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Messages - Othienka

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Suggestions / Re: Motorcycles
« on: March 25, 2021, 04:36:58 pm »
Welp, that is sad to hear. I would have assumed that 3d models would have made implementing it even easier than on OG Underrail. Guess we can still hope for change of mind on an expac  8)

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Suggestions / Motorcycles
« on: March 19, 2021, 01:27:11 am »
Although I don't expect any major work to go towards anything that isn't Underrail: Infusion anymore, Motorcycles are just essentially a sprite change way from Jet Skis to be a reality.

Think about it, we already have Jetskis with Storage and the Parts System. If someone just made a Jetski capable to travel on land (and disable water travel) and reduced their travel speed, what else would we need? Most of the work would end up being spritting all the different bike models (assuming the Quad Bike isn't usable as a base at least) and timing animations to the specific movement speeds.

We'd also need a Bike Store or two somewhere and maybe an intro quest (which I expected to happen when Travis mentioned his broken quads).

3
Suggestions / Re: Various suggestions
« on: March 19, 2021, 01:05:02 am »
I think that your suggestions for Upgrading Unique Armors should have been part of all armors overall. Maybe make fully crafted armors slightly better/have higher caps, but overall changing parts/pieces should have made the most difference overall.

It is a bit funny that you can look exactly the same through the whole game (wearing the same armor type/sprite) while actually wearing an über end-game armor.

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Suggestions / Re: Foundry foul air
« on: March 19, 2021, 12:57:21 am »
I like the idea. I actually equipped the gas mask when I saw the NPCs complaining about the air quality, thinking I was going to get bad consequences otherwise!

5
I totally agree, I've seen some hellish captcha, but this one takes the cake. I think I tried a few variations until "The Pacific" got through. I think "Pacific Ocean", "Pacific" and "The Pacific Ocean" didn't. Most likely they only have one single answer instead of a set of acceptable responses.

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Development Log / Re: Dev Log #69: Crossing the Styx
« on: March 05, 2021, 08:01:38 pm »
Is this the final update? By the way, it is great, looking forward to try a pistol build.  8)

Hopefully not ;)

7
While I like some of the ideas, but explosive darts seems like a bit too much :P. Throwing already has more than enough weapon/damage options, pretty much everything suggested here is already covered with the exisiting weapons. If anything, darts would need something to differentiate themselves or you could have crossbow bolts "throwable", but with decreased range/higher AP costs than using crossbows themselves?

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General / Re: Custom Portraits
« on: March 05, 2021, 03:54:15 pm »
And an alternate CAU portrait.

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Am I the only one bothered by how the in-game appearance of a character changes depending on the armor equipped, while the portrait stays the same? Sure, we sort of got Custom Portraits in response to people complaining about how the available/official portraits didn't fit the appearance of the player, but even then Custom Portraits are refreshed only at game start.

Would it be that complicated to add several "Custom Portrait" slots of sorts for each unique armor appearance?

In theory, it should be possible. We already have the armor flags that, according to the armor equipped, point out when the in-game sprite has to be changed. Thus it seems that we could, instead of using a single portrait, adding an extra variable to consider the armor and thus have a custom portrait for each armor variation. Limiting this capability only to Custom Portraits would remove any need to do any extra sprites and leaves all work up to the players themselves.

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General / Re: Custom Portraits
« on: March 01, 2021, 09:05:57 pm »
Hello everyone! I recently tried my hand at creating a "new" face for my first play-through...and ended up making over 25+ custom portraits for each armor variation used/encountered during my game (have yet to finish it). I blame any possible naming errors on that ;) . Link for the pack below.

Also, while working on it, I ended up making a XCF on GIMP with all the bits and pieces cleaned up and separated; which should be extremely useful for those who'd want to do their own variations using another similarly-sized face.

Some examples:
                  

11
I totally agree with this. First time I tried to use them, I though the NV Googles did, since my previous experience of a activating a headwear effect was the Mining Helmet.

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