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Messages - Styg

Pages: 1 ... 86 87 [88] 89 90 ... 145
1306
Bugs / Re: Target Practice... FOR FISTS!
« on: July 08, 2014, 07:19:13 am »
Yeah, it's intended for you to be able to do this.

1307
Bugs / Re: Evasive Maneuvers - Inconsistent Description
« on: July 08, 2014, 07:18:05 am »
Fixed, supposed to be thrice.

1308
Suggestions / Re: Some small blueprint changes
« on: July 08, 2014, 07:08:08 am »

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.


- What reduction?


Most likely it's something i posted quite some time ago in this thread: http://underrail.com/forums/index.php?topic=875.0 (case 11).

Quote
edit: While I'm at it, more blueprint stuff. You know the blueprints that use variable quality (and type) metal plates to make static metal items in bulk (caltrops, bear traps)? Why not base the number of items produced on metal plate quality?

Case 12 in thread posted above.

Was my post invisible or what? :D

Don't worry, I read all feedback. I have a clip note to go through your feedback hanging on the board actually ;)

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.

- What reduction?
I meant the crafting cost. All mines used to require 2x crafting components compared to grenades, now only EMP mines do. I thought you just forgot to change the EMP mine blueprint.

Ah, ok, changed it now.

1309
Suggestions / Re: Foundry Ambiance Sound
« on: July 08, 2014, 06:57:05 am »
More music/drones will be added at some point.

1310
General / Re: "Tunnelers"
« on: July 08, 2014, 06:55:46 am »
I can't help but notice that the machine would just turn around, what with the upper threads moving the wrong direction.  :-X

LOL. I never noticed, even though I made that animation from game files! Maybe there's something terribly wrong with their gearbox.  (Or more likely I screwed up :P)

The thing is not animated on my screen? What y'all talking about?

Btw, at one point the animation was wrong as described, but I think it's fine now. At least for the models used in the game.

1311
Bugs / Re: Wyatt Pear's Dumb Dogs
« on: July 07, 2014, 09:30:16 am »
I don't find this strange at all, if anything it makes the game more beliveable.

Isn't it the old guy at the depot that is setting mines to kill off the mutants? If so then it makes perfect sense that ocasionally they get blown off in them.

Generally I'd agree with this, but let's assume that his dogs are trained to avoid the mines. Hopefully it's fixed now.

All other dogs remain unchanged and will die to mines like the dogs they are.

1312
Suggestions / Re: Some small blueprint changes
« on: July 07, 2014, 09:26:32 am »
EMP grenade/mine blueprints can also use the more expensive and rare plasma batteries for no benefit over the cheap fusion cells. Why not add EMP grenade/mine Mk IIs?

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.


edit: While I'm at it, more blueprint stuff. You know the blueprints that use variable quality (and type) metal plates to make static metal items in bulk (caltrops, bear traps)? Why not base the number of items produced on metal plate quality?

- We'll probably add higher mark EMP stuff eventually that will require higher level batteries.

- What reduction?

- I thought about this but decided against. Don't think I want quality to infuence the production quanitity (except with recycling). Don't have any parituclar reason, just prefer it this way. I might change my mind.

Maybe make a Plasma Grenade that deals Heat damage to the EMP? :D
But yes, everything seconded.  ;) (Is that even a word?)

Plasma grenades are in the plans ;)

1313
General / Re: Name bar colors?
« on: July 07, 2014, 09:13:36 am »
The only things that effectively matter right now are:

red - hostile
blue - ally (will defend you)
everything else - neutral

Technically, though it's like this:

red - hostile
orange - unfriendly
grey - neutral
green - friendly
blue - ally

No yellows.

1314
General / Re: "Damaged Armor"
« on: July 07, 2014, 09:10:07 am »
All bonuses the armor provides. They go down linearly with durability, eg. armor with 43% durability left would only provide 43% of its full bonuses. Penalties apply even when the durability is zero.

I haven't paid much attention to the nuances of the durability system after it was introduced so I might be wrong here.

Not exactly. The penalties only start to apply when the durability goes into yellow. So 43% durability would still provide you with 100%. You don't have to keep it at 100% all the time.

Once the item enters red it also loses all its beneficial secondary modifiers (e.g. stealth bonus on some armors).

1315
General / Re: "Tunnelers"
« on: July 07, 2014, 09:07:24 am »
The term "Tunnelers" is used for both the people and the vehicles, but as epeli said, most folk use the term "Faceless" for the people.

1316
Development Log / Dev Log #32: Blood Sports
« on: July 07, 2014, 08:20:10 am »
Hey guys. We've been quiet lately, but that's only because we've been working hard on the biggest and the most difficult section of the game, center of the game world, the metropolis that is Core City.



The Core City is the place of extremes. On one hand we have the oligarch families and their associates who live lives of luxury (or at least what can be considered such in the world of Underrail) while on the other hand the slums are filled with the poor that perish daily from hunger, disease and gang fighting.

The masters of Core City know how to keep the masses complacent though. What started as place for gangs to settle their disputes has grown to become the most popular form of entertainment in the city and the whole of Underrail. We're talking about the Arena, the Roman style field of combat where they pit men against various deadly creatures as well as gladiator against gladiator. All for the viewing pleasure of the numerous Arena fans. Watching people die violently is the favorite pastime for the oppressed masses of Core City.



People from all over the Underrail pay for the privilege to watch direct broadcasts of these fights as well as take trips to Core City to watch the matches live, if they can manage to get hold of tickets which are always sold out quickly. The Arena and the its betting office have made the oligarch families rich.

Players will, of course, be given an opportunity to test themselves in the Arena and see if they have what it takes to climb all the way to the top and claim the title of Invictus.

Beyond that they will also have an opportunity to enter the Gauntlet, and new blood sport where the contenders race through series of rooms, each containing a unique challenge, to be the first to reach the finish line and claim the prize, or die trying.

* * * * *

This update will be taking us a bit longer than we expected, but in many ways this is the hardest section to develop. It encompasses more intractable NPCs than any other update, way more urban areas than any other city so far as well as multiple quest-lines. All this stuffs had us stretched a bit thin, but if we get this part of the game right it should be more or less smooth sailing to completion.

1317
General / Re: Lifting Belt/Conditioning
« on: July 01, 2014, 03:09:19 pm »
It's as epeli said. Damage reduction stacks additively and then (effectively) multiplicatively with resistance.

1318
Bugs / Re: Door glitch
« on: June 23, 2014, 08:30:56 am »
Fixed for the next update if we're thinking about the same area.

1319
Bugs / Re: Some items missing from loot tables?
« on: June 23, 2014, 08:29:40 am »
New ones for version 0.1.11.1:

- Flat beaker seems to be missing from shops and RLT?

- Not necessarily a bug, but I found it odd that Leonie doesn't sell TiChrome spikes/blades - other shops occasionally have them, but the premier metal shop of Foundry doesn't have any? :P

Fixed for the next update.

1320
Development Log / Re: Dev Log #28: Energy Shields
« on: June 23, 2014, 08:24:03 am »
There was a bug where you could recharge the shield during combat. We fixed it and I think it works correctly in the live version.

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