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Messages - Styg

Pages: 1 ... 85 86 [87] 88 89 ... 145
1291
Bugs / Re: Unload
« on: July 14, 2014, 07:54:21 am »
Woops, forgot it on Dragunov as well. Fixed for the next update.

1292
Bugs / Re: Mobs attacking each other on player arrival
« on: July 14, 2014, 07:50:30 am »
Well, the attacked mutie didn't act before the dog.
Aside that, no idea.
I couldn't even see the dog.
Are muties and dogs different "teams"?

I think they are, because of the "pack hunting" thing.

1293
Suggestions / Re: Balanced Handles
« on: July 14, 2014, 07:49:25 am »
Not a bad idea. Might add it next time I work on knives.

1294
Suggestions / Re: Possibilities for requirements/limits?
« on: July 14, 2014, 07:48:51 am »
I can make new kinds of feat requirements if I need them.

I'm not sure why I had cooldown on burst attack, removed for the next version.

I'm aware that Assault Rifles are a bit weak and less fun than other builds at the moment. I'll be looking into buffing them in some future patch (not the upcoming one though).

1295
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 14, 2014, 07:37:00 am »
Well, I've seen one with a chance for 3 turns incapacitation.
I think the standard is 2?

Oh, yeah, it starts at 2 and then 1 additional turn for each 50 quality. Forgot about that.

The incapacitation effect can be resisted and the chance is based on the attackers weapon vs target's fortitude.

Really? :o Is this true for all sources of incapacitation?

I don't think I've ever seen them get resisted either way, though it's not something I've paid much attention to. I guess I often play with high weapon skills and low fortitude.

Most, if not all, such effects can be resisted. The way and the difficulty of the resist method (resolve/fortitude/something else) varies from case to case and is determined from the way the effect is applied (physical trauma, mental trauma, etc) rather than the type of effect that is applied.

1296
Bugs / Re: Weightless Acid Blob Pistols?
« on: July 11, 2014, 06:33:13 am »
Fixed for the next update.

1297
Suggestions / Re: Toggle Auto-Open on Move
« on: July 10, 2014, 08:04:21 am »
Done.

1298
Bugs / Re: Light without the Light
« on: July 10, 2014, 07:27:22 am »
Fixed.

1299
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 10, 2014, 06:46:13 am »
The incapacitation effect can be resisted and the chance is based on the attackers weapon vs target's fortitude. The quality of the pneumatic hammer doesn't go into it.

1300
General / Re: Viability of low grade Shield emitters?
« on: July 09, 2014, 03:10:21 pm »
Electromagnetic deflector description was written long before Energy Shield crafting were implemented so I totally forgot I wanted to use it there. :) Anyway, fixed the description for the next update.

1301
General / Re: Pickpocketing Patrollers
« on: July 09, 2014, 03:02:27 pm »
Maybe with Ninja Looter feat?

1302
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 02:57:25 pm »
1. Fixed
2. No it wasn't intended. I might implement this when I get around to improving the UI next time.
3. Done.
4. I might rework it to get displayed like Combo at some point.
5. Intended.
6. They've been tweaked to make more sense.
7. Fixed.
8. General merchant sells some weapons and there's also a hidden merchant.
9. Dunno, someone mentioned it can be sold as food.
10. No plans at the moment. Might happen at some point.
11. Fixed.
12. Quanitity from quality thing was briefly discussed here: http://underrail.com/forums/index.php?topic=946.msg5275#msg5275. What I did do though is increase the amount of bear traps and caltrops that are created when not using poison to 10 and also reduced the cost of metal plates.
13. 14. I might implement this when I get around to improving the UI next time.
15. Eh, I probably had a good reason for leaving it at 21 :P
16. As epeli suggested, it reduces cost where it can be applied (such as weapons) or it increases capacity where former is not possible (energy shields).
17. Tranquility has been reworked and now reduces AP so it won't be affecting Force Emission which is an on-hit effect.

1303
Bugs / Re: Alarms of the Ironfists
« on: July 09, 2014, 10:40:42 am »
Can you take a screenshot of the switch(es) that don't work?

1304
Bugs / Re: Same Armour Materail bonuses don't stack?
« on: July 09, 2014, 10:36:56 am »
There was a bug with certain item effects not stacking. Fixed for the next update.

1305
Suggestions / Re: More options for the Intelligent Combatant?
« on: July 09, 2014, 07:13:12 am »
Not a bad idea to make some drug enhancing feats, though I think I'd have to make it a bit more powerful than that.

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