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badon: Is it because the expansion is expected to improve the base game?
yep, it's very much an integrated expansion, it's not just adding an area with new quests and items or whatever that is sealed off from the rest of the game

a very basic example is that the expansion is adding shotguns to the game, but shotguns aren't only available in the expansion areas, you'll be able to find shotguns, components for crafting them, etc., before you reach the 'new area'

in the game as it is, the expansion area isn't a 'known part of the underworld', but once you install the expansion the rest of the game will behave as if it knows there is that part to it (so there could be NPC references to the area that weren't there before, etc.)

as styg's been working on the expansion, he's also been keeping a list of "todo" for the basegame, and he has a lot of stuff he wants "todo" for the basegame after the expansion comes out - for example: he wants there to be more to utilize for the mercantile skill, which the expansion already increases some of the utilization for in the expansion areas, but once he's released the expansion, he's going to go back and do more comprehensive enhancements to vendors and NPCs that utilize the mercantile skill - I also hear he wants there to be more use for persuasion and intimidation in the base game, and just by my understanding has a bunch of things LIKE that that will partially be in the expansion

I'll probably wait for 6 months / 2 patches (whichever comes first) after the expansion comes out for 2 things: 1.) so the expansion can get patched and improved and 2.) so he has time to go through and add MORE to the rest of the game in light of what he's done with the expansion
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badon: Is it because the expansion is expected to improve the base game?
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drealmer7: yep [..] adding an area [..] adding shotguns [...] he wants there to be more [...] he's going to go back and do more [...] he wants there to be more [...] add MORE [...]
After I read that, the first thought that crossed my minds was "mods". And what did I find? This:

[Re: modding the game](http://underrail.com/forums/index.php?topic=2894.msg15110#msg15110)

That's a huge, huge shame. I'm sure I'm not the only one whose only gripe with Underrail is that there isn't more of it, and modding would solve that problem nicely.
The DLC will certainly make more money for the developer, but as literally the only game in town of its kind, competition is no threat at all, but the lack of a mod ecosystem and an unsatisfied craving for MORE is a recipe for underachievement. With only 1 person working on a DLC, that seems to be totally inadequate considering the zealotry of the fans of the game.

But I'm not in the gaming business. I can't say with confidence one way or the other whether it would be a smart business move to open it up to modding at the same time as he's trying to develop paid expansions. The only thing that seems certain is the person quoted above was turned away and he now has no choice but to go to work on his own project, which may or may not be a competitor to UnderRail.

As a game buyer, I like to see a nice ecosystem of mods and continued developer activity before I invest money and playing time into a game. So, from my simple point of view, I must vote "yes" for mods. WCGW? WWJD? WWJAD? WWFD?
Post edited April 05, 2018 by badon
I'm sure he doesn't care about the business side to mods, he's more interested in expressing his vision and making the game he wants to make how he wants to make it, and I love it and him for it.

the base game can take about 100hrs to complete and my understanding is that playing with different builds makes for a completely refreshed experience

from my gleen on the forums there, most of the hardcore fans are extremely satisfied, and have played it over and over numerous times

would there be mods if it were easily modable? sure, but, that there aren't isn't a negative in any way

if you want continued developer activity, you can't go wrong here, styg is as dedicated and hardworking as there are in the industry, I'm not sure he's taken a break from working on the game in years
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badon: As a game buyer, I like to see a nice ecosystem of mods and continued developer activity before I invest money and playing time into a game. So, from my simple point of view, I must vote "yes" for mods.
Well, you've just said you don't have the game yet, so let me suggest you don't dive headlong into buzzword bingo. Playing through the game four or five times (and that's about how many times it takes to try everything out - and at a bare minimum, it takes two playthroughs to see everything since there are a few mutually exclusive choices of significance) can easily put you at 200+ hours, since the first playthrough probably takes 60-80 and subsequent ones at least 30, even with the cheats like speedhack. So for twenty bucks it's pretty absurd to worry about not getting your money's worth when you've got at least 200 hours of playtime ahead of you.

That said, there's a handy little tool that lets you unpack the .k files (which are the guts of the game). If you're competent, you can unpack, dig around, change some stuff, and repack. It's not as easy or as permissive as a Bethesda game but then they have an entire department that works on making their ES games easily moddable. Anyway, you can mod UnderRail, but you don't need to. There's tons of game there.
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badon: As a game buyer, I like to see a nice ecosystem of mods and continued developer activity before I invest money and playing time into a game. So, from my simple point of view, I must vote "yes" for mods.
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OneFiercePuppy: Well, you've just said you don't have the game yet, so let me suggest you don't dive headlong into buzzword bingo. Playing through the game four or five times (and that's about how many times it takes to try everything out - and at a bare minimum, it takes two playthroughs to see everything since there are a few mutually exclusive choices of significance) can easily put you at 200+ hours, since the first playthrough probably takes 60-80 and subsequent ones at least 30, even with the cheats like speedhack. So for twenty bucks it's pretty absurd to worry about not getting your money's worth when you've got at least 200 hours of playtime ahead of you.

That said, there's a handy little tool that lets you unpack the .k files (which are the guts of the game). If you're competent, you can unpack, dig around, change some stuff, and repack. It's not as easy or as permissive as a Bethesda game but then they have an entire department that works on making their ES games easily moddable. Anyway, you can mod UnderRail, but you don't need to. There's tons of game there.
Uh-oh, I think somebody is gatekeeping! I have more buzzwords. Beware.
a new devlog!!!

http://underrail.com/forums/index.php?topic=3433.0
What's the deal with introducing spears? o.O
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richlind33: What's the deal with introducing spears? o.O
New weapon type. New combat mechanics. The idea is to add more than just a new place to explore, but to add new ways to go about your exploring. New Psi school, too.
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richlind33: What's the deal with introducing spears? o.O
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OneFiercePuppy: New weapon type. New combat mechanics. The idea is to add more than just a new place to explore, but to add new ways to go about your exploring. New Psi school, too.
What next, a peashooter? lol
sometimes you just got a stab a fucker, eh?

or a nasty beetle type thing - yaya, I imagine popping one of those mobs with a spear is mighty satisfying

but it really is just for melee users to have more options, just like shotguns for gun users

c'moooooon Expedition

not expeditious
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drealmer7: sometimes you just got a stab a fucker, eh?

or a nasty beetle type thing - yaya, I imagine popping one of those mobs with a spear is mighty satisfying

but it really is just for melee users to have more options, just like shotguns for gun users

c'moooooon Expedition

not expeditious
I'm starting to wonder if I'll still be alive when it's finally released. o.O
An update of the Dev Log: click.
Post edited August 16, 2018 by shantae.
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shantae.: An update of the Dev Log: click.
Anyone know if they've mentioned anything about a release date or a timeframe for Expeditions?

They a new dev log ( http://www.underrail.com/index.php?option=com_content&view=category&layout=blog&id=43&Itemid=61) and ability wish-list, but nothing about expected time frame.

These guys make gold, but they sure are slow.
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brassi77: Anyone know if they've mentioned anything about a release date or a timeframe for Expeditions?
Still no release date, but the new trailer might suggest they're getting close - and the significant content patch just recently released seems to reinforce that. Typically, Dev Logs come on a roughly, vaguely monthly basis (which is more like two months). I don't have any special insight into the development of the game (though I am one of the alpha testers) and I think I'm allowed to say that there's a lot of progress on the Expedition content. It was pretty well fleshed out several months ago, and they've really polished it up and filled in the blanks, these last few months.

I know I'm allowed to say it's all very high-quality, and exactly what you'd hope for from an expansion to UnderRail =) It's challenging, though, so make sure to play through the game a bit so you really know how to make a strong character.
Post edited January 04, 2019 by OneFiercePuppy
Plus one to previous, also some builds will be nerfed (smg busrt) with expansion so plan accordingly.