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Current versions
| Stable version
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Experimental version
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| 1.3.0.15 (18 December 2025)
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1.3.0.15 (18 December 2025)
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Version history and changelogs for Underrail 1.3.X.X versions. Patch notes can also be viewed on Underrail forums and Steam community if this page is not up to date.
- Versioning scheme
- Underrail release versioning scheme: 1.[major update].[update].[hotfix]
- Starting from 2017 all smaller than major gameplay/content updates increment [update] while [hotfix] releases will contain only bugfixes. Up to version 1.0.1.10, hotfix versions could include new content and update versions were larger patches.
- Experimental branch (test version)
- As of 2017, experimental versions of new patches are available for testing (on Steam and GOG Galaxy) before they are released. For more information, see Dev Log #50: Experimental Branch.
- Legacy branch (legacy psi mechanics)
- The legacy branch permanently hosts version 1.1.1.6 with the legacy psi system and will receive no updates. For more information, see Dev Log #68: The Psi Question.
Underrail 1.3.0.15
| Release Date: 18 December 2025
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Summary: 10-Year Anniversary Update
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- General
- Unique weapons now have custom sprites when held (except on jet skis)
- Extracted a good amount of text of the game into .txt files for localization; UI elements, object names, items, abilities, dialogs and more can be localized as of now; further localization support is in development
- Intelligence now influences the speed at which the player gains level. For oddity system this is accomplished by reducing the oddity requirements at appropriate levels, while in classic mode the amount of experience gained is modified. The effect is not drastic, but should be noticeable.
- [Heavy Duty] Added Rocket Launchers
- Graphics
- Improved the fog of war and nightvision shaders; you can switch to the old one in video settings if you prefer the old look
- Difficulty
- NPCs now gain 3% crit chance bonus on Dominating difficulty for weapon and psi attacks
- NPCs health is now increased by 100% (up from 50%) on Dominating difficulty
- NPCs health is now increased by 50% on Hard difficulty (previously it was not increased at all)
- Items
- Increased the base healing amount of enriched health hypos by about 25%
- Mining helmet and headlamp enhancements will now project light in a cone in front of the user; range increased
- [Heavy Duty] Increased The Stunner's hacking requirement from 120 to 150
- Crafting
- Changed the crafting requirement base from fixed 80% of component quality to ranging from 77% to 112% component quality, scaling with the quality itself (curving up); Tweaked the specific modifiers for various components.
- Metal combat gloves have their strength scaling changed to +10% for STR over 5 (down from 7)
- Reduced the shield conversion rate of High Efficiency Energy Converter
- Base energy shield conversion rate increased
- Circular Wave Amplifier's energy shield conversion rate penalty no longer scales with component quality
- Increased the Circular Wave Amplifier's effect on shielding values
- Silencer no longer reduces damage (this change does not affect already crafted/generated pistols)
- [Heavy Duty] The grenade launcher technical manuals publication used in firearm refurbishing has been changed to also include rocket launchers
- Feats
- Expose Weakness - now reduces resistance and threshold by 30% plus 2% per intelligence (down from fixed 50%) and the effect is halved for non-living targets; cooldown change to 5 turns (up from 4)
- High-Technicalities now also increases damage from energy edge and electroshock modules
- Hit and Run - when triggered multiple times in the same turn, the maximum movement points reset point gets halved with each triggering
- Fancy Footwork - when triggered multiple times in the same turn, the amount of movement points gain is reduced by 1 point each time
- Cheap Shots - Incapacitation chance changed to 8% (down from 15%)
- Heavy Punch - Damage changed to 300% (up from 180%); AP cost changed to 150% (down from 200%); now has 3 turns cooldown
- Cut-throat - Action point cost changed to 15 (down from 25)
- Pummel - cooldown changed to 1 turn (down from 3 turns)
- Expanded Psi Capacitance - Now also increase psi regeneration by 1% of max psi reserves
- Mantra - Psi regen bonus changed to 10 (up from 5)
- Added Polymath - Immediately grants 15 skill points and additional 5 skill points at every subsequent level
- [Expedition] Added Specialist (Level 16, Intelligence 10) - Grants 1 additional specialization point per level
- [Heavy Duty] - Shell Shock now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill
- [Heavy Duty] - Demolition Man now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill
- [Heavy Duty] - Bullet Trance - will only work with LMGs and miniguns
- [Heavy Duty] - Added Beast of Burden (requires strength 10) - Increases carry capacity by 150
- Specializations
- Added Heavy Punch: Damage - Increases damage by 10% for each specialization point (max: 10)
- Added Heavy Punch: Action Point - Reduces the action point cost modifier by 10% for each specialization point (max: 5)
- [Heavy Duty] Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5)
- Psi
- Forcefield now has resistances that scale with skill
- Cryogenic Barrier now has mechanical resistance that scales with skill
- Exothermic Aura now burns off throwing nets and webs that entangle the invoker
- Psychokinetic Chain - now transfers 20%+0.2% per skill (up from 15%+0.1%) up to max of 70% (up from 30%); max flat damage changed to 30+0.7 per skill (up from 15+0.35); psi cost changed to 25 (down from 35)
- Psychosomatic Predation - killing the target now also resets the cooldown
- [Expedition] Stasis can now absorb maximum of 10 damage per effective skill point
- [Expedition] Temporary Rewind - action point cost changed to 20 (down from 25), cooldown changed to 6 (down from 8 ), reversion delayed by an additional turn
- Tweaks
- Skill-based damage bonus for light weapons (those that have their AP cost reduced by Dexterity, which are: pistols, SMGs, unarmed, fist weapons, and knives) changed from the standard 0.7% per skill to 0.5% per skill
- Cold effects will now remove a stack of Warmed Up
- Minimal weapon usage action point cost changed to 5 (up from 4)
- Added dry-firing sound effects
- Contamined - damage taken bonus per stack changed to 5% (down from 10%)
- [Expedition] Plasma grenade now performs one attack with both damage type instead of two attacks; this does not change damage in any way but will make evading it more consistent
- [Expedition] Heartbreak poison duration will no longer be refreshed with stacking
- [Expedition] Added new shotgun loading/reloading sounds
- [Expedition] Putting a Locust Hive in Stasis will prevent it from releasing locusts
- [Heavy Duty] Added new grenade launcher loading/reloading sounds
- [Heavy Duty] Reduced damage of grenade launchers across the board by about 20%
- [Heavy Duty] Adjusted optimal ranges for grenade launchers, will not affect those already crafted
- [Heavy Duty] Certain truesighted robots now have their truesight sight ranged decoupled (and lowered) from their normal sight range
- [Heavy Duty] The Gunslinger will no longer give you a certain item unless you reached a certain point in the Compound quest together
- Bugs
- Fixed some old rare save/load bug that might have been the root cause of the rare save data corruption bug
- Fixed not being able to report one of the Hephaestus Research quest outcomes to Colonel Cathcart in a specific case
- No longer able to change the zoom level when using cameras, spying endoscope and the like
- [Expedition] Shattering a target with a spear attack will now properly apply spear guard
- [Expedition] Fixed reinforced leper serpent skin boots displaying the wrong icon
- [Expedition] Fixed provoking hostilities when using a certain laptop at The Rig when reloading a game even if the player has been granted access to it
- [Expedition] Locust hives no longer have knees and ribs (that can be shot and broken)
- Various minor dialog/zone fixes
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Older versions
- For older versions, see Version history/Underrail 1.2.
- For older versions, see Version history/Underrail 1.1.
- 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.