Version history for Underrail beta versions. Underrail had a two-week closed beta for final testing and bugfixing before release. Most of the game development was done during its alpha versions.
Release versions
- For newer versions, see Version history/Release.
Beta 0.2.0.0
| Release Date: 05 December 2015 | Summary: Deep Caverns, Noise System, Player Housing, New Psi, New Feats (Closed beta release for internal testing) | 
| Mechanics
Added Noise System.Added hard difficulty (less player health, less healing with longer cooldown)
 UI
Added Oddity catalog window that will show all the oddities you've collected and also how many oddity types you're still to findYou can now open system menu during the NPC turn (to load or exit the game or configure options)Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the mapAdded an option to automatically overwrite savesNumeric pad cannot be used for dialog choicesYou can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g. for recharging, reloading, etc)
 Items
Cryogas grenade addedAdded one more acid typeAdded five new drugsAdded two new poisonsAdded silencer enhancement that can be added to 5mm pistols and SMGsAdded Biohazard suit
 Creatures
Added two new Faceless typesAdded five new creaturesAdded one new turret
 Feats
Changed
Premeditation - Now also requires 6 intelligence.Gun Nut - Upper damage bonus changed to 15% (down from 20%).Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.Opportunist - Bonuses changed to 25%/15% (down from 35%/20%)Recklessness - Critical damage chance bonus changed to 7% (down from 10%)Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)Quick Tinkering - Cooldown changed to 2 turns (down from 3).Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)Mental Subversion - It now stacks up to 75% (up from 50%)Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.Sharpshooter - Damage changed to 30% (down from 50%).Special Tactics - Dexterity requirement removed.
New
Meditation (Continue from Tranquility) - Maximum psi points increased by 25.Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.Psychostatic Electricity - When you damage a target with your electrical psionics you apply a debuff that increases the chance for the target to be critically hit from all sources by 5% for 2 turns. Stacks 5 times.Telekinetic Undulation - When you damage a living target by moving your telekinetic proxy, there's 50% chance it will be dazed for 1 turn.Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.Concussive Shots - When you deal mechanical with your crossbow you have 40% chance to daze living targets for 1 turn.
 Psi
Added the remaining nine psi abilities, three for each psionic school.Psychokinesis
Electrokinetic Imprint - Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.Disruptive Field - Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.Implosion - Deals mechanical damage equal to a percentage of target's current health. This attack bypasses damage threshold and shields.
Thought Control
Psi-cognitive Interruption - Burns target's psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi points.Mirror Image Pseudo-spatial Projection - Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there's a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.Neurovisual Disruption - You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
Metathermics
Cryokinetic Orb - You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.Exothermic Aura - Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.Cryo-shield - Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there's 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
 Tweaks
95% damage cap now only applies to mechanical resistanceDamage from flames reduced (includes firebombs and other sources of environmental fire)Crawler AI improvedDestructable rocks can now also be destroyed with a jackhammerCryokinesis and Pyrokinesis can no longer be launched through fences and other partial obstaclesResolve and fortitude base resist chance increased slightlyUpper Tornado crossbow damage slightly reduced (not retroactive)Electrical pistols now only have 50% chance to trigger the stun on the initial target; this might also affect some electrobolts fired by the NPCs as wellPistol damage reduced by ~20% across the boardStalkers in the passages near SGS no longer respawnPsi Empathy feat will now reduce base health points by 25%Psi regeneration now scales with will and intelligence: psi regen = 5 + (will+int)/2Ranges of a number of psi abilities have been reduced: Bilocation - 7, Cryostasis - 6, Electrokinesis - 8, Frighten - 3, Mental Breakdown - 5, Neural Overload - 6Psi costs of a number of psi abilities have been modified (mostly increased): Cryokinesis - 15, Cryokinetic Orb - 40, Cryostasis - 65, Electrokinesis - 35, Exothermic Aura - 40, Forcefield - 25, Mental Breakdown - 60, Neural Overload - 15, Pyrokinesis - 40Psi booster cooldown changed to 3 turns (down from 6 turns)Metal plates enhancement will now provide less mechanical resistanceMetal armor mechanical and energy resistance reduced across the board. Threshold remains the same. Not retroactive.Reinforced Fabric Ballistic Panel damage resistance reduced slightlyExecute can no longer be preformed with electrical pistol. I cannot remove the bonus damage from electrobolt jumps easily without rewriting a good chunk of code so I'm just going to ban the electrogun from the club.Throwing knives upper damage range reducedBlob Pistol shooting sounds changedIncreased crossbow max range by 2 and optimal range by 1 (not retroactive)Daze debuff now also reduces movement points by 30Sniper damage increased by ~20% across the board.Plasma sentry laser damage increasedMade energy core and firearm barrels more easily available from merchantsArmor penalty of boots reduced (not retroactive)
 Bugs
Flat dodge and evasion bonuses are now always reduced by armor penaltySuppressive fire will now count as a slow for purposes of opportunistic attackInanimate objects no longer appear scared of fireMental Breakdown duration can now be lessened through resolveGun Rush status effect now has proper iconYou can no longer skin AzifRapid Fire feat description now correctly notes the cooldownMetal strider boots will now also have stealth penalty like the leather onesFixed the bug that caused character to lost health from attacks that deal no damage when using items/feats that grant health bonusesYou will no longer sound like a tin man after dismounting the DreadnoughtFixed the bug that caused auto-trade option to trade money for moneyBurst attack will no longer consume an extra bulletSpiked boots will no longer double-trigger things like force emission and fancy footworkTaser will no longer consume twice the energyTaste for blood will no longer grant a stack when killing machinesHopefully fixed all achievements to work correctlyOn kill effects will now properly trigger when target is killed by an on hit effect (such as electrical melee weapons, force emission and special bolts)Fixed the bug that caused the game to on rare occasions skip the player's turnPremeditation no longer increases the range of pyrokinetic stream (that caused it to bug out)
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Beta 0.2.0.1
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Beta 0.2.0.19
Alpha versions
- For older versions, see Version history/Alpha.