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Messages - Strogg

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Bugs / Combat Mode Initiation bug
« on: October 02, 2013, 08:24:52 am »
This happened to me earlier today. I hit esc to go to the main menu almost exactly when an enemy detected me, initiating combat mode. The menu came up, but the cursor was stuck on the loading symbol, and I couldn't click anything on or leave the menu. I eventually just used task manager to kill the game and opened it up again.

After tens of hours of gameplay this has only happened once, so it probably isn't a major issue, but just so you're aware of it. :)

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Bugs / Collect Grover's Debt bug
« on: October 02, 2013, 01:05:23 am »
If you kill the woman he lures into the alley way without talking to her, that section of the quest won't be shown as finished in your journal. You can still complete the quest and get the XP reward from the dock master, but it just won't be reflected in the journal.

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Suggestions / Re: Melee Weapons, and Dexterity Bonuses
« on: September 26, 2013, 07:17:46 pm »
What's expensive about adding new weapons is their graphical representation on the character. The reason why is because it uses prerendered graphics where it has a spritesheet for each armor-weapon-animation combo. Retrofitting new weapons with old models will take hours off the 3D modeller's time (time I need for other things) and will inflate the size of graphical assets a lot (character model graphics are like 90%+ of the game's size).

Ahh okay, thanks. The devs of project zomboid were having similar issues with updating sprites with new content, so they implemented a system where they generate the sprites from pre-rendered models rather than do each combination manually. Not trying to tell you your business, but just a thought for future development. You can read a bit about it here.

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Suggestions / Re: Melee Weapons, and Dexterity Bonuses
« on: September 26, 2013, 08:22:42 am »
Hey Strogg, welcome to the forums.
Indeed new weapons would be great, and the examples you bring are great, but unfortunately i doubt Styg will be adding any more due to how much it would cost.  :(

Does the development kit/engine he's using require a more expensive licence to add more content?

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Whats wrong with going with a high dexterity stat, for the cut throat feat, if you are already doing a "dexterity based" melee character?

I've had time to think about it, and the stats can balance out pretty evenly, as my new stealth character is 7895533. I guess I'm just used to RPGs like Baldur's Gate and how their rules set apart different character classes.

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I believe you are being inspired by the Weapon Finesse feat from D&D that allows a character to add his dex modifier, instead of his str modifier, on attack rolls ( to hit chance ). And although this feat provides more hit chance, with melee weapons for dex based characters, it wont grant them more damage. So if they have a low strength stat, it wont do them much good (unless you are going for something like a duel wielding kukri critical build).

You're exactly right, I meant to say hit chance (because really, the dagger and combat knife don't really come off as strength weapons), but yeah, I've had more time to think about it and that type of mechanic doesn't really fit underrail, since you can pump up strength/agility/dexterity with little trouble.

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Suggestions / Melee Weapons, and Dexterity Bonuses
« on: September 25, 2013, 06:26:28 pm »
Got the game yesterday, love it so far, but the melee weapon selection is kind of limited, though I suppose that will change as the game's development progresses.

Weapons I would like to see: machetes, axes, pipes, clubs, and variations based on superior metals.

Also the mechanics in regards to melee seem to favour strength oriented characters, and while light stealth characters are feasible, that is only if you build your initial stats to allow for the more powerful feats in the game as you progress (e.g cut throat). Light melee weapons (i.e one handed) should also receive a damage bonus from dexterity, but only if it is greater than strength.

Keep up the awesome work!

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