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Messages - Styg

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1426
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 28, 2014, 07:46:39 am »
Thanks for the feedback, man. I agree with most of it.

- HP and, imo even more importantly damage, of the NPCs might need some tweaking and higher levels. I'm going to look into this after the energy shields are introduced since they will add a new dimension to combat and should boost player effective health pool considerably.

- If you have suggestions please post them on the suggestion forums. I read them all of them and I do sometimes borrow from them if I like the idea :)

- I think the crafting system is fine regarding requirements. Player will sometimes get components that are ahead of their skill, but I think that's also good motivation to keep playing. For most crafting skills, it's usually required that you max it out if you want to craft from stuff that you find, and I think that's fine. If I do some re-balancing here, it will probably be when the game nears completion.

- I intend to easy up the restrictions on merchants slightly with the next update and also to look into which item categories are currently not requested at all.

- I don't know about local map. I don't think there would be much value in it since you can just scroll around and see most of it easily anyway (especially on today's monitors). If I do end up implementing it, it will probably have more purpose than just looking at the terrain layout

- Loot is not completely random, it's separated by category (electrical components, firearms, meds, etc). We'll probably go through the maps once to make sure all the locked containers do. :) It wasn't my intention to troll anyone, it's just that when I was reducing the amount of loot in GMS and Depot A (it was insane before) I didn't pay attention to which containers are locked.

1427
Bugs / Re: Cheap shots?
« on: January 27, 2014, 03:05:39 pm »
Poison and bleeding damage should not remove incapacitation, I've fixed that now for the next version.
Could you also make that acid does not remove incapacitation either? It's pretty useless to incapacitate mutant acid dogs, as they wake up on next turn or upon getting shot they can wake other around by spraying acid (not to mention that they actually resist all of this damage, yet it removes the stun).

Yeah, I've fixed that as well.

1428
Bugs / Re: Cheap shots?
« on: January 27, 2014, 10:47:08 am »
Poison and bleeding damage should not remove incapacitation, I've fixed that now for the next version.

On hit effects are a bit harder to control, since cheap shot is an instant effect, while weapon on hit effects are asynchronous. :/ Anyway, I've changed electroshock, pneumatic strike and force emission on hit effects to not remove incapacitation from their primary target so this should solve this particular problem.

1429
General / Re: Will this be on gog.com?
« on: January 27, 2014, 07:41:37 am »
Probably, when it's complete.

1430
Suggestions / Re: World Map - An Idea
« on: January 27, 2014, 07:39:39 am »
That's a nifty looking map. Definitively something I'll consider if I decide to implement a world map.

1431
Suggestions / Re: font choice/selection
« on: January 27, 2014, 07:37:59 am »
I plan to rework the fonts at some point in the future, particularly the large font since atm it's just a scaled up version of the low-res one.

1432
Suggestions / Re: Different weight of ammo?
« on: January 27, 2014, 07:34:39 am »
I guess ammo weight could vary depending on caliber.

Don't worry, there won't be any changes to the crossbows. ;)

1433
Bugs / Re: Empty dialogue
« on: January 24, 2014, 08:24:57 am »
Found it. Fixed.

1434
General / Re: XP scaling on classic mode
« on: January 24, 2014, 12:19:33 am »
So if I don't level up my char I can get the better XP? Or did you put in a little something in the code to prevent this kind of XP boosting?

Yep, it doesn't matter if you hit level up or not, for the purpose of obtaining XP it calculates your potential level based on XP you got.

1435
General / Re: XP scaling on classic mode
« on: January 23, 2014, 09:10:15 pm »
The are not diminishing return on kills. The amount of XP you get per kill is only dependent on the yours and target's level.

1436
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 23, 2014, 03:27:43 pm »
I found another one, but i don't know what to create with it.any sugestions?

High level grenades.

1437
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 23, 2014, 07:22:33 am »
Yeah, merchants need some more tweaking. I will be going though the categories to make sure all are included somewhere (not necessarily all the time) and I'll probably increase the number of item types that all merchants buy per reset by one, to reduce the random factor.

Pack rat feat is a good idea. Mercantile feats also sound like something that might be cool.

1438
General / Re: Abram
« on: January 22, 2014, 09:57:32 pm »
Telling him that there are no dogs and that you can go back in is the critical part.

However, if you already completed the cybernetic spawn thing and you're waiting for the Maura quest - if I recall correctly about an hour or so needs to pass and there are only certain NPCs that will give you the message to meet with Abram. I know there's one at the entrance to Junkyard.

1439
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 04:30:38 pm »
@LazyMonk That's how it works already. What Elhazzared is complaining about, I imagine, is that it has combat penalties as well.

@Elhazzared
Actually, as far as I can tell most people are ok with the new system and are happily playing the game, so don't assume you speak for everyone or most of them. There are complaints here and there and there always will be. I cannot please everyone, nor do I want to.

1440
Bugs / Re: Trader item types
« on: January 22, 2014, 07:42:06 am »
Traders buy mine/grenade cases as medicine components. (only tested it with items from old saves though)

Fixed.

Btw, components with quality are still considered static items as the quality is a property of an instance and not the definition. In contrast to generated weapons and armor which have a dynamic definition. Basically if there's a file for it in Items folder, it's static.

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