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Hi guys,
In this dev log I want to go over the changes that I’ve made to the ranged weapon targeting system, which could also be called the projectile attack system.This is the system that is used primarily when attacking with any sort of projectile-based weapon, such as firearms and crossbows, but also energy and chemical "projectiles."The reason I made the changes that I’ll describe below is partly to better integrate it into the new engine, with its 3-dimensionality and destructibility. But, also, I wanted to change the way that the difficulty of using these weapons changes with range and skill. Namely, I wanted for these weapons to still retain good effectiveness at close or point-blank ranges even at low skill levels, so they could easily be used without too much investment both in the early game and as off-spec weapons further into a play-through.This is how it all works now.First, in order to be able to fire at any given target, there must be a penetrable path from your firing voxel to one of the voxels occupied by the target—this is called a ranged touch check. In our engine, a voxel is a relatively large cube with the edge length of one meter (so a human takes up two voxels when standing and one when crouched, for example). It’s basically a 3D "tile."Every object in the game occupies one or more voxels. We use these for low-resolution gameplay mechanics, such as pathfinding and vision. A voxel itself consists of the core, the 6 sides, and 12 edges. These are used to better facilitate smaller or thinner objects such as doors, columns, and such... but that’s not important right now. You only need to remember that the initial range check is done using these.When firing a ranged projectile weapon, such as a pistol, for example, the game first calculates your attack rating. A lot of things can affect this rating, but it’s mainly determined by your effective skill level (Guns skill in this case), stance (in the case of firearms, it means what aiming device you’re using—iron sight, reflex sight, optics, etc.), and focus.This is measured against the target’s defense rating. I’m not completely set on how this rating is going to be summed up, but for now it’s an esoteric mix of constant values, distance, momentum, and evasion. Basically, the rating grows with how far, how fast, and how evasive the target is.These two values are then fed into a saturating (diminishing returns) function that determines the maximum degree of aim vector tilt—meaning, by how much the attacker can be off from a perfect shot. When the projectile is about to be launched, the game rolls a random value from this range and uses it to tilt the vector.This vector is then made into a ray and traced against the bounding box of the target that the attack was aimed at. Let’s call this a primary target check. It actually consists of two checks, as it’s traced against two bounding boxes—the full and the inner bounding box.If it intersects with the inner bounding box, which typically consists of the inner 2/3 of the full bounding box, the attack is counted as a hit. During this check, all obstacles are ignored, and we rely solely on the ranged touch check to determine if there’s a clear path to the target. When this happens, it’s called a true hit, and it means we don’t need to do any actual ray marching of the projectile through the world space.If it does not intersect with the inner bounding box, then the projectile is traced through the actual game space, and it can hit any character or destructible or indestructible obstacle in its path.If it ends up landing inside the full bounding box of the initial target, it will be counted as a grazing hit (which means it deals half the damage). If it lands inside a bounding box of any other target, it can be a hit or a grazing hit depending on if it also intersects with its inner bounding box.So, unlike in Underrail 1, where only things like bursts or shotgun attacks could cause collateral damage, in Infusion, any projectile you launch can potentially end up hitting a different target or an obstacle.It is sort of a hybrid system that allows for true hits that do not account for other obstacles and characters if you aim precisely, but in all other cases forces you to adjust for other targets and obstacles.I found this system to be superior to true physical simulation when it comes to our engine because the player does not have the fine-grained positioning capabilities for either the character or the source of the projectile (the weapon). We do not want to constantly be ending up in silly situations due to some part of the level geometry unexpectedly fully blocking attack paths.Now, because we no longer roll a hit chance during the attack but instead tilt the attack vector, this has a couple of (intended) consequences.First, the targets that are small and/or far away become naturally harder to hit because for any given vector tilt angle, the gap between the traced ray and the target point increases with the target’s distance; and the smaller the target is, the more likely this is to result in a miss.So, while you might not need that much Guns skill to hit a burrower when up close, hitting a spawn at 10+ range without significant investment in the said skill could only be the result of a lucky shot.Secondly, it works seamlessly for any kind of thing that needs to interact with the projectile, be it another character, an obstacle (destructible or otherwise), a cosmetic particle, a cloud of flammable gas, a rip in the spacetime continuum, or whatever else we come up with in the future. As long as it can be detected during the ray marching, we can interact with it.Finally, we can easily use this system for weapons that fire multiple projectiles, such as shotguns, where each pellet becomes a separate projectile.One downside of the system is that it becomes effectively impossible to calculate exact hit chances for a given attack beforehand. For this reason, as some of you have noticed, I have switched to descriptive difficulty indicators (Easy, Moderate, Hard, etc.).* * * * * * *
So far I’ve only discussed how the projectile system is used with standard weapon attacks, but it can and will also be used for other things, such as grenade shrapnel, psionic particles, and such. It can be used anywhere where there’s a physical projectile that needs to be traced through the game space while not being affected by gravity or air drag.* * * * * * *
There are cases where gravity and air drag are significant factors—with thrown weapons, for example, such as throwing knives, grenades, and even simple rocks. For these, I have developed a different system, which I will showcase in a future dev log.* * * * * * *
Likewise, there’s more to be said about actual damage models of different creatures and how they affect hit chances and damage amounts. This topic deserves a dev log of its own.* * * * * * *
Obstacles, destructible or otherwise, are also a fitting dev log subject. We actually have quite precise collision mechanisms when it comes to the environment, owing to the fact that we generate low-poly meshes for our pre-rendered assets to be used for shadow maps.* * * * * * *
Anyway, that’s all for now.Keep in mind, all these mechanics are subject to further adjustments pending testing, but so far I find this system quite intuitive and fun.It’s back to the trenches for me now. I hope you found this dev log interesting. Be sure to follow me on X, where I post smaller tidbits of development regularly.Cheers!
You can now reset the custom difficulty sliders to any of the presets
Healing cooldown is now properly set for all difficulty presets
Fixed the bugged psi crit bonus text on certain items
Fixed the bug that caused the difficulty setting carry weight capacity modifier to be rounded up
Fixed the wonkiness of the horizontal option scroll bars used in custom rules and options window that occurred when the indicator was dragged
Fixed the bug that would prevent you from loading a save with a character that is over level 30
Hi guys,
We've added a custom difficulty option (Mutant) in the game that you can use to configure the various parameters to your liking.If you want to play with Dominating's enemy distribution, but don't like the stat bloat, you can change it now.If you find the easiest difficulty too hard, or the hardest difficulty to easy, you can further adjust them.If our puzzles give you headache, you can reduce it by changing the puzzle difficulty specifically.I've even added the ability to change the level cap, but be careful when using this one with the oddity system, as I do not think there's enough experience to level you all the way to the max setting (level 50). This option is only available with the Expedition DLC because of how leveling code is structured.My official stance regarding the default difficulty has also changed somewhat. I don't necessarily think that Underrail has one default difficulty anymore, but rather that there is a progression from Easy to Hard as the player acquires more knowledge of the game's systems and encounters (and grows in virtue of patience and willingness to suffer).So to better reflect their purpose, I've changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert, and changed their descriptions accordingly.I've also re-enabled the game's command console, but disabled some technical commands that are used in development. I have plans of opening the game for further tweaking and modding in the future and the console will be crucial for that.Also, I want people to be able to tweak the difficulty in their ongoing play-throughs, so they can use a new console command for this. You will not be able to change the encounter or puzzle difficulty on the fly though, because that is likely to silently break your game and prevent you to finishing parts of it or the entire thing.Of course, we also fixed some minor bugs.Here's the full list:General
Added Custom difficulty (called Mutant) that allows you to configure various game system parameters for your playthrough
Changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert respectively
Beginner difficulty will now halve the health of all NPCs
Re-enabled the command console
Added console commands for changing the difficulty parameters of a running game (except the encounter and puzzle presets)
UI
Tooltips that are too big for the screen will now pan up and down slowly so you can read the text; hold the SHIFT key to freeze it in place
Vehicle status tooltips will now scale properly
Tweaks
Shock Shurikens mechanical damage now scales with the Throwing skill; also they will now properly display the same mechanical resistance penalty as throwing knives
Bugs
Fixed the bug that caused some special attacks (e.g. Rapid fire) to consider sledgehammers and crossbows to be firearms
Enraged psi beetles will no longer try to cast Bilocation on each other
Corrected the All-in status effect description
Fixed Refurbished AKX not having a unique sprite when equipped
\ Fixed the bug that caused a certain energy weapon components blueprint names not to show up in the list of blueprints
\ Fixed the bug that caused the backblast to sometimes burn the attacker even though there was enough space behind
Fixed various sprite bugs
Various minor dialog/zone fixes
Hi guys,
It has been 10 years since Underrail hit its 1.0 version. In celebration, we're releasing a small but important update that touches up the game's visuals and delivers an extra weapon to the Heavy Duty arsenal.First, we've created unique sprites for all of the game's unique weapons. These should now be visible when the player equips them, except on a few armor types and when riding jet skis (but we plan to correct this in the future).Secondly, we added a new weapon to the Heavy Guns roster - the rocket launcher. As you might expect, it's a high-powered high-AP area of effect weapon that requires a lot of strength to wield. It can fire 4 different rocket types and there are even some unique ones that have their own payloads.Lastly, we've started work on localization support. This is going to be something that will remain in slow but active development over the next year, as I slowly migrate all the game's text into external files. As it stands right now, though, most of the UI elements and the dialog can be freely translated.To learn more about how to do this, visit our Localization sub-forum.We also made a bunch of other smaller and medium balance changes, with the major focus being on the impact of the intelligence stat.Here's the full list: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.
\ 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
\ 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)
\ 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 (intelligence 8) - Immediately grants 15 skill points and additional 5 skill points at every subsequent level.
\ Added Specialist (level 16, intelligence 10) - Grants 1 additional specialization point per level.
\ Shell Shock now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill
\ Demolition Man now also works with rocket launchers and the skill requirement can now be fulfilled by Heavy Guns skill
\ Bullet Trance - will only work with LMGs and miniguns
\ Added Beast of Burden (strength 10) - Increases carry capacity by 150.
Psi
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).
\ Added Beast of Burden specialization - Further increases carry capacity by 15 for each specialization point (max: 5).
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).
\ 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 50% (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
\ Stasis can now absorb maximum of 10 damage per effective skill point
\ 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%)
\ 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
\ Heartbreak poison duration will no longer be refreshed with stacking
\ Added new shotgun loading/reloading sounds
\ Added new grenade launcher loading/reloading sounds
\ Reduced damage of grenade launchers across the board by about 20%
\ Adjusted optimal ranges for grenade launchers, will not affect those already crafted
\ Certain truesighted robots now have their truesight sight ranged decoupled (and lowered) from their normal sight range
\ 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 another 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
\ Shattering a target with a spear attack will now properly apply spear guard
\ Fixed reinforced leper serpent skin boots displaying the wrong icon
\ 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
\ Locust hives no longer have knees and ribs (that can be shot and broken)
Various minor dialog/zone fixes
UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video on the store page or on Youtube:
We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.
For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on the new game's steam news as well.
So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.
That's it for now. In the coming weeks we have some work to do on Underrail 1 as it's nearing its 10 year anniversary, but after that we're going back into Infusion trenches with Early Access as our next big goal.
In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly.
Cheers!
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This page aggregates Steam news feeds, patch notes, and developer announcements for UnderRail, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main UnderRail statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.