their AI has been slightly tweakedEviscerate bonus damage per bleeding would changed to 50% (down from 100%)Taste For Blood now stacks 10 times (down from 20)Damage resistance provided by laminated fabric ballistic panel now scales with quality (though it's still weaker than the other one) and the damage threshold is increased; these changes will not apply to stuff that has already been generated in ongoing playthroughsMelee resistance bonus of riot gear armor changed to 75% (up from 50%); also not retroactiveMaximum number of oddity XP required for leveling now caps at 25 (up from 15)Maximum number of studies and/or amount of XP per studying reduced (or rebalanced) for a number of oddities; overall, less experience is available through some oddities nowClassic XP required to level changed to 1250 (up from 1000) * levelBase classic kill XP bonus per target level reducedXP from a number of quests reducedLockpicking/hacking XP per required skill reducedAdded signs to aid navigation in Lower Underrail and caves
 Bugfixes
Electrobolts will no longer jump to passive objects that are completely immune to them (e.g. destructible rocks)You can no longer load individual bullets during combat as stated by the tooltipRemoved various leathers that were way too high quality for their type from certain storesBurst fire will no longer trigger hostilities against secondary targets caught in the burst cone unless they actually take damageArena commentator will no longer order everyone in Core City to kill you if you happen to aim your burst in his general directionCreatures immune to fear are no longer immune to Engrage (unless they are immune to all mind-affecting effects)
 | 
Alpha 0.1.13.1
- Bug hotfix patch
- Teleportation stairs retired
Alpha 0.1.13.2
Alpha 0.1.13.3
Alpha 0.1.12.0
Release Date: 06 August 2014
Major updates: Core City, new psi abilities, new weapons
| Complete changelog | 
| General
New areas and questsNew major urban area - Core City
 Items
Added more firearms: one new pistol, one new SMG, two more assault rifles and two more sniper rifles. Also added two new crossbows.
One model from each of the weapon categories (pistol, SMG, crossbow, etc) will be only available through crafting.
Tweaked the base stats (damage spread, crit chance, crit bonus, precision, etc) of each of the firearm and crossbow models to diversify them furtherAdded throwing knives - they are fairly inexpensive and their damage scales with your throwing skill. While they are unlikely to replace your primary offensive skill, they do act as a nice ranged supplement for high dexterity characters, especially when you use the poisoned ones.Added electrical pistols - a type of energy pistol that shoots electrical bolts that stun the primary target and jump a few times (similar to electroshock bolts)Added two energy weapon enhancements - only applicable through crafting; one increases the critical damage bonus, while the other increases the special attack damageAdded 5 new crafting only meds and appropriate organs and chemicals that are needed to produce them
 Creatures
Added the deadly coil spider
 Psi
Added Thermodynamic Destabilization (metathermics) - You tag a creature with a debuff. If you kill it within 2 turns, it will explode, dealing heat and mechanical damage to everything around it. The amount of damage dealt scales with the metathermics skill and the amount of health the creature had when it was taggedAdded Enrage (Thought Control) - Enrages a living target for up to 4 turns which causes it to turn hostile to everyone.Reworked Force Emission (Psychokinesis) - No longer provides extra range, but works with fist weapons as well.Added Telekinetic Proxy (Psychokinesis) - Moves the telekinetic proxy from its current location to the specified location, dealing mechanical damage to everything in its path. If the proxy is not present, is too far away, or doesn't have a clear straight line path to the destination, a new one will be spawned. Telekinetic proxy will mimic your single target telekinetic psi abilities and effects (currently Telekinetic Punch and Force Emission) if the target is within its radius. The proxy lasts 3 turns, but the timer refreshes with each move or mimic.
 Tweaks
EMP mine blueprint component requirements changed to be the same to that of the EMP grenadeIncreased the amount of bear traps crafted when not applying poison to 10Increased the amount of caltrops crafted when not applying poison to 10Reduced the cost of metal plates and, by extension, some items that are crafted from themAdded an option to turn off automatic door openingRemoved the cooldown of Burst attack (don't know why it was there in the first place)Added countdown timer to TNT chargesCamp Hathor retouches
 Bugfixes
Hopefully finally fixed the bug(s) that caused the factions to get all messed up after the Junkyard showdown eventMerchants will no longer roam while in bartering modeGame will no longer crash when saving while miningChemical pistols have weight nowAction point counter fixed to work with extreme amounts of action pointsAdrenaline shot will now always properly grant 20 bonus APExecute will no longer deal extra damage even if the target is not stunned/incapacitatedFixed the overly heavy boots (will only affect the newly generated/crafted items, the old ones will remain heavy)Crawler poison component now correctly named (was "Cave Ear" poison)Plot items can no longer vanish when attempting to transfer them to the trading window (oops)Opportunity feat now works with wrestling/tacklling (they are considered slows)Balaclava repair category changed to fabricArmor penalty calculation rounding errors fixed (Nimble feat should now apply properly in all cases)Bleeding wounds from boots/armor enhancements will now stack as they shouldWeapons of wheeled bots and turrets now considered firearms so vests should work correctly against them nowDirty kick now triggers hostilities as it does in real lifeYou can now reload chemical pistol from the quick reload bar like other weapons (cannot unload, that's inteded)Combo feat will now properly stack when using armors or boots that provide extra damageYou can no longer use Expose Weakness to kill The Beast or other stuff that's immune to mechanical damageNo longer possible to beat up some creatures to the point their "armor" degrades
 | 
Alpha 0.1.12.1
Alpha 0.1.12.2
Alpha 0.1.11.0
Release date: 16 April 2014
Major updates: Foundry, energy shields, new feats, game world nearby doubled in size, narrative improved
| Complete changelog | 
| General
New areas and questsImproved the narrative, quest hub area quality and game world cohesionNew major urban area - the FoundryAdded a new minor quest hub in the cave areas south of SGSCouple more quests in SGS and Rail Crossing.Reworked the order early game quests are received (to avoid sending people to GMS too early)Added some early game oddities
 Items
Added new metal type for craftingAdded taser blueprint so electronics experts can protect themselves from hooligans and stalkersImplemented energy shieldsTabi Boots - lightweight boots that can be crafted from leather or fabric componentsComponents (these are all crafting only; that is items made of these cannot be found or bought)
Siphoner leatherPsi Beetle armor plateBurrower armor plate
Super secret stuffAdvanced Health Hypo addedBalaclava added (+10% cold resist, +5 intimidate, +stealth when crafted out of black cloth or +hear resist when crafted out of aluminized cloth)
 Feats
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.
Reworked
Tranquility - changed the AP reduction to 5 (down from 10)Dirty Kick - now works regardless of the current weapon, the damage is equal to 200% of unarmed damagePremeditation - now also reduces AP cost of the next psi ability buy 100%Psychosis - psi cost increment changed to 20% (up from 10%)Tranquility - reworked: now reduces AP cost of all psi abilities by 10 while the invoker is at full healthCerebral Trauma - reworked: now increases Neural Overload damage by 25% (up from 20%) and burns 15% of the target's max psi points when Neural Overload landsForce User - now increases Telekinetic Punch damage by 100% (up from 20%) and Force Field duration by 2 turns (up from 1)Lightning Punches - now works with fist weapons as wellPyromaniac - doubled the chance it will trigger across the board and the exact chance is now shown for each individual psi ability; also the bonus damage has been increased to 100% (up from 80%)Crippling Strike - damage increased to 150% (up from 125%) and it no longer costs additional action points, but has 1 turn cooldownGrenadier - now reduces standard grenade cooldown by 2 turns (up from 1) and special grenade cooldown by 3 turns (up from 2)Hypothermia - now reduces constitution by 1 (down from 2) and stacks up to 5 times (up from 3)Thermodinamicity - instead of psi cost, now reduces action point cost by 50%Evasive Maneuvers - now grants evasion equal to three times your movement points (up from x2)Uncanny Dodge - now allows you to dodge next three melee attacks instead of just one, but cooldown is increased to 3 turns (up from 2)
 Interface
Improved item management mechanics by adding sort button to containers and "transfer all" button to player inventory that can be used to transfer all the items to the currently opened container.
 Tweaks
Throwing nets made more useful now (no longer completely ineffective against opponents with decent or higher strength).Carrier vests made more common as loot/merchandise.Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be required.Completely most quests in oddity mode now grants some (usually small: 1-3) amount of XP. This should make completing quests feel more rewarding (especially those quests that don't involve exploration) without significantly affecting the XP balance in this mode.Reduced electronic crafting requirements for galvanic vestsIncreased drops rates for all types of carrier vestsBoots now require a pair of rubber soles to craftIncreased the block chance of riot gear shields to 30% (up from 20%)Firearm ammo weight now varies depending on caliberIndirect damage no longer removes incapacitation (e.g. poison)Electroshock primary target damage, pneumatic hit damage and force emission hit damage no longer remove incapacitation in order to better synergies with Cheap Shot featMinimal hit chance for melee and ranged attacks is now 10% (down from 20%)Increased the amount of item categories most merchants will buy per reset, included the missing categories and also changed certain categories to always be included for specialized merchants (not in the unlimited amount though)Added more psi boosters to early areas to ease up the early game for psi characters who need those rather than bulletsTelekinetic Punch, tazing and pneumatic strike are now resisted through fortitude, instead of resolveMelee skill now scales up with either Strength or Dexterity, whichever is higherBoot springs now reduce stealth (will add stealth speedy boots later)Aluminized cloth heat resistance increased and crafting requirements changed to 1 per quality (down from 1.5)
 Bug fixes
Fixed the bug with certain secret monoliths not recognizing character's psi empathyIncreased the bear trap triggering radius so characters cannot pass in between two adjacent trapsFixed the bug that caused the game to crash when attempting to set up the fishing rod on certain spotsTNT charges will now go off properly after loading a game in which it's been already setDoppelgangers should now properly ignore target's resistances with their attacksFixed a very serious bug that caused ranged attacks to mostly ignore evasion rating of the target. Evasion should have much the same effect in avoiding ranged attack as dodge has for melee attacks. This will definitively affect the game's balance, both by increasing the difficulty of high evasion enemies and by buffing agility based player characters, so I'll be keeping an eye on it.
 | 
Alpha 0.1.11.1
Alpha 0.1.10.0
Release date: 16 January 2014
Major updates: Rail Crossing, Lower Underrail expanded, Oddity XP System, Game economy changes, introduced item weights and trader limits.
| Complete changelog | 
| General
Added alternative XP System (Oddity)Added difficulty setting (easy/normal)Game economy changesAdded item weightAdded InitiativeAdded some more Lower Underrail areas
 Items
Added electrical knives (same crafting mechanics like with sledgehammers and gloves)Added more belts (belts have fixed stats and are not craftable)Added bear trap - a cheap early game trap that deals mechanical damage, roots the target and inflicts a bleeding wound; like caltrops, it can be envenomedAdded serrated crossbow bolt that deals additional 100% of original damage dealt through a bleeding wound over 3 turns, but incurs even greater damage threshold penalty than a regular boltWeapons can now have varying base critical damage bonuses (for now only depending on the weapon base type, but in the future modifiable through enhancements)
 Creatures
Added the faceless troops (tunnelers, augmented rathounds, centaurs, faceless)
 Interface
Added a confirmation box when changing video settingsAdded an option to scroll with mouse while holding the right buttonAdded an option to lock the mouse to screen in fullscreen mode (doesn't work perfectly though, sorry)You can double click on your (non-existing) portrait to center back to your characterGame window will no longer process input while inactiveCharacter level is now displayed on portraits
 Tweaks
Shroomhead feat now restores 15 psi points each time you pick a mindshroomReduced base trap arming time to 7 secondsReduced the range at which the traps trigger when you step into their tile (should be more consistent with visual collision now)Players will receive better armor at the startAdded more meds, ammo and such to the starting areasReduced explosive barrel health to 1AP cost of using light weapons (knives, pistols, SMGs or fist weapons) or unarmed attacks is reduced by 4% for every dexterity point above 5. This is very much subject to change depending on how it works out. I want to make high dexterity builds feel more rewarding and this is just the first step.Dogs now have 50% chance to apply Tackle effect on hit (down from 100%)Skill requirements for recycling items reducedItem durability increased, particularly for higher level items. This will make it less profitable (hopefully not profitable in most cases) to repair them for sole purpose of selling them. Also, crafters will be able to recycle them for more scraps them previously since the amount of scraps gained is based on current and max durability of an item. Rate of item degradation should remain about the sameMark 2 repair kits now fix 500 durability points (up from 400). Cost increased accordingly; repair kit crafting requirements and components remain the sameDurability span of items looted from slain enemies increased to 5%-50% (up from 5%-20%)Bandits in the "package delivery quest" nerfedMinimal stealth requirements (below which player is automatically spotted) reducedIncreased the amount of special ammo that can be found as lootReduced the cost of ampules and syringesReduced the amount of explosive required to craft traps (it's now same as grenade recipe)Increased chemistry requirements of Hexogen explosive to 50 (up from 22). Secondary explosives difficulty modifier in grenade and mine blueprint increased to 125% (up from 100%). Mark 3 grenades/mines are now crafted from 1 hexogen and mark 2 are crafted from 2 x TNT instead of vice versa. Reasoning behind these changes is that crafting high level explosives was way too easy and allowed you to obtain grenades that were meant to be used against level 20 enemies as soon as level 7 if not earlier.Player character will no longer obscure targets behind them when issuing offensive commands (such as attacking or invoking offensive abilities)
 Bugfixes
Exporting a character while trading window is open will no longer crash the gameSave/load window will no longer lose focus after deletion confirmation pop-upFixed the bug that would cause optional components to give different crafting requirements depending on order they are placed inGalvanic vest added to random loot table (and hence the stores too)Added missing female riot gear spritesheets (sorry ladies)Fixed the bug that would cause the old man in GMS level 3 to repeatedly initiate dialog with youFixed the bug in Abram's questline where you could give Garren information you didn't actually receiveAP should now correctly be deducted when stacking up utility items during combat
 Other
Added transition error log; it will be generated in Documents\My Games\Underrail every time there's a transition error. This should help us pinpoint any remaining transition problemsRemoved Media Player requirement by popular demand (you will no longer have to have media player windows feature installed in the next version of the game)
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Alpha 0.1.10.1
Alpha 0.1.9.0
Release date: 29 August 2013
Major updates: Lower Underrail expanded, Riot Gear, Combat Gloves, Psionic Headbands
| Complete changelog | 
| AI
Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kickUse "yell" special abilityUse more drugs: adrenaline, morphineThrow grenades: frag, HE and flashbangUse more special bolts: acid, shock, incendiaryUse offensive and utility psi abilitiesKite their target (like psi beetles do)
 Items
Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know thoughNew item: Combat GlovesAdded Psionic HeadbandsNew armor type: Riot Gear
 Tweaks
Added more lens types for goggles (+crit chance, +special attack damage, +detection)Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)Changed the way shock sledgehammer is made, will now require a power coreJunkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on useIncreased duration of thermodynamicity to 2 turnsIt's no longer possible to refresh the duration of stun, fear and short-circuit effects
 Bugfixes
Damage from spikes and blades from boots and armor should now apply on special attacksRepairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penaltiesReduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on bootsFixed spikes of doom bugFixed the scaling of Bilocation psi abilityFixed bunch of spelling errors
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Alpha 0.1.9.1 (First Steam version)
Release date: 23 September 2013
Major updates: Steam integration
The first version available on Steam.
| Complete changelog | 
| General
Steam integrationAchievements
 Bugfixes
TNT blueprint will no longer consume excess componentsTungsten steel boots icons addedNew lens types will now be correctly generated with qualityCrafting window will now remember what blueprint you had selected when you last closed it
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Alpha 0.1.8.0
Release date: 07 May 2013
Major updates: New pickpocketing system, new feats
| Complete changelog | 
| Feats
New
Heavy Punch - Unarmed attack that deals 200% for 250% APBone Breaker - Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.Cheap Shots - Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).Uncanny Dodge - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.Evasive Maneuvers - Converts all remaining movement points into twice the evasion for 2 turns.Grenadier - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.Three-Pointer - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.Trap Expert - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.
Reworked
Burglar - Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areasNimble - Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbranceNinja Looter - Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the targetConditioning - Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitutionOpportunist - Upped the damage bonus agains slowed targets to 20% (up from 15%)Recklessness - Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)Yell - Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)Snipe - Increased the base damage bonus from 100% to 125%
 Psi
Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.Electrokinesis (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.Bilocation (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.Mental Breakdown (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.
 Tweaks
Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shotsMelee weapons no longer degrade on missed attacksReduced the cost of energy pistolsDexterity now increases critical chance of melee attacks by 1% for each point above 5Added "Already known" label to blueprints you... already knowAdded more items to the SGS commoners to be stolen!Reduced the pickpocketing cooldown to 5 seconds (down from 10)
 Bugxixes
No longer possible to place the fishing rod on top of yourselfGame will no longer crash when attempting to disarm triggered trapsGame should work properly with windows on-screen keyboard nowJunkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on ScrappersFixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.Fixed the problems with Cliff's quest when he would die at inopportune times
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Alpha 0.1.7.0
Release date: 22 March 2013
Major updates: Game economy changes, introduced item durability.
| Complete changelog | 
| General
More quests added to Junkyard areasTwo new mini dungeons addedAdded a couple of new areas, a couple of new quests and a mini-dungeon with burrowers in it.Introduced item durability for weapons and armor pieces (helmet, torso armor and boots).
 Economy
Toned down item degradation a bitMelee weapons no longer degrade faster than ranged weaponsReduced the base merchant price modifier from 425% to 350% to better suit the other changes to the economy; so basically everything will be a bit cheaperReduced the amount of loot significantly (mainly from dungeon areas and lightly guarded urban areas)Wheeled bots and turrets leave loot now (ammo, scraps and sometimes more valuable things)Reduce leather drop chances across the boardReduced the value multiplier for certain crafted items (e.g. leather armor) in relation to their components; purchasing components from vendors and crafting them into finished items and reselling them should not be profitable (this would either force me to reduce the amount of components the merchants have or to reduce the restocking frequency and I don't want to do either); finding components and crafting them into items before selling them is profitableIncreased the cost of special boltsItem cost penalty based on durability changed from linear function to power function; meaning that lower less and less durability and item has, the faster its value dropsPsi boosters now cost 5 mindshrooms to makeIncreased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo
 Game balance
Change the mutants and mutated dog health up, down and all around; can't tell if it's more or less than what it used to be but it's balanced now I thinkNPC natural dodge/evasion changed to 1 per levelOff-balanced, stunned, frozen and incapacitated enemies have their dodge and evasion reduced to zeroRooted enemies have their evasion reduced to zeroIncreased the damage of crippling strike and reduced the AP costCritical crippling strike applies 2 stacks of the debuffRestored health modifier to all commoners to 100% (up from 50%/80%)Reduced the amount of skill points the player gets (-15 at the start, -5 per level)Added activation cost to night vision gogglesIncreased value of distance factor when calculating weapon to-hit chanceWeapon precision penalties (melee, on move) will now correctly be deducted at the end of to-hit chance calculation (it's no longer possible to mitigate these penalties through skill)NPCs now have natural dodge and evasion bonus equal to twice their level (factor subject to change pending testing)Reduced damage of shock, incendiary and acid bolts across the board; they should still be good but won't 2-shot most things in the game anymorePrecision bonus with special bolts removed from Marksman featIncreased Pyrokinesis cooldown to 3 turns (up from 2) and reduced damage slightlyPremeditation now reduces the cost of your next psi ability by 50% instead of 100%Increased the health of Mutated humans and restored them their normal movement points (was too easy to kite them)Mutated human's AI tweaked to correctly use acid spray even when close to player if something is preventing them from engaging in meleeIncreased mutant dog healthResist chance calculations for everything (stun, entangle, etc) was previously bugged and couldn't drop below 20% no matter how powerful the attack/ability was and how bad the defense was. Also capped all resist chance at 65% (down from 80%), might change pending testing.Reduced Neural Overload the damage that can be mitigated through resolve. It's also capped at ~40%.Increased base psionic power of psi beetles and their synergy bonus; also their armor and health a bit (hopefully I get to watch them actually kill someone now)Added some acid resistance to wheeled bots and turretsChange trap detection mechanics to favor players investing in Traps skill in addition to having good perception; traps are also not revealed automatically if you beat the skill check but instead have a chance to be revealed every "tick" in real time / end of turn in turn-based mode; this will make traps a bit more dangerous than they are now for all charactersChanged stealth detection indicator colors for NPCs again: slowly fading in-and-out silver eye again means true-seeing again, while slowly fading in-and-out red eye means "stealth too low to hide from this NPC"; should be more intutive this way.You can no longer set traps, disarm traps, lockpick or hack in turn-based mode
 Game mechanics
Caltrops have a chance to miss the targeted tile in the same way the granades doGrenades and pyrokinesis will now deal their full damage near the center of the detonation and less and less damage the further you move from it. Something like this was already in place with frag grenade shrapnel (you'd get hit with more shrapnel the closer you are to the detonation), but now it affects all grenade damagePyrokinesis has a chance to miss the targeted tile in the same way as grenade do; the targeting precision is derived from metathermics skill"Grenades" skill renamed to "Throwing". It will now be used when calculating precision of all throwing actions (such as tossing flares and using throwing nets).Grenade cooldown no longer decreases with skill. A cooldown reduction feat will probably be introduced in the future.Grenade range no longer increases with skill.Throwing precision now increases with skill and decreases with throwing distance. The less precise you throw the farther the grenade will land from the targeted location (up to 3 tiles away).
 Interface
Disabled Trade button when nothing is set to be tradedTurn-based combat path visualization should now work properly in all casesWhen placing traps with AoE effect, their range will also be displayed; this should make it easier for players to prevent chaining their own traps and blowing themselves up Wile E. Coyote style.Toggling between all feats and only available ones should now correctly update the scroll bar
 Tweaks
Added more mutated dogs to Old Junkyard because why notPlayer now leaves a corpse after dying instead of turning into a backpack
 Bug fixes
High-density foam padding price now scales with quality and quality is also made relevant in all its crafting recipesFixed Telekinetic Punch to scale off of Psychokinesis instead of MetathermicsFixed the bug that caused players to die during transition and return as vengeful undead if they transitioned in turn-based mode with a damage over time effect that is about to kill themFixed lightning in some areas (GMS, Elwood's house)Killing someone in a single turn will now correctly propagate hostilities to their nearby friends
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Alpha 0.1.6.0
Release date: 13 January 2013
Major updates: Creature/plant respawning + trader stock resets, new blueprints, changed lockpicking/hacking mechanics.
| Complete changelog | 
| General
Added creature respawning. Creatures in most places will respawn every two hours. Some bandits will also respawn, but most of the human enemies in the current areas will not respawn (since it wouldn't make sense in the context of these areas).Merchants will now refresh their inventories every 90 minutes.Reduced the frequency of base stat point gain. Player character will now gain an extra base stat point every four levels, instead of every two.Fixed the problem with indirect kills not giving the player XP - all damage over time effects, ground effects and explosive barrels will now properly credit the player with XP.Experience gains are now calculated against character's "potential level" which takes into account all XP gained to that point even if you stayed off leveling up.Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics!Locked doors and containers will now display the difficulty rating on attempted use. Lockpicks and haxxors will display the max. lock difficulty they can handle in hands of the player character.SGS merchants will now accept stygian coins (charons).
 Items
Changed the "Extract Toxin" blueprint into "Extract Humour". It can now be used to extract various bodily fluids from organs of dead animalsCreatures will now drop organs when killed.Added health hypo blueprint.Added adrenaline shot blueprint.Added chemical blob trap blueprint.Added acid bolts to chemical bolt blueprint.Added caltrops blueprint.Added plasma pistol.Added Morphine Shot.Added export/import character optionsAdded an option to autosave on transitions.
 Game balance and mechanics
Changed the way the lockpicks and haxxors work.Lockpicks are now spent on successful lockpicking, so they work as a resource. They have distinct power levels and icons (+0, +5, +10) and are stackable.Haxxors work similarly like they did before, but also have distinct power levels and icons and require energy (batteries) to use.
Added blueprint for chemical pistols.Added "Chemical Ammo" blueprint to accompany this.
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Alpha 0.1.5.0 (First alpha funding version)
Release date: 06 December 2012
Major updates: Junkyard, Depot A, Traps skill, new items, new feats.
Initial alpha funding release on Desura and GamersGate.
| Complete changelog | 
| General
Huge new urban zone consisting of 8 areasBig new 'dungeon' consisting of 6 areas (twice as much as the last one)A couple of 'mini-dungeons'New questsNew Skill: TrapsUpdated crossbows (feats, increased base damage of crossbows, added two multi-target special bolts)Added zone controlVarious other smaller stuff
 Items
One new model of each firearm type: pistol, SMG, assault and sniper rifleOne new crossbow typeKnives and sledgehammers made of tungsten steelTungsteen steel armorRegenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors)Acid resistant leather armor (this will be useful in the upcoming dungeon)Added food
 Feats
Pummel - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turnsCrippling Strike - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times).Dirty Kick - Unarmed attack that deals damage and stuns the target for 1 turn (double that if the target is human male)Hit and Run - After you kill an enemy, your movement points are restored to 25 (or your maximum, whichever is lower)Yell - You attempt to reduce offensive skills (guns, corssbows, melee and grenades skills) of all surrounding enemies by 20% of your intimidation skillShroomhead - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi
 Game balance and mechanics
Changed a bit how stealth works.Added a notification when you bump into other characters and fall out of stealth for that reason.Increased health scaling with levels, for both the player and non-player characters.Doubled the psi point pool as well as psi restoration from psi boosters.Significantly increased base damage multiplier of snipe ability.
 Tweaks
Buying prices are much higher than selling prices now so you won't be able to get rich quickly anymore; this also make mercantile more usefulAmmunition and some other resources are more expensive and scarce nowYou cannot start combat immediately after transitioning into another area (5 second cooldown added); this should prevent most of the transition exploitsCritical hits are better distinguished in the scrolling combat textBatteries now restore more energy, but are also more expensiveWhen attacking a passive object in real time the attack will stop after a single hit (no more auto-attacking)Added more blueprints as static (non-random) merchant inventoryImproved some quest text to be more specific (number of outposts, barracks location, shooting practice)Player movement speed slightly increasedGrenade damage increasedFlashbang duration increased to 2 turnsEnemy remains are now visible through walls at all times (don't have to hold down TAB or Z); this should also prevent them from being stuck behind a door or other usablesAdded inventory sorting (merchant inventories are sorted now as well)Added more item filtering categoriesItems are unbound from action bar when they are all used up, dropped and suchHelp option will now blink until you open it (so many people missed it completely)Dragging items/ability off the action bar is made a bit less sensitive now so you shouldn't have that much trouble clicking abilities while the action is unlockedA number of abilities are automatically bound to your action bar at the start of the gameWhen you mouse over an equippable item in your inventory it will highlight the slots in which the item can be equipped (this should help with the special bolts confusion among other things)You can double click items to equip them / put them into the trading windowWhen mousing over an item you wish to purchase it will show the purchase value instead of the nominal valueOnly currency will be used during auto tradingAuto trading will no longer try to trade currency for currency
 Bug fixes
Saves and user configuration are now stored in Documents\My Games\Underrail so the game will no longer require admin privileges to runSaving while transitioning out of SGS into the caves will no longer get you stuck between the two gatesKilling the sentry near the Mushroom Cove will no longer mess up the factionsAttacking SGS sentry bots will no longer mess up the faction and turn your own electroshock sledgehammer against you (it was dealing electrical damage on hit to you as well)You no longer remain in stealth after attacking a camera or other passive objectItem duplication bug fixedRathound Alphas should now properly use their Rend abilityLockpicking is no longer instant with Burglar feat, but this feat has been improved to reduce lockpicking and hacking times by 75% (up from 50%)You can now power up outposts in the caves after turning in the questsYou can no longer acquire the Sprint ability without picking the featReloading from quick reload bar will now load up the weapon with as much ammo as you have regardless of how it's split in the inventoryNo more blue flashes on saving the gameRemoved "computer skill" referencesPath estimation in turn-based combat should now be drawn properly in all casesMinor AI bugsOther minor map bugs
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Alpha 0.1.4 (Free alpha demo)
Release date: 23 August 2012
Initial public alpha release. Available as Free Alpha Demo.
Pre-alpha versions
- For older versions, see Version history/Pre-alpha.