Version history and changelogs for Underrail 1.1.#.# versions, between Expedition's and Heavy Duty releases.
Newer versions
- For newer versions, see Version history/Underrail 1.2.
Underrail 1.1.5
| Release Date: 31 January 2022 | Summary: New Year's Resolution | 
| Major Stuff
Implemented, new slightly visually touched up, UI that is available in 3 sizes; classic UI still availableThe game will now automatically be zoomed on higher resolutions (which can then be changed through manual zooming if it's enabled)Introduced a brand new Core City questline as an alternative to joining an oligarchImproved nearly all unique and some rare weapons and armor - go check them outYou can refurbish your old world firearms at one of the firearm enthusiastsCharacters can now save up to 10 action points at the end of their turn and add those to their next turnBase ability values are no longer capped at 20, but instead the maximum bonus on top of the base value that you can accumulate is 10
 UI
Implemented borderless windowed display modeItem's special abilities/attacks will now have icon in the item's tooltip next to the descriptionFixed character's speech bubble and health bar offsets when zoomed inZooming step changed to 25% (down from 50%)Added an option to follow the player character (default hotkey: F3). This is kind of an experimental feature, so be sure to let me know if you discover any bugs
 Feats
Opportunist - description now specifies it only works against living targetsPummel - will now list the action point costFend - Base action point cost changed to 60% of normal attack ap cost (down from 100%)
 Specializations
Fend: Action Point Cost - Ap cost reduction per point changed to 8% (down from 10%)
 Items
Item effects (such as poisons and gun oil) will now display a small icon in the corner of the parent itemYou can now use poisons to coat suitable melee weapons if you have the required Biology skill level; the poisoned weapons will then apply that poison in a certain number of attacks; you can coat a weapon with only one poison at a timeAdded Sharpening Stone - Can sharpen a bladed melee weapon, increasing its damage by 10% for the next 30 strikes, but permanently reducing its max durability by 5%Added Firecracker Cap item enhancement that can be applied to sledgehammers and crowbars to cause an explosion on the next hitAll-in now decreases intelligence by 3 instead of increasing itCommando Belt moved to static loot[Expedition] Frogfish biology requirement changed to 50 (up from 25)[Expedition] Add a new unique spear and sword that can be found before going to Black Sea
 Ammo
W2C bullets now ignore 35%-45% of mechanical damage resistance depending on bullet caliber (down from fixed 65%), threshold interaction remains he same5mm Shock Round - Damage changed to 8-15 (up from 5-10) and now has 3% chance to daze target for 1 turn7.62mm Micro-shrapnel Round - The damage that penetrates the armor is increased by 25% against organic targets8.6mm Incendiary Round - Now also deals 10-20 heat damage on impact9mm Acid Round - Acid damage changed to 15-30 (up from 10-20).44 Explosive Round - Heat and mechanical explosion damage changed to 23-45 (up from 15-30)
 Crafting
Steel and tungsten plates requirement is now capped at 30 mechanics when crafting bulletsW2C Bullets blueprint now requires hexogen instead of raw tnt and produces 20 bullets (down from 30)JHP Bullets blueprint now produces 20 bullets (down from 30)Changed enriched health hypo critical chance to 10% (up from 5%)Large intestine biology requirement changed to 45 (down from 50)Taurine biology requirement changed to 45 (down from 50)Anglerfish biology requirement changed to 90 (down from 100)Fusing Enzyme biology requirement changed to 90 (down from 100)
 Quests/Zones/NPCs
Increased t-boss health on dominating difficulty, and his damage resistance on all difficultiesExpanded upon Motion and Motioners; this drug is now both better and worseYou can now bring Gorsky high-quality energy shields from other sources as an alternative to raiding Port ZenithAdded an agility check that allows you to climb up and down between the Caerus Residential Block square and SW building second floorAdded fireplaces to certain locations in Deep CavernsAdded a hacking check to Cytosine Outpost storeroomAdded more hydraulic fluid canisters to Deep CavernsCertain gate components can now be found at multiple locations in Deep CavernsYou can now use electronics skill to optimize Arke power plant turbine output for more total powerA certain important encounter with the Faceless will now feature some of them having their infusions active from the start (only on Dominating difficulty)Added an extra Thought Control check to the DC mindreading that allows the player to conceal his mischievous behaviorYou can now bring super steel refining data to Bernard in order to improve the quality of super steel plates; also raised the max quality from 160 to 180 for players who have Expedition installedLeonie will now offer the Infused Leather blueprint as soon as you show her you have super steel plates (currently you have to do the melting process with Bernard first)You can turn metal scraps into low-quality steel plates at Leonie'sAdded more ways to learn about a certain Foundry arms merchantAdded more entries to the super secret organization database, and placed some of the existing ones behind higher access levelsAdded more options to save MauraYou can now borrow (or "borrow") AK from KokoschkaBecket now also offers psi inhalants alongside psi boosters when giving you your equipment packageAdded Underrail Express tickets which can be pickpocketed from NPCs and used for a single rideNew models and portraits for Jon the Beautiful, Sergio the Wizard, and some super secret folksNew random events, some of them seasonal, and some related to the player's houseIntroduced Jookhela's drawing skills to the worldIncreased requirements for achieving Brutalizer/Brutalette gladiator nicknames, so they shouldn't be so predominant nowThe Black Crawler now drops an oddity item when killedNew entries in the Institute of Tchort library, some of which contain blueprints and will require a special cardNew skill checks for Octavia, Vuk and Kiro that will unlock certain items for trading[Expedition] Naval mines will now be heard detonating in the distance when someone attacks the camp[Expedition] Added ways to break yourself free from a certain man's mechanical grasp[Expedition] Added certain dialog options to Doc Savage and Marcus that were only available through navcom
 Tweaks
Optimized faction data relations serialization which should improve save/load times of mid and late game savegames somewhatFixed the pathfinding prioritization to prevent player from getting stuck in place when a lot of NPC pathfinding is taking placeBeing in turn-based mode will now count as being in combat for purpose of changing equipment
 Bugs
Game will no longer accept mouse clicks in windowed mode when the game window is not focusedFixed the bug that would cause the carried weight to not immediately update when consuming/expending items in a stackPseudo-spatial Projection will now properly affect Spear ThrowFixed the bug that allowed some items to make the player's mechanical resistance sometimes exceed the normal limitFixed the bug that cause the item tooltip to not correctly indicate which effects are unavailable due to unmet requirements when the item is not currently equippedFixed the bug that would cause Bone Breaker to trigger irrespectively of the amount of damage dealtNegative effects of equipped items will now still properly apply even if you do not meet the item requirementsFixed the bug that would cause assault rifle burst attack and pistol rapid fire to calculate each burst hit with the wrong bullet from the magazine (it was offset by 1)Fixed the bug that would cause the Needler's Piercing Shot to hit the pass-through targets twiceNPCs will now properly use crossbow to fire special bolts instead of switching weapons when they are out of regular boltsYou can no longer trigger Escape Bonds when you're completely encumberedPlasma Beam will now properly hit all targets in the target tile (the ones highlighted when targeting)Fixed the bug that caused psi beetles to try to neural overload force fieldsFixed some esoteric explosion bugsYou can no longer climb a certain ladder before releasing the very, very bad gas in an under-passages hideout (unless you kill the person supervising you)Captain Rastko will no longer charge double for a single rideFixed the Green Galaxy furniture set not appearing when switching between it and other bought setsFixed not being able to report Newton's death if he was killed in certain waysAttacking Jack Quicksilver will now properly register who attacked him and will not instead be attributed to the player for certain quest purposesKilling Vivian at a certain location will now fail the quest and prevent the player from doing certain things which might get them permanently stuck[Expedition] Spear guard triggered from spear attacks will now properly replace a more powerful existing spear guard effect if the latter is about to expire[Expedition] Spear throw will now destealth the thrower after the throw instead before[Expedition] Fixed Improved Naval Combat checking for effective instead of base Agility value in Razor's dialog[Expedition] Fixed a bug which in certain cases prevents players from sleeping in the camp bed more than once[Expedition] Fixed Aran not despawning when he should in certain cases[Expedition] Fixed Ferryman being stuck in the "I'm moving out." phase and not wanting to talk to the player[Expedition] Fixed Dude sometimes not having certain dialogue options when waiting for the player to find something important in his cave home[Expedition] Fixed Briggs getting stuck at the "Shouldn't you be looking for a microchip implant?" line in certain very specific instances[Expedition] Fixed Professor Oldfield not following you when he should[Expedition] Fixed receiving certain NavCom messages if you stole/looted it but never joined the expedition[Expedition] Fixed being able to sail across certain cliffs in the Mutie Refuge zone[Expedition] Fixed wrong closing sounds for one type of Lemurian boxes[Expedition] Fixed infinite Black Eel jet skiers bug
 | 
Hotfix 1.1.5.1
| Release Date: 31 January 2022 | Summary: Bugfixes | 
| Bugs
Fixed refurbishing issues with some firearmsFixed Jon's new model not applying during some old playthroughsAction point carry-over will no longer trigger if character is disabled in some way or is in stealthFixed Balor's hammer durabilityYou can no longer acquire Shoemaker feat through levellingPistol burst will no longer trigger Commando featEncumbrance and gear damage icons should now be once again visible on classic UI[Expedition] Fixed the bug that would cause the game to crash when hitting a jet ski with corrosive acid
 | 
Hotfix 1.1.5.2
| Release Date: 1 February 2022 | Summary: Bugfixes | 
| Bugs
Fixed the feat description caption layoutFixed the bug that caused zone info icons not to appear on classic UIFixed the bug that caused Taste for Blood feat to crash the game upon killing an enemyFixed Refurbished Tommy Gun precisionFixed Motion bugYou can no longer have negative maximum psi pointsGame speed up/slow down indicator should now be visible on small UIBackground of psi bar is no longer transparentFixed RRCh-42's refurbishment bug and incorrect requirements descriptions[Expedition] Fixed the vehicle window layout on small UIMinor dialog fixes
 | 
Hotfix 1.1.5.3
| Release Date: 3 February 2022 | Summary: Tweaks, bugfixes | 
| Tweaks
Mechanical damage taken modifier can no longer drop below 10%
Bugs
Fixed the bug that would sometimes cause aborted key rebinding to temporarily disable keyboard inputCustom portraits will now properly use huge (_h) version where availableFixed the amount of JHP and W2C bullets you get through crafting to what it should beFixed the bug with Energy Shield Empowerment not consuming energy; also fixed its status effect descriptionFixed the stack indicator on action buttons on small UIFixed AP/MP indicator visual glitches when having a lot of points; also fixed the estimation indicator there on classic UIFixed weapon battery indicator with large batteriesFixed status effect expiration time text sizeFixed black screen and related glitches when fighting the Stygian ExorcistFixed some respawning human npcsFixed Quake durability issuesMinor dialog fixes
 | 
Hotfix 1.1.5.4
| Release Date: 7 February 2022 | Summary: Bugfixes | 
| UI
Fixed UI glitch when crafting results in multiple different items on small UI[Expedition] Tweaked vehicle window on small UI
Bugs
You can no longer stun characters with Thick Skull using Stingball grenadeWhen a character is dazed instead of stunned due to Thick Skull, combat log will now properly indicate it (instead of saying "stunned")Dazing instead of stunning enemies because of Thick Skull feat will no longer count towards the Stun X enemies achievementVolatile fuse boxes will now properly short-circuit machines instead of stunning themFixed Rubin's dialog not having certain options when it should[Expedition] Fixed the bug that caused Magnar's shield bash to crash the gameMinor dialog fixes
 | 
Hotfix 1.1.5.5
| Release Date: 10 February 2022 | Summary: Tweaks, bugfixes | 
| Tweaks
Tweaked Abomination respawn logic
Bugs
Fixed the melee weapon strength scaling bugEMP Mine crafting category changed to TrapsFixed Leonie's footlocker for super steel not appearing in some casesFixed Frigid Environment status effect not reducing cold damage resistance (was increasing it)Minor dialog fixes
 | 
Hotfix 1.1.5.6
| Release Date: 21 February 2022 | Summary: Tweaks, bugfixes | 
| UI
Camera will now immediately stop moving when exiting follow mode
Crafting
You can now use serrated TiChrome blades when crafting serrated bolts[Expedition] Steel and tungsten plates requirement is now capped at 30 mechanics when crafting shells as well
Bugs
Items that are currently being invoked (used) should now properly be marked in the inventoryYou can again rebind the help hotkeyFixed the bug that caused "Keycard required" scrolling notification to appear multiple times in some placesFixed the glitch with supersteel metal armor sprite when holding shotgunsPiercing shot will no longer frighten creatures that are afraid of fireDehumanizer will now properly apply the additional Taste for Blood stackFixed the damage resisted combat text when the target resists multiple instances of the same damage type in a single attack through damage reductionFixed not being able to refurbish Dragunov in some casesFixed being able to finish Captain Mareth's final quest before he returns to Fort ApogeeFixed an unfortunate random encounter trigger placement that can potentially block access to an important place in Upper UnderrailMinor dialog fixes
 | 
Hotfix 1.1.5.7
| Release Date: 28 February 2022 | Summary: Tweaks, bugfixes | 
| General
The game now has support for Steam Cloud; make sure to keep your save game folder (Documents\My Games\Underrail\Saves) reasonably sized so as not to have issues with synchronization
 UI
Implemented on-screen keyboard (mainly for use with Steam Deck, but can be manually enabled in Interface options on other systems)You can now slow down or speed up the game by holding CTRL and using the mouse scrollYou can now unbind action in options by choosing DELETE as the key when bindingAdded scroll bar to dialog window when it exceeds the game display height
 Bugs
Fixed the bug that was causing the slowdown on Proton (Linux)The game's process should no longer hang after closing the game on Proton (Linux)Fixed the occasional cartoony movement bugFixed not being able to report both Nicolas and Olivia at the same time in certain situationsMinor dialog fixes
 | 
Hotfix 1.1.5.8
| Release Date: 3 March 2022 | Summary: bugfixes | 
| Bugs
Fixed the bug that prevented players from entering SPACE characters in map notesFixed the bug that prevented mouse-scroll speed change when zooming is not enabledFixed the bug that caused the game to crash when clicking on the save name field while making a saveFixed the bug that caused the game to crash when grenades are dropped into water without having Expedition DLC installed[Expedition] Fixed Jon sometimes telling you to meet a person who's no longer there[Expedition] Fixed some visual glitches after a certain event in Katya's caveMinor dialog fixes
 | 
Hotfix 1.1.5.9
| Release Date: 17 March 2022 | Summary: bugfixes | 
| Bugs
Fixed a certain ladder leading out of a diminutive cavern not always working for some people (for some stranded players the ladder might lead to the beginning of the Upper Caves, as the entrance location might not always be known)Fixed oligarch messengers appearing even if you've finished a certain hunting quest, as well as being able to start the quest againCertain someone's quest rewards (those that are for sale) will now properly refresh after a durationMinor dialog/zone fixes
 | 
Hotfix 1.1.5.10
| Release Date: 23 June 2022 | Summary: Tweaks, bugfixes | 
| Items
Added Waist Pack and Large Wait Pack (belts)Added a new unique knifeAdded a new pair of unique bootsAdded new damage reducing drug[Expedition] Added Javelin, a non-unique early mid-game spear that's good for throwing[Expedition] Added a new unique sword
 Tweaks
Added support for 2880 x 1800 resolution[Expedition] Oddity requirement for veteran levels will now be rounded down to an even number, because oddity XP bar doesn't support odd numbers; this will result in ever so slightly faster leveling
 Bugs
Blast cloth will now work against explosive ammo's explosionYou can no longer set UI to large on 1152x864 resolution (it won't fit)Fixed a rare dialog text wrapping bugAll grenade and mine case blueprints are not classified as "intermediate"Dehumanizer properly classified as serrated knife instead of daggerFixed the bug with certain wicked device applying your current weapon on hit effectsFixed a certain collar not being collected from dead Arena enemies at the end of a matchFixed not being able to tell the Faceless near Foundry about a certain group of people if you took the Phreak route in Core CityFixed Coretech PNT1 (damaged) device not getting removed fron NPC's inventory upon getting repairedFixed several mutated dogs found in random location from indefinitely respawningFixed Abo*****'s re**** logic to prevent him from getting stuck upon res****[Expedition] Fixed mutants in some dude's home not taking proper cold damage when the gas is released[Expedition] Future Orientation and Psychokinetic Elasticity feats now require you to have Psi Empathy feat first[Expedition] Fixed Small Crab loot table[Expedition] Fear immunity no longer blocks cerebral acidization[Expedition] Fixed being able to get a reward for finding naval mines from both Aegis and Grim Jetters[Expedition] Fixed not being able to bring Todd to Port Ceto in some circumstances[Expedition] Fixed some missing options when talking to Six about the shardMinor dialog/zone fixes
 | 
Hotfix 1.1.5.11
| Release Date: 30 June 2022 | Summary: bugfixes | 
| Bugs
[Expedition] Fixed a certain organic energy weapon on hit effects bugFixed the bug that caused the new unique knife to sometimes unintentionally bypass resistancesTelekinetic Grounding no longer works on targets that are immune to immobilization
 | 
Hotfix 1.1.5.12
| Release Date: 8 November 2022 | Summary: Tweaks, bugfixes | 
| Items
You can now apply anticoagulant onto melee weapons that support poisons to get the same effect that's applied by siphoners[Expedition] Rust Maker spear is now level 18 instead of 15, and its acid damage has been increased from 5-10 to 14-25[Expedition] Rust Maker knife is now also level 18, its acid damage increased from 4-6 to 5-7
 UI
Enhancement items will now show under "Tools" in the inventory
 Tweaks
Tweaked Phreak's dialog trade rewards (quantities earned should now be less confusing)
 Bugs
NPCs will now use antidote against most poisonsMoving away from the door when using a Spying Endoscope will now properly close the spying viewYou will now be able to see all the skill synergies in the skill description panel instead of just the first oneDirty Kick (and probably some other similar attacks) will no longer deteriorate durability of your regular weaponFixed the visual glitch with laser sight overlapping hammerer pistol frameFixed several doors in Phreak's facilitiesFixed Tanner not always giving the player the reward for helping Rail Crossing, depending on the dialog branch takenFixed Lenox sometimes not being willing to fight when the moment is rightFixed Lt. Stratford incorrectly telling the player that they're being rewarded with an assault rifle when they're actually getting a submachine gunFixed not getting the option to tell the Rejects to leave if the player manually hacked every single cell doorFixed Jumping Stilts appearing as an unknown headwear itemFixed Myles incorrectly stating that he requires a 115q (instead of 120q) Impala frame to refurbish Tommy GunFixed riot gear sometimes being generated with shields on npcs who wield weapons incompatible with it[Expedition] Fixed the jet ski towing to not constantly detach due to lagging of the towed vessel[Expedition] The Blinding Poison will now properly state its damage (7) when coating a weapon[Expedition] Fixed the Boarding Up feat to only be triggered when the attack lands instead of any time the attack is launched[Expedition] Fixed Jon sometimes telling you that a person wants to see you even when that person is no longer present[Expedition] Fixed player not always receiving proper bonus money when doing missions for the Grim Jetters[Expedition] Doctor Savage will now properly smoke the cigar player gave him[Expedition] Fixed Donnie constantly reminding the player about new merchandise after passing his mercantile checkMinor dialog/zone fixes
 | 
Underrail 1.1.4
| Release Date: 30 June 2021 | Summary: Crossing the Styx | 
| General
A completely new way to gain access to the Institute of TchortReward items for joining Preservation or Investigation in the Institute of TchortNew dungeons and random fragmentsAdded another way to reach the caves beneath the Mushroom Forest; also dropped some goodies inside the forestCertain NPCs can now consume food and drink items outside combat
 Items
Tchortist Rassophore Armor resistance bonus vs bullets/shells changed to 100% (up from 75%).Tchortist Rassophore Armor will now also reduce chance for wearer to be crit by psi by 3%.Tchortist Rassophore Armor is no longer marked as unique (purple)You can now add spikes or serrated blades to sledgehammer instead of electroshock moduleAdded a set of new luxury items to the world; some of these are uniqueBlast Suit: agility penalty reduced from -6 to -3, dexterity penalty is completely removed, but there is now a perception penalty of -2 instead. Also, the armor's weight is reduced from 40 to 25Phase Gun: reduced AP from 40 to 35 and increased energy shield dissipation from 100 to 300; it's also been moved from DC to the Lost VaultMind Cracker: lowered AP cost from 25 to 22, increased psi burn from 25 to 50 points, chance to apply psi inhibition from 25% to 30%, and replaced the resolve penalty with massive penalties to psi skills, regeneration and max points; also moved it to a mysterious new areaQuake: lowered AP cost from 25 to 23Jawbone: Reduced minimal strength from 6 to 5 and increased damage from 25/60 to 30/70; meeting the 7 strength requirement reduces AP cost per shot by 3 (from 25 to 22) and boosts initimidation by 15[Expedition] Industrial Powered Exoskeleton: activating it now gives 3 extra strength instead of 2, 40 MP instead of 25 (to offset the high armor penalty), and the agility penalty is removed. The drill attack AP is also reduced from 40 to 35[Expedition] Makeshift Chrono-repeater: Skill malus no longer affects Temporal Manipulation itself[Expedition] Changed the duration of Hypercerebrix to 8 turns (up from 5)[Expedition] Added spear component that increases thrown damage and range
 UI
You can no longer see the silhouette of unobtained oddities in their windowYou can no longer craft in turn-based modeWhen invoking an ability that targets a tile, it will now always ignore characters and such; it used to work like that, but I broke it at some point
 Tweaks
Siphoner attacks now bypasses 30% of mechanical threshold instead of being threated as a "knife" attackSiphoner initial siphining hook attack deals 50% more damage, but siphonig is not performed if the target resists all mechanical damage (instead of it only being canceled if the attack misses)Killing the Mushroom Forest boss will now also kill the spore turrets above itHalved the number of spore stacks necessary to dream...Echoing Soliloquy now gets a buff from persuasion (applied at the moment you obtain the feat and remains constant afterwards)Improved the layout of the Gubbins' gang area in Upper UnderrailAdded a new way to help the rejects (if Nevil survived), and did some general improvements and tweaksOverhauled elevator access areas and increased the loot quantity and quality inside the residential office building. In addition, increased the hacking requirement to get inside the building.Added new loot to the lower passages early game fragment dungeon.Toned down item quality sold by Booth.[Expedition] Added another shortcut to Nexus of Technology for those who have visited Crimson Meadow beforehand[Expedition] Added a unique luxury item to Matriuss Ludenloff.
 Bugs
Throwing knives will no longer play sound effects when hitting pseudo-spatial projectionsFixed the bug that would cause the game to no longer receive keyboard inputs after clicking on some areas of Oddities windowCommando specialization will now always properly award extra AP and is no longer limited by the normal maximum for the turnFixed certain factions resetting from hostile to neutral after the player comes in contact with a very, very bad gas and then reloads the gameFixed Gorsky receiving an endless supply of assault riflesFixed certain npcs briefly turning invisible when playing custom idle animations[Expedition] Fixed a rare crash when going to the island where the game can be finished in a special wayVarious minor dialog and zone fixes
 | 
Hotfix 1.1.4.1
| Release Date: 2 July 2021 | Summary: Tweaks, bugfixes | 
| Tweaks
Cryogenic Barrier will now properly work with ThermodynamicityAdjusted Plasma Beam damage scaling so it doesn't get too wild at very high skill levels and changed psi cost to 70 (up from 60)
Bugs
Fixed a crash in Upper Underrail metro tunnels right after a certain echoing sound is heard[Expedition] Fixed the Stabilization Wings enhancement description
 | 
Hotfix 1.1.4.2
| Release Date: 6 July 2021 | Summary: Bugfixes | 
| Bugs
Fixed a crash cause by particular random fragment calculationFixed not losing money when buying lucky charms from CoralFixed barrels in random encounter not warming up npcsFixed several bugs within the Icy Utility TowerMinor dialog and map fixes
 | 
Hotfix 1.1.4.3
| Release Date: 8 July 2021 | Summary: Bugfixes | 
| Bugs
Cryogenic Induction: Barrier Health specialization is now properly tied to taking that feat instead of anotherYou can use Point Shot with Syg MPX nowFixed Phase Gun not being in the electronic repair category and energy weapons trading categoryFixed Formedicator's store refresh duration.Minor dialog and map fixes
 | 
Hotfix 1.1.4.4
| Release Date: 15 July 2021 | Summary: Tweaks, bugfixes | 
| Items
Removed Mindcracker's Will debuffReduced value of a few unique luxury items
Bugs
Fixed being able to manually enter combat right when the Arena matches startFixed Minister Percival receiving an endless supply of a certain luxury itemFixed not being able to obtain putrefied tissue from certain named rathoundsFixed Dude's home barrel giving off heat before being lit on fireFixed the bug that caused Psionic Mania from guaranteeing a critical hitCold winds within the Utility Tower (outskirts) will no longer do damage in real-time while in turn based mode; this will only affect areas that haven't been entered yet in your current playthroughFormedicator's unqiue medications will no longer restock.Minor dialog and map fixes
 | 
Hotfix 1.1.4.5
| Release Date: 06 September 2021 | Summary: Bugs | 
| Bugs
Hopefully fixed the multiplying ghostsTNT will now properly destealth targetsYou'll now be able to activate Bullet Time while on jet ski or immobilized, and it will no longer use Blitz specialization cooldown reductionSpikes and blades will now properly add to the sledgehammer value[Expedition]Fixed the value of Stabilization WingsFixed Hypno Goggles and other variable rares starting durabilityBullet strap belt will not longer help with acid vial reloadingFixed the glitch with the stun animation of some hunchback mutantsFrigid Environment debuff will now be able to reduce from 100% resistance as wellFixed several nonfunctional ventilation shafts in a random early game dungeonFixed numerous unintended faction relations with mutated player which were happening upon reloading the gameMinor dialog and map fixes
 | 
Underrail 1.1.3
| Release Date: 26 Frebruary 2021 | Summary: Supersteel weapons, pistol and throwing knives rebalance, various tweaks, some minor content | 
| Items
You can now throw acid vialsObscure weapon improved in an obscure way [Lemurian Spear works with High-Technicalities]Infused Bison leather will now provide more fortitude when crafting boots (not applied retroactively)Vigorous Belt now also grants 15 fortitudeAI Scrambler and Hypno Goggle value will now scale with their effective level
 UI
Added a toggle on the right side of the action bar that, when turned on, will prevent you from interacting with all containers and other usables while in turn-based mode; The main purpose of this feature is to prevent you from misclicking enemy remains, but it will also help with the doorsIn character sheet window, modified skill values that are currently affected by syngergies will be highlighted in yellow
 Specializations
Reduced the max spec points that can be invested in Wrestling spec to 5, since more would just take you over 100% chance to apply. If you invested more than that: lol noob! (j/k You'll get those back on the next level up (unless you're max level in which case: lol noob!))
 Metal Weapon Changes
Tungsten sledgehammer critical chance reduced by 1%Supersteel sledgehammer critical chance increased by 2%Supersteel sledgehammer action point cost reduced by 2Supersteel spear will now grant 3% precision bonusSupersteel machete will now grant 3% precision bonusSupersteel machete action point cost reduced by 1Supersteel combat knife will now grant 5% precision bonus
 Pistol changes
Increased critical hit chance of all firearm pistols by 3% (new base is 10% now)Firearm pistols damage increased by about 25%Firearm pistols now ignore up to 40% of target's evasion at close rangeSharpshooter now grants the critical damage bonus to firearm pistols at all times regardless of focusAdded Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage doneAdded Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.
 Throwing Knives
Reduced the base damage by about 20%, they now incur 130% of mech resistance and threshold (up from 125%), but the damage that passes the armor is increased by 75%Added Remote Surgeon feat - Increases the unresisted damage modifier of throwing knives by additional 50% (up to 100% through specialization)Added Knife Throw's Gloves which increase knife throwing precision by 5% and reduce AP cost by 3Added Shock Shurikens
 AI
Certain plasma sentries will now deploy their plasma cannons in real-time and wait for the player
 Mechanical Tweaks
Incendiary grenades will no longer be activated if they hit a traversable water tile (they will trigger if they hit an occupied water tile, though)Groin Guard now also grants immunity to Dirty Kick's extra stun durationTNT Charge will now use the new explosion visuals (same as HE grenades)Pyrokinetic stream will now emit lightAdded a small cooldown to playing sounds that should, hopefully, prevent volume stackingFixed a number of ability and feat descriptions to properly state "humanoid" instead of "human" if they affect that categoryFixed a number of ability and item descriptions to state when the bonuses are only affecting weapon and unarmed attacksFortitude will now help with poison resistance (mostly manifested through reducing poison duration)
 Content
Added Napalm Barrels, a stronger version of regular explosive barrel that also spawns fire; these can be thrown by the usual suspectsA certain very, very bad gas that's been released into an under-passage hideout now dissipates after some timeAdded the Lost Vault dungeon in Upper CavesAdded new Core City sewers random fragmentsAdded new GMS vault cave which are randomly selected when starting a new game. Ongoing playthroughs will still have the default mapAdded a new source of very bad gas inside a certain bunker in Upper Caves[Expedition] Added the ability to climb up the cliff at the entrance to the Black Sea (requires some high agility)[Expedition] Added a rift to Fort Apogee[Expedition] Added a certain mentioned wild boar to the Hathorian hunting grounds. Snort!
 Content Tweaks
Decreased movement speed and movements points of Tithonus Lab residents; also tweaked their AI as to make them more likely to give up chasing the playerAdded the ability to peek over the guard rail outside Arke's power room to see if anything's waiting near the elevatorThe player can now tell the Core City warehouse defenders to set up their defenses at three different positions in the buildingVarious minor changes to the Lost Vault entrance area, as well as some npc and dialog tweaksThe Emporion Mall Lunatics are now a bit less sensitive to sound. Reckless players will still be able to alert entire floors, but playing with care will result in fighting smaller groups at a time, which also prevents pathfinding slowdownsJookhela got a new coat of paint[Expedition] Minor tweaks to Ray's Shop as to prevent a few camera vision exploits[Expedition] Dude will now make you another Juice in case you waste the first one.[Expedition] He'll also take hydraulic fluid from DC instead of a certain gun lube (as they're both mineral oil-based).[Expedition] ...and he accepts mushroom brew as currency following a certain event.[Expedition] Reduced the slowdown that occurs during the boat-riding cutscene at the start of the expedition
 Bugs
Pyrokinetic stream will now properly apply Thermodynamicity when the invocation endsPyromaniac's extra damage from specialization will now properly be appliedThermodynamic Destabilization can now trigger PyromaniacPsi window will now be hidden while the character sheet is open like other windows areInvoking Psycho-temporal Contraction while already under effects of one will not grant you more action and movement points in that turnFixed the value rounding bug when displaying character damage resistancesFixed the bug that caused doppelgangers to not despawn in real-time combatFixed a long standing animation glitch that caused the animation to abruptly end after the psi ability is invokedFixed the bug that would sometimes cause the game to crash when an acid barrel is thrownFixed the bug that would sometimes cause the death screen to be uninteractble when you die during a cutsceneFixed being able to avoid confronting Jookhela through the power of turn-based mode exploitsFixed Tobias in Tithonus Lab turning on the power during turn-based combat instead of trying to make sure it's offFixed Aran not getting a health buff on DominatingFixed GMS level 3 doors not working with automatic door opening option checkedFixed sometimes not getting xp when completing a certain assassination quest for Edgar[Expedition] Fixed not being able to talk to Katya after visiting "the cave", as well as a certain dialog option not showing up regarding something you see at the entrance to the Black SeaVarious minor dialog and map fixes and tweaks
 | 
Hotfix 1.1.3.1
| Release Date: 26 February 2021 | Summary: Bugfixes | 
| Bugs
Fixed the crafting requirements bug"Prevent Combat Interaction" toggle state will now be persisted when saving the gameFixed the bug that would cause the shock shuriken blueprint to bug out when generated randomly (the currently bugged items will remain such, though)Removed a certain portrait from character selection options[Expedition] The Ferryman will no longer be too sympathetic to players who've played with the very, very bad gas
 | 
Hotfix 1.1.3.2
| Release Date: 12 March 2021 | Summary: Tweaks, bugfixes | 
| Tweaks
Muties at a certain laboratory will react differently to a stealthed playerIncreased loot quality and quantity in blast furnace random fragment dungeon (sewers)
Bugs
Certain special belt ability will now have an iconYou can no longer switch weapons if you are stunned, incapacitated, etcCrafting slots tooltip will no longer show 10% composition difficulty even if it doesn't applyNon-firearm pistols will now property receive Sharpshooter bonus (when focused)Fixed the bug that would cause Bullet Time to incorrectly modify AP cost by being applied prior to GunslingerYou can no longer use a certain special belt without equipping itThe abovementioned special belt will no longer expend excessive action pointsFixed being able to end Arena matches without killing every hostile NPC during vs. creature fightsFixed a potential crash when entering the zone outside the Lost VaultFixed an inaccessible dexterity check container in the Lost Vault and removed a deprecated item from the loot tableFixed siphoners being able to suck blood from forcefieldsA certain Explosive event now triggers properly, increased the delay duration for it to happen (from 5 to 20 ingame hours)Fixed several minor issues in Fatso's lair.[Expedition] Fixed the bug that duplicated Razor and likely some other people, though the already made clones will be spared[Expedition] You can no longer undergo genetic shenanigans while on a jetski (you will die instantly)Various minor dialog/map/scripting fixes
 | 
Hotfix 1.1.3.3
| Release Date: 16 March 2021 | Summary: Bugfix | 
| Bugs
Fixed the bug that would cause zone transition failure when re-entering the area when fire from molotov was expiring
 | 
Hotfix 1.1.3.4
| Release Date: 15 April 2021 | Summary: Bugfixes | 
| Bugs
Fixed a certain corpse appearing prematurely in Core City sewersFixed the Lost Vault keycard not opening the gate properlyFixed several social checks requiring baseline values to succeed.Fixed several loot drops in new sewer fragment dungeons.[Expedition] Fixed a minor dialog bug which prevented an interaction between the Ferryman and an important person[Expedition] Fixed giant crabs not skittering about during real time gameplayVarious minor dialog/map/scripting fixes
 | 
Hotfix 1.1.3.5
| Release Date: 21 April 2021 | Summary: Tweak, bugfixes | 
| Tweaks
[Expedition] Precognition will now only be removed when you run out of psi, instead of when you get to the point where your psi points cannot afford another tick
Bugs
Fixed the fishing rod crashFixed the bug that would cause players to get themselves stuck in place with their own fishing rod placementFixed the throwing knives tooltip regarding resistance interaction
 | 
Underrail 1.1.2
| Release Date: 21 July 2020 | Summary: Waterways and Psi Update | 
| General
Improved the start up time for the gameInitimidation now scales off either Strength or Will (whichever is higher)[Expedition] Halved the cost of most jet ski frames, engines, batteries and suspensions[Expedition] Increased the damage of all jet ski weapon attacks
 Psi
You now have to "innervate" psi abilities that you plan to use and you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6). Existing psi characters can use Will stat instead for the number of slots with some downsides, or they can opt to switch to Int by consuming a pill that's been subtly slipped into their pockets.Introduced psi reserves, which is the long term psi resource that does not regenerate naturally, but through the usage of psi inhalant which can not be done in combat. Psi reserves are depleted when you regenerate psi naturally or through psi boosters. Maximum amount of psi reserves is equal to 5 times the maximum psi points.Psi inhalant is craftable with some skill in biology and chemistry.All existing player characters will get generous amount of psi inhalants first time you load the game in new versionUpon loading the game for the first time in the new version, a random set of psi abilities will be pre-innervated for you. If you don't like the random selection, just reload the same save.
 Psi Abilities
Force Field psi cost changed to 40 (up from 25)Force Field is now destructable and has its health points scale with invoker's skill. Each segment of the force field has separate health, but destroying one will destroy all of them.Thermodynamic Destabilization base damage percentage changed to 30% (down from 50%) and it now scales by 0.5% (down from 1%) per skill point and is capped at 100%.Thermodynamic Destabilization action point cost changed to 10 (down from 20)Enrage maximum duration changed to 2 (down from 4)Increased the amount of damage of Neural Overload and Psi-cognitive Interruption blocked by resolveAdded psi mentors for all psionic abilities in the game (except one) to the random loot table[Expedition] Psycho-temporal dilation and Limited temporal increment learning requirements swapped to their correct positions[Expedition] Psycho-temporal contraction now has a high chance of causing its opposite (with randomized power) when it expires
 Items
Biohazard suit now provides full protection from a certain very, very bad gasSpearhead sniper rifles will now have base action points of 32 (up from 30)Rapid Reloader firearm enhancement will now also have a 25% chance of restoring a random amount of action points ranging from 50% to 100% of the base action point cost of the weapon (but capped at 20ap); this can only trigger once per turnDragunov now costs 30 ap to fire (up from 25) and has 60% chance to restore 10-20 ap once per turn; also has slightly increased damageAdded shiv blueprint[Expedition] Psionic Accelerator now increases psi regeneration by 50% (up from 20%)[Expedition] Added Kzozel Yantar, a stronger version of Kzozel
 Creatures
Reduced the throwing precision of hunchback mutantsMutant dog's acid blob attack will now deal some of its damage directly
 Quests / Areas
Added a mercantile check when paying to use the WormholeSilas' death will no longer fail the attack on Scrapper base quest; the player can now speak with Colton to get the reward insteadAdded shiv components to certain encounters in which the player loses his inventoryAdded new graphics for a few secret cave doors[Expedition] Added more content for the waterways - one big new dungeon, a couple of smaller locations, many new random encounters and other stuff[Expedition] Added some new ways to escape from a jail guarded by a hefty knife thrower[Expedition] Added a vending machine to the Gray Army base; it accepts zlatortiyas only[Expedition] In the same base, it is now possible to translate messages on one of the computers with sufficient intelligence[Expedition] Added a tool with which the player can repair/configure a certain camp defense asset; found in multiple locations in the Black Sea
 Visual
You can now zoom the game in by holding shift while scrolling the mouse button, but the feature needs to be enabled in the options firstHigh explosive and frag greandes and mines now have new visual effects
 UI
Made a new death screen that will allow you to scroll through the combat log to see exactly what killed you if you didn't catch it during combatFixed the scroll bars so they can be mouse scrolled when moused over
 Feats
Locus Of Control - Change AoE radius to 2 (down from 3)Force User - now also increases health of force field by 50% (plus 5% per spec, max 5 spec points)Critical Power - Base bonus changed to 1% (down from 1.5%) and spec bonus changed to 0.1% (down from 0.15%); I'm not happy with this feat in general. Straight unconditional passive damage boost feats is something I'm going to avoid in the future for sure
 Tweaks
Acid pistols (and other acid attacks) will now spill acid on the ground regardless of whether they hit the primary target or notCertain random encounters will no longer appear in low-level zones (Arsonist in early under-passages, rabid dogs in Crossroad Caves, etc.)Balor now has Sprint, and gets an adrenaline shot on higher difficultiesCliff can now be given a coagulation shot to stop him from bleeding to deathKareem now needs his "memory refreshed" when asked about certain thingsThe Black Eels questline can now be started after you've found the drill rotor circuit boardHalved the amount of money Mykola needs to repair one big machine from 2000 to 1000 charonsSome dialogs tweaked to reflect the new psi changes
 Bugs
Fixed the bug that cause the energy shield to dissipate at 2% instead of the nominal 10% rate every turn, but I set it to 5% base now instead because 10% just seems a bit too severe to me now; also changed the minimal dissipation rate to 1.5% (down from 2%)Explosive barrels and various misc. explosions should now properly trigger volatile entities such as minesThrowable barrels and rocks will now behave properly when throw in water (they will not detonate on impact)You can no longer double-click while holding a modifier key (shift, alt, or ctrl). This is to prevent situations such as rapdily alt-left clicking to transfer items from a container from also triggering the double-click event and transfering extra items. Let me know if thiscauses any anomalous behavior.Sledgehammer and machete handle now also count as metal components like knife oneFixed the bug that would cause the caster tentacles to crash the game after the player dies or disengagesRanged weapon innate precision modifier will now always be if it's negativeFixed Gorsky's base not being renovated on easy difficultyFixed sometimes not getting a quest note (and subsequent xp once it's completed) from Kohlmeier when starting his questFixed traps not despawning after Foundry mines have been cleared, which resulted in hostile minersFixed spears and nets not appearing in the loot locker in the ArenaFixed Saban not properly receiving his spare W2C ammo[Expedition] Fixed JSHQ bioscan not detecting mutagens[Expedition] Fixed an entrance to a cave near a certain homestead being impassable, even if discovered[Expedition] Fixed an important flag not being set when going through some branches during a discussion about a truly deathly topic with the Ferryman[Expedition] Fixed electrified floor destroying auto-turrets in Water Treatment Facility in one of the variations; also added a sound effect during discharge as to give the player a warning[Expedition] Fixed a bug where sleeping in the camp (and under very specific circumstances) triggering a certain crucial event even if the player, paradoxically, already prevented its occurence[Expedition] Fixed the final quest note prematurely being marked as completed[Expedition] Fixed a crash that may occur if the player obtains some floaty things for the camp too early[Expedition] Fixed certain native weapons being non-equippable[Expedition] Fixed Captain Grim sometimes ending dialog when telling him about some facilities[Expedition] Fixed being able to sleep in the camp even after you got fired[Expedition] Fixed the bug that caused players to get stuck on some hives after destroying them.Minor dialog/map/scripting tweaks
 | 
Hotfix 1.1.2.1
| Release Date: 22 July 2020 | Summary: Tweaks, bugfixes | 
| Psi
Changed the psi empathy health reduction to 20% (down from 25%)Changed the maximum number of psi slots to 8 (up from 6)Changed the psi slot requirement to 2 int per slot (down from 3), and you get 2 slots for free (no requirements) (up from 1)Changed the multischooling psi cost penalty to 10% (down from 15%)[Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75)
 Feats
Shooting Spree - Will now grant an ability that, when activated, will cause your sniper kills to refund 100% their action point cost. This can happen twice and will expire after the turn ends. All your sniper rifle kills will now also reduced the cooldown of Shooting Spree in addition to Aimed Shot. Cooldown: 8 turns.
 Specializations
Added Shooting Spree specialization that reduces cooldown of Shooting Spree by 1 turn per point. Max 2 points.
 Bugs
New death screen actually enabled nowFixed some of the new cave doors not being properly patched (old doors will remain instead and sometimes block the player from moving through)Fixed an unknown item sometimes appearing among generated items[Expedition]Fixed new quest cutscene on The RigMinor dialog and map fixes
 | 
Hotfix 1.1.2.2
| Release Date: 28 July 2020 | Summary: New psi feats, tweaks, bugfixes | 
| Tweaks
Reduced the headlight enhancement and electric torch buzzing sound volumeSound played when force field is damaged will no longer stack volumeAdded static desaturated psionic inhalant blueprints and components to storesAdded 10 psi inhalants to the Gauntlet starting pack
 Psi abilities
Electrobolts will no longer jump to force field segments (but they can target them directly)[Expedition] Psycho-temporal contraction reversal chance now reverse-scales with skill and you can see the chance; and the psi cost reduction stated in the previous hotfix is now actually live
 Feats
Added Psycho-neural Optimization - While having only one psi school innervated, the psi cost is reduced by 10%.Added Psycho-neural Flexibility - One psi school is ignored when determining psi cost multischooling penalty.Added Expanded Psi Capacitance - Increases psi reserves by 30%.[Expedition] Shooting Spree - Cooldown changed to 10 (up from 8 ) and now only refunds one attack unspecced (see below)
 Specializations
Force User: Forcefield Health - now increases FF health by 10% per spec point (up from 5%)Added Psycho-neural Optimization spec - further reduces the psi cost by 1% per spec point (max 5)Added Expanded Psi Capacitance spec - further increases psi reserves by 10% per spec point (max 2)[Expedition] Shooting Spree: Cooldown - max spec points changed to 4 (up from 2)[Expedition] Added Shooting Spree: Shots - Increases the number of refunded shots by one (max 1).
 Items
Desaturated Psi Inhalant - Now restores 1500 psi reserves (up from 1000) over the same periodBullhead - Now also provides immunity to daze.Added Psi Circuit Extension - an enhancement for psionic headband that grants an additional psi slot
 Bugs
Fixed the bug that caused a new psi ability to be innervated into all free slots instead of just one when learned from a teacherForce field will no longer trigger trapsEnemies should no longer be able to AoE and Burst through Force fieldForce field will no longer act as a decoy, at least not as well as it didMade forcefield immune to most status effectsConsuming Psycho-neural Reconstructive Pill will now properly remove innervated abilities from locked slotsFixed the bug that caused the entrance jumping ramp to stop workingFixed a minor bug in Harlands dialog and nerfed the reward to his quest from 500 SGS credits to 400Refixed new secret cave doorsFixed a bug in Broderick's dialog where he wouldn't take you to Silent Isle under certain circumstancesFixed a bug that prevented players to use stairs in certain location after they've saved the game in said location[Expedition]Fixed D' Flinger aggroing people for carrying weapons around[Expedition] Psycho-temporal contraction base psi cost changed to 50 (down from 75) for real this timeminor dialog and map fixes
 | 
Hotfix 1.1.2.3
| Release Date: 31 July 2020 | Summary: Tweaks, bugfixes | 
| UI
Holding left or right ALT key will now allow you to always target the tile and ignore any entities; this will allow you to get behind your forcefields among other things
 Tweaks
Tweaked the NPCs decision making a bit regarding when to attack the Forcefield and when to go around
 Bugs
Electrokinesis will now be automatically innervated when learned from BisonNeural Overload will now be automatically innervated when learned by alternative means from EzraSerrated and broadhead bolts and bear traps will no longer ignore bleed immunity on living creaturesCyrokinetic Orb will no longer be able to crit targets immune to it when used with Psionic ManiaPsi-cognitive Interruption will no longer deal more damage than psi burned (modified by the damage modifier of course); previously it could deal normal damage even if no psi was burnedFixed the bug that caused the game to crash when using force field against crawlersHeadlight component no longer stacksFixed Ion's quest upon completion not awarding player with money[Expedition] Further fixes to the Dude's door[Expedition] BArm Grinder 350 will now sport its stated power (instead of 250)minor map and dialog fixes
 | 
Hotfix 1.1.2.4
| Release Date: 1 September 2020 | Summary: Tweaks, bugfixes | 
| Tweaks
Changed the value of Psi Inhalant to 500 (up from 250)Changed the value of Small Oxygen Tank to 275 (up from 150)Added static psi inhalants to a few early game dungeons, and Pasquale now gives you four inhalants instead of twoElectric creep in Water Treatment Plant Facility will now reset when you exit the zoneBuffed GorskyAdded a few agility checks to the Core City sewersCore City warehouse defenders will now stay in the room they're in and won't run out into the larger area and get themselves overwhelmedAll Arena participants (including the player) will automatically turn on their shields at the end of match cutscenes and not the beginningAdded a couple of stronger creatures to the Arena on higher difficultiesDangerous water shallows in the new dungeon will no longer deal damage but will instead either be passable or impassable depending on what jet ski you're riding[Expedition] Renamed Magnar's shield bash and increased its damage[Expedition] Staggered the temporal distortion triggering sound a bit so they do not overlap too much[Expedition] Added the ability to lower UPCCS Armstrong shields once aboard
 Bugs
Enarge should now properly lasts 2 turns max as stated in the original updateYou can no longer AI-scramble DreadnoughtsYou can no longer bandage force fieldFixed the bug that caused turrets (including those manned) to fail to target force field when it blocks the firing line to the playerFixed the bug that would sometimes cause vanishing powder to crash the game when used in real-time, also your turn should no longer automatically end as if you have no more action or movement points after using it when you've enabled "Automatically end turn" in gameplay optionsFixed Lucas' new quest sometimes not completing properlyFixed being able to bring certain items into the Gauntlet. Also suited up the player before the intro cutscene; looks better then walking around in your underpantsFixed various minor things related to new waterway dungeons/eventsFixed Otto's jetski missing engineFixed an issue with faction hostility regarding the members of Drag 'n' DropFixed Pagos store not accepting any currency[Expedition] Fixed Protectorate Cruiser patrols using Aegis Patrollers instead[Expedition] Fixed Zoner Ma and dumpster-diving hobo not taking money from the player even if their dialog states so[Expedition] Fixed Reef Glider selling price[Expedition] Fixed musical cypher text being unintentionally bolded at certain places[Expedition] Fixed the bug that would cause Naga protectors fusion cannon explosion to go through the force fieldMinor global map fixesMinor dialog and map fixes
 | 
Underrail 1.1.1
| Release Date: 31 October 2019 | Summary: Core City factions update | 
| Tweaks
Cooked shot with incendiary chemical blob pistol will now apply fear effects to the fire-fearing creaturesFence door made a bit easier to clickReduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilitiesKareem and Freddy now also sell fishSapke now uses W2C bulletsLoot from Arena matches will now be stored in the loot locker behind Lanista[Expedition] Locusts will now spawn out of the hive every second turn instead of every turn[Expedition] The sounds of crabs poping out of the ground will no longer stack in order to burst your eardrums
 Creatures
Added Mole Cricket - a puny early game insectAdded Young Psi Beetle - a weaker version on regular psi beetle to be used in the early game on lower difficultiesAdded Small Sentry Bot - a weaker version of the regular sentry bot to be used in the early game on lower difficultiesA certain evil robot assistant has been upgradedBalor and Cornell now have unique modelsCore City faction members now have distinctive looks
 Crafting
Added a throwing net blueprint. One net requires 50 fabric scraps.Added a thin and frag grenade and mine case blueprints. Create multiple cases from a metal plate (scales with plate quality).Added lockpicks blueprint. They can be crafter from any type of metal plate and lockpick level scales with metal quality. Also at very high levels of metal quality you'll create bonus lockpicks. This is a rare blueprint.Changed the required amount of scraps when creating a repair kit to 40 (up from 20) per stackWhen recycling an item, the total weight of the scraps will always be less than the weight of the original item
 Items
Added a faction specific armors and item for JKK, Coretech, Praetorian Security, Protectorate, Free Drones, and [REDACTED]TNT Charge value changed to 800 (up from 350)Added digital timer and cardboard container as a static merchandise to several tradersHuxkey can now be sold as electronic deviceImproved Jawbone crossbowAdded a new unique crossbow somewhere out thereChanged the weight of repair kits to 1 and advanced repair kits to 2 (up from 0.25)Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.Fishing rod made a bit easier to clickFishing rod's   range has also been increased, making it possible to fish from some elevated platformsDismantling the fishing rod will now be done by right clicking and choosing that optionAdded graphite as static merchandise to couple of stores[Expedition] By popular demand the certain fancy armor will now sport the hood and mask on the player character also[Expedition] Added bison milk consumable[Expedition] Sormirbaren Spirit Staff no longer reduces psi costs
 Quests/Areas
Added a couple of mini-dungeons that may randomly appear in the early gameThe player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the questFixed a gate leading to Depot A not being lockpickableAdded an agility check for climbing over the fence near the Protectorate embassy in Junkyard[Expedition] Added a few extra visual clues to that cool dude's first old home; also lowered safe's required lockpicking skill to 60[Expedition] Added an agility check for climbing over a wall in JSHQ's barracks[Expedition] Tweaked the way camp loses supplies over time (slowed down and made a bit more consistent and dependent on more factors)
 Feats
Cut-throat action point cost changed to 25 (down from 30) and can now also be performed out of stealth against incapacitated targets
 UI
You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.Fixed the small offset of different chemical ammo icons that are show above the XP barThe log will now write "is destroyed" for non-living targets[Expedition] Fixed the vehicle weight display bug
 Bugs
You will no longer be able to export your character while riding a vehicleWhen casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invokerFixed the bug that would sometimes cause the game to crash when fighting t-lings in DCFixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into itFixed transition problems with the rocks gap on the Forsaken IslandFixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tilesHyperallergenic will now also trigger when consuming psi boostersFixed the bug that caused a certain popular NPC to kill you in the end for no reasonIndustrial bots are now immune to immobilizationFixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloakFixed the bug that caused chemical destabilization to expire before the damage over time effects (such as acidic entanglement) are applied for that turn; from now on, when resolving a turn, all damage over time effects will be applied before affecting the expiration of any status effectFixed the bug that caused the cameras to sometimes not detect your various thieving shenanigans (such as the case sometimes was in Ray's shop).You can no longer decapitate the last bossFixed the bug that caused the keybindings to stop working when the map window is closed (by dialog or opening a container, for example) while you're entering a custom noteFixed the bug that would cause the crawlers and deathstalkers to subtley hint at their future hiding location when escaping by using the ceilingFixed hostilities with Gorksy in CC propagating to SGS even when they shouldn'tFixed a bug in Foundry prison where erasing security footage didn't prevent hostilities with the rest of the settlement in certain cases[Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it[Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun[Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one[Expedition] The expedition will now leave the items from the player's locker behind upon undeployment[Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy[Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances[Expedition] Fixed some minor ending slides issues[Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't[Expedition] Fixed a scripting bug that in some instances caused a transition error when entering the Arch Island docks map[Expedition] Fixed being able to get a new mission even after being fired from the expedition[Expedition] Fixed a group of sec-troopers appearing inside an important building in the camp when they shouldn't[Expedition] Fixed Seeger sometimes hanging out in front of the Arch Island Keep when he should be in his tent[Expedition] Fixed an issue with certain attacks occurring even after the defenders have left the Black Sea[Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)[Expedition] Fixed being able to kill a certain man hanging out in the Dominating Bar in Core City with gas grenades, traps, etc.[Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest[Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own[Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks[Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3[Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats[Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon[Expedition] Opportunist will no longer trigger on sea snakes[Expedition] You can no longer mount jet skis while immobilized[Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)[Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while[Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental[Expedition] Fixed a certain captain's visitor coexisting in two places at once[Expedition] Fixed the certain infinite trading profit bug that was available to the master merchants[Expedition] Psycho-temporal Contraction will no longer be affected by armor penalty on following turnsVarious minor dialog and map fixes
 | 
Hotfix 1.1.1.1
| Release Date: 1 November 2019 | Summary: Bugfix | 
| Bugs
Fixed the bug that caused a certain special random event to occur way early in the game
 | 
Hotfix 1.1.1.2
| Release Date: 4 November 2019 | Summary: Bugfixes | 
| Bugs
Fixed the bug that caused the the Core City area where the Coretech entrance is to slow down over time and later cause a transition error when attempting to enter itFixed the bug that caused the transition error when attempting to enter one of the new early game dungeons through certain transitionsFixed Praetorian Guardian model and gear not updatingFixed the energy and chemical pistol animation bugs on new models added in 1.1.1.0[Expedition] Fixed a bug with camp supply depletion introduced in 1.1.1.0
 | 
Hotfix 1.1.1.3
| Release Date: 7 November 2019 | Summary: Tweaks, Bugfixes | 
| 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 invisibleFixed the bug with the vanishing powder grenade not working correctly[Expedition] Fixed a crash when entering the expedition docks zoneminor dialog and map fixes
 | 
Hotfix 1.1.1.4
| Release Date: 14 November 2019 | Summary: Bugfixes | 
| Bugs
Fixed Jawbone crossbow tooltipFixed the vanishing powder grenade not granting you movement points from action points... it will work fully as intended one day, I promiseFixed the passage to a certain early-game dungeon not appearing in some casesFixed being unable to finish a JKK quest by killing a certain wanted man before talking to him first
 | 
Hotfix 1.1.1.5
| Release Date: 16 December 2019 | Summary: Bugfixes | 
| 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 iconStealing 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 explodingFixed a few more new Core City models not appearingFixed 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
 | 
Hotfix 1.1.1.6
| Release Date: 29 January 2020 | Summary: Bugfixes (Legacy branch build) | 
| General
Added Ultra HD resolution (3840x2160) as an option
 Bugs
Fixed the bug that caused some of the random dungeons to never trigger due to a bug with difficulty restrictionItem selling value modifier on easy difficulty changed to 100% (down from 150%)Combat Stats window will now properly display tooltip text for movement points (MP)Fixed the bug that caused Jookhela's cutscene to glitch when using gas grenades before the fightDoppelganger attacks will now properly ignore electrical damage resistance even if it's 100%Fixed the bug that caused the game to crash when attempting to fish from the ferry's north side while in northeastern waters; keep in mind that the bug will persist until you re-enter the areaFixed members of a certain faction getting killed by someone other than the player counting towards the kill count attributed to the player in an end-game encounterFixed a number of end game slide bugsFixed Bogdan stepping into his own trapsFixed grey army spec ops sledgehammer sprite[Expedition] Fixed a zone trasition error occuring when pirates spawn at a certain flooded place[Expedition] Fixed pirate allies turning hostile to the player in a very specific case during an important event at the Arch Island Keep[Expedition] Traveling in a certain vessel will no longer repeat text and sound events when returning from [REDACTED]Minor dialog and map fixes
 | 
Underrail 1.1.0
| Release Date: 9 July 2019 (experimental branch) | Summary: Game speedup, mechanics/item tweaks, graphics updates, bugfixes | 
| General
Added the ability to speed up the game while out of combatAdded achievements to the GOG Galaxy version
 Feats
Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)New feat: Improved Unarmed Combat
 Mechanics
Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)Increased the damage reduction factor of resolve against neural overloadResolve will now reduce the damage received from doppelgangersChanged the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timerSeparated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed
 Items
Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)Bullets have new iconsIncreased the chance to entangle enemies when firing acid blob pistolIncreased the chance to freeze enemies when firing cryo blob pistolsReduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per  each80% of the original damage repeated)Reduced the weight of chemical ammo
 Nice Things
Containers that you opened once will now have darker labelsOrganic enemies that die while burning will now be smoking and appear charredHE grenades and some other explosions will leave temporary marks on the groundGas clouds will now fade in/outNew barrels
 Bugs
Fixed the bug that would allow player to cancel leveling up without being able to reattempt itFixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manuallyCut Throat no longer bypasses stun immunitiesCorporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)Throwing knife will now again properly play impact sounds and effectsFixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)Fixed the hole jump crash in InstituteHeavyweight will now always apply before Critical PowerCertain giant appendages can now be hit by cryokinetic orbChanged the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of themPunching bags will no longer bleed when you punch themGlobal entities (those that can travel between maps) will now also have their suspicion meter drain with timeIncendiary chemical pistol burning effect will now stack damage with existing burning effectFixed the Nimble bug that would in certain situation give bonus movement pointsVarious minor map and dialog bugs
 | 
Hotfix 1.1.0.9
| Release Date: 22 July 2019 | Summary: First Underrail: Expedition release version. Tweaks, bugfixes | 
| Mechanics
When returning to an area after fleeing it during combat, your initiative penalty will be -1000 (up (or down?) from -10)Cryokentic Orb can now counts towards fulfilling Hypothermia's psi ability requirement
 Items
Lifting belt now increases carry capacity by 30, but the mechanical damage reduction is changed to 5% (down from 10%)Changed the riot gear mechanical damage resistance and threshold bonuses against melee attacks to 100% (up from 75%). Will be applied retroactively.Riot gear will now receive flat mechanical damage threshold of 2. Will be applied retroactively.Tweaked the description of ballistic panels to better fit their use in different armors (will not be retroactively applied to already crafted items)
 UI
Listed starting action and movement points in the combat stats window
 Bugs
Fixed the bug that sometimes caused player to receive fear status effect (though it doesn't affect player in any way)Fixed the bug that caused the item immunity effects to appear as though they are not being applied in the tooltip (darkened label) even if they wereThermodynamic Destabilization no longer ignites targets on explosion when invoker doesn't have the Pyromaniac featChill and freeze status effects will now always properly remove burning effectsCryogas will no longer affect characters that are immune to chilling
 | 
Hotfix 1.1.0.10
| Release Date: 23 July 2019 | Summary: Bugfix | 
| Bugs
Fixed the bug that cause the game to crash during ending slides in certain situations
 | 
Hotfix 1.1.0.11
| Release Date: 26 July 2019 | Summary: Tweaks, bugfixes | 
| Mechanics
[Expedition] Combat logs will now show the number of pellets that crit in a shotgun attack
 Items
[Expedition] Increased the frequency of shotgun shells in random loot table; they should be on the same level as other bullets now[Expedition] Increased the chance of shotguns to drop an empty shotgun shell on attack to 50% (up from 30% which is the chance for bullets)[Expedition] Increased the chance to find full and empty shotgun shell in trash[Expedition] Reduced the value (cost) of regular shotgun shells a bitFlares, and maybe some other items, will now display action point cost in the tooltip
 UI
You can now input amount when spliting stacks
 Bugs
[Expedition] Fixed Lance's skimmer having 0 battery and durability[Expedition] Fixed player's jet skis getting stuck inside a spawning native boat at the entrance to JSHQ[Expedition] Fixed the dialog freezing after a certain cutscene in Dude's new quest[Expedition] Fixed the disappearing burning barrel in Dude's new quest[Expedition] Fixed jet skis being despawned together with invading ships in certain instances[Expedition] Fixed the expedition staff thinking you're a pirate when talking to them over the navcom in certain instances[Expedition] The players can now report exploring Crimson Meadow even if they haven't removed the roots blocking their way to the end areaFixed small global map issuesMade a certain invulnerable beast also unrootableFixed some minor issues with killing some of the Zone Boyz before talking To Johnny FilthHelping a certain group near Foundry with their task now properly unlocks an option to save Buzzer in his questMoved one of the guards at the Protectorate embassy so that a certain door is easier to hackMinor typos/map fixes
 | 
Hotfix 1.1.0.12
| Release Date: 31 July 2019 | Summary: Tweaks, bugfixes | 
| 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 movementFixed the bug that caused NPCs to not try to escape fire while also fearedFixed a bug that sometimes caused NPCs to pass their turn trying to reactive their empty energy shieldsSplitting items will now accept input from the numpadFixed the bug that caused a lot of random loot containers to be reseeded on entering the areaFixed the bug that caused a store to be mostly emptied out due to some new shipmentsUpdated some old barrelsFixed Vera's infinite money glitchFixed 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 instanceVarious minor dialog and map fixes
 | 
Hotfix 1.1.0.13
| Release Date: 14 August 2019 (experimental) | Summary: Tweaks, bugfixes | 
| Tweaks
Fence door made a bit easier to clickReduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities
 UI
You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
 Items
Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.Fishing rod made a bit easier to clickFishing rod's range has also been increased, making it possible to fish from some elevated platformsDismantling the fishing rod will now be done by right clicking and choosing that option
 Bugs
You will no longer be able to export your character while riding a vehicleWhen casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invokerFixed the bug that would sometimes cause the game to crash when fighting t-lings in DCFixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into itFixed transition problems with the rocks gap on the Forsaken IslandKareem and Freddy now also sell fish[Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it[Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun[Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one[Expedition] The expedition will now leave the items from the player's locker behind upon undeployment[Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy[Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances[Expedition] Fixed some minor ending slides issues[Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn'tminor dialog and map fixes
 | 
Hotfix 1.1.0.14
| Release Date: 10 September 2019 (experimental) | Summary: Tweaks, bugfixes | 
| Tweaks
The player can now ask Quinton for another set of putrefying bolts in case they used them up and still haven't managed to finish the quest
 Bugs
Fixed the exploit that allows Forcefield and some other abilities to be used to determine if there are hidden NPCs on targeted tilesHyperallergenic will now also trigger when consuming psi boostersFixed the bug that caused a certain popular NPC to kill you in the end for no reasonIndustrial bots are now immune to immobilizationFixed the bug that caused knife to be invisible when wearing a riot armor with a shield and a cloak[Expedition] Fixed the bug that caused the crash after completing the Crimson Horticultural Center (potentially can be triggered on other points during the course of the main quest)[Expedition] Choosing to destroy a certain robot in Lemurian Health Center no longer breaks the quest[Expedition] Fixed the bug that prevented the Sormirbaren Ballistas to not be able to detect you fully on their own[Expedition] Increased the range of Sweep attack to at least match the range of regular spear attacks[Expedition] Plasma mines will now have the proper explosion radius of 2, instead of 3[Expedition] Fixed the bug that caused Shield Bash (and possibly some other special melee attacks) to use the current weapon crit chance and bonus stats[Expedition] Shotgun will no longer trigger Ambush since it's not a single target weapon[Expedition] Opportunist will no longer trigger on sea snakes[Expedition] You can no longer mount jet skis while immobilized[Expedition] Fixed bunch of locust hives that were inaccessible for melee attacks (this will not affect the current playthroughs in which you've already visited the area of the hive)[Expedition] Fixed the bug that prevented the paranormal phenomena in certain graveyard to chill out if you leave the area for a while[Expedition] Fixed a bug with a certain kidnapping event which was introduced in 1.0.1.13 experimental[Expedition] Fixed a certain captain's visitor coexisting in two places at onceVarious minor dialog and map fixes
 | 
Older versions
- For older versions, see Version history/Underrail 1.0.
- For older versions, see Version history/Beta.
- For older versions, see Version history/Alpha.
- For older versions, see Version history/Pre-alpha.