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Messages - player1

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1
Development Log / Re: Dev Log #55: Global Map
« on: October 19, 2017, 08:54:21 pm »
Now if we could only get mule NPC characters to carry our loot to traders, game will be perfect. :D

2
Suggestions / Re: Remove level cap.
« on: December 29, 2016, 07:54:45 am »
I think skill cap would make more sense then level cap.

In a sense, player should have an option to develop undeveloped skill, if he reaches game cap, instead it staying frozen on some mediocre skill level.

I guess most frustrating thing ever would be to not reach some crafting skill level you do need, due to reaching level cap first.

3
Development Log / Re: Dev Log #48: Veteran Levels
« on: December 02, 2016, 05:57:27 am »
The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.

This could potentially lead to characters getting stuck unskilled for last part of the game, by not investing skills points, when below 25 level in skills that are only required to be high in the end game.

4
General / Re: So, is the game officially *done*?
« on: October 11, 2016, 06:23:46 pm »
Nice.
I just happen to have save game before assault on Embasy. The place were I stopped my second playtgrough due to faction bug that was fixed in last released patch, when I already moved away from Underrail.

So I could continue with it and play expansion right away.

5
General / So, is the game officially *done*?
« on: July 10, 2016, 09:06:20 am »
I do not see any new updates in last 3 months.

So is the game officially done, and in that case what is Stygian Software next project?

6
General / Re: Final part a trick/hack to stop the respawn?
« on: May 29, 2016, 09:02:11 am »
My suggestion would be to make sure to kill all non-respawning enemies, like bandits.

And in case of critters that do respawn, try avoiding going to those areas more then once, if not necessary. And for most time, travel through places that were cleared up from bandits instead.

7
General / Re: Is pure PSI Caster viable?
« on: May 21, 2016, 11:27:45 am »
I still do not get "Paladin" reference?  ???

8
General / Re: AI Core from the Arke Power Station
« on: May 21, 2016, 11:26:34 am »
It should be new area in the facility that can be accessed after finishing power plant stuff.

9
General / Re: How to kill Tchort normally?
« on: May 17, 2016, 06:05:35 pm »
W2C ammo, then Sniper feat, then Aimed Shot... Does wonders, especially with high caliber snipers.

10
General / Re: I hate you all [major spoilers]
« on: May 05, 2016, 12:26:32 am »
The chronology of the visions - and the whole big picture of the background plot - seems very vague, probably intentionally so. You could say there's some kind of timelapse vertigo going on.

I can already see next game being called "Underrail 2: Timelapse Vertigo" :D

But the first game already was called Timelapse Vertigo... :P

"Was", as past tense.

With all plot elements that would explain the origin of the game setting not being part of the game (and left as mystery), it made sense to rename the game to Underrail, since it better explains the game as is.

But, if those elements will be tackled in the future sequel, then original title could return, at least as subtitle.  8)

11
General / Re: I hate you all [major spoilers]
« on: May 04, 2016, 09:20:52 am »
The chronology of the visions - and the whole big picture of the background plot - seems very vague, probably intentionally so. You could say there's some kind of timelapse vertigo going on.

I can already see next game being called "Underrail 2: Timelapse Vertigo" :D

12
General / Re: Endings (obvious spoiler alert)
« on: May 04, 2016, 09:16:31 am »
On the other hand, what's the point of any reward after DC?

Everything after DC is essentially just epilogue, with all meaningful in game content already finished.

The only reason why there is no end-game screen aright after finishing up Tchorth, is to give players option to finish any side-quests they would otherwise break by going into DC as end game area.

13
General / Re: Beating Underrail without killing anybody?
« on: May 03, 2016, 06:40:13 am »
I did taking "the statue" with pure stealth.

The trick is to go to the backroom immediatelly after you take it, so that enemies detection cools down. Then go out quickly.

14
Suggestions / Re: Why no shotguns/rocket launchers??
« on: May 01, 2016, 07:18:27 am »
Game budget, due to how 2d animations are done.

15
Development Log / Re: Dev Log #1: Demo Feedback and the Future
« on: April 29, 2016, 12:00:00 am »
Looking back at 2012, Styg was really confident to get game released in 2013.

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