Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: 1 ... 86 87 [88] 89 90 ... 148
1306
Development Log / Dev Log #34: With Fire and Brimstone
« on: September 29, 2014, 09:56:52 am »
Hey guys, we took a couple weeks off in August/September to recharge our batteries, but we're back now and we're kicking it into high gear. While we're also working on new areas and quests (we'll get to that in some future dev log), I'm taking this time to finally implement last of the game mechanics (not quite done yet). In this case that would be fire and gas.





You will now be able to create fire bombs (such as Molotov cocktail) that set character, creatures and the ground on fire as well. The burning ground is very dangerous as it deals both flat and -percentage of max health- damage so you cannot ignore it even on high levels. The amount of damage dealt depends on the intensity of the flames (which depends on the power of the fire bomb, but can also stack if you throw multiple bombs).

You'll now also be able to craft gas grenades. The only type of gas grenade at the moment is "Toxic Gas Grenade" which deals flat bio damage. The damage dealt depends on the density of the gas (it's more dense at the source). While toxic gas doesn't deal damage quickly, the grenade does last for a long time and also bio resistance is currently not present on standard combat armors and if introduced later it will not be in generous amounts. Specialized equipment to deal with this and more powerful bio-hazzards will be added in the future. Also, players will encounter permanent sources of toxic gas in certain places (such as the one on the screenshot).

* * * * *

In other news, I've taken the time to do some UI improvements. This is probably the definitive list of the UI changes as I have tons of other stuff to get done before we release the game so I hope I answered most of your complaints/suggestions:

  • Added larger font options for everything (object labels, tooltips, quest notes, pop-up dialogs, combat log, etc)
  • Moves the combat log window slightly so it won't interrupt scrolling anymore
  • Added an option to auto-end turn when the player is out of MP and AP
  • Added more hotkeys (swap weapons, toggle shield, etc; might add more if necessary) and added keybinding options
  • Inspected containers that are empty are now marked as such
  • Increased the font in Combat Stats Overview window
  • Available component for a given blueprint will now be highlighted in the same manner as when trading
  • Double clicking (or ctrl clicking) a component will automatically transfer it to the crafting screen if appropriate blueprint is open
  • Clicking a crafting slot will automatically fill it with the first available component if empty, or clear it if full
  • ESC/ENTER and other intuitive hotkeys (such as Y/N) will now work inside confirmation boxes
  • While holding SHIFT player will not be able to issue move command as to prevent people from accidentally moving when they meant to shoot; keep in mind though that you'll still be able to issue a melee attack command that might require movement even when SHIFT is held

That's all for now dudes. Cheers.

1307
Discussions / Re: Underrail: press and curator's choice
« on: September 28, 2014, 09:04:51 pm »
Yeah, I saw. Cool stuff.

1308
General / Re: Purchasing UnderRail
« on: September 28, 2014, 09:04:19 pm »
How do you know how the dev looks?  ???

And, yes, I do look amazing. :P

1309
General / Re: Purchasing UnderRail
« on: September 28, 2014, 09:03:53 pm »
Thanks for your concern, but you should just buy it on whichever platform you prefer. :)

1310
Bugs / Re: Crash after failed quicksave
« on: September 21, 2014, 07:12:18 pm »
It looks like you're not using a classical single threaded main loop style of programming to run the game. Well the drawback is you have to be very careful of race conditions. Good luck.

I am using a single thread, but multiple action are queued and executed in segments between processing inputs, rendering, etc, so they can sometimes mess up the game state for one another.

1311
General / Re: Afk for a couple of weeks
« on: September 18, 2014, 06:56:37 am »
My condolences.
How was the holiday? :)

Too long, got tired of resting.

1312
Bugs / Re: THE CORE-UNCONTROLED ZONE
« on: September 17, 2014, 08:14:49 am »
Changed it to a controlled zone now.

However, keep in mind that zone control settings are not directly related to faction hostility propagation. They only dictate hostility detection of stuff like traps (mouse over the symbol for details).

1313
Bugs / Re: Crash after failed quicksave
« on: September 17, 2014, 07:15:20 am »
I think I found it. It should happen when you manage to issue a move command to the player just as it's about to save. Anyway, should be fixed in the next version.

1314
Bugs / Re: Crash while looting Ironhead Gunners
« on: September 17, 2014, 07:01:54 am »
Ok, found it. It happens when you loot everything from a despawnable container, but open it again while its despawning (by clicking on it again while it's still open for example) and then when you try to close it game crashes when it attempts to play the closing sound.

Will be fixed for the next version.

1315
General / Re: Afk for a couple of weeks
« on: September 17, 2014, 06:34:07 am »
Aaaaand... we're back. :)

1316
General / Re: Seek Acid Hunters [Praetorian Security]
« on: September 02, 2014, 10:40:41 am »
Ok, we'll look into this when we get back to work.

1317
General / Afk for a couple of weeks
« on: August 26, 2014, 10:46:48 am »
Hey, guys, just wanted to let you know that the team will be taking a collective vacation until September 16th, so don't expect much forum activity from us until then.

Enjoy your summer and we'll be back developing in full force before you know it. ;)

1318
Bugs / Re: Transition and save failed. Save screenshot problem?
« on: August 25, 2014, 07:39:37 am »
.NET memory handling, spefically the garbage collection mechanism, is infamously bad and unpredictable. My best guess at the moment is that the memory pile up occurs in the pathfinding which causes some people/machines problems during prolonged sessions and currently the only way to fix is to restart the program.

I will be looking into way to minimize these sorts of problems further down the road (closer to release).

1319
General / Re: Seek Acid Hunters [Praetorian Security]
« on: August 25, 2014, 07:29:40 am »
You should be approach by a messenger telling you to speak with Straford if you have done sufficient arena and got the "look for the acid hunters" quest. :/

Try walking around Core City (near the elevators specifically) to see if that will trigger the messenger.


1320
Bugs / Re: Respawning Muties
« on: August 22, 2014, 12:10:19 pm »
I don't think this has anything to do with the respawning mechanics, but is caused by memory issues instead. Parts of the dynamic layer of the map might no be loading because of the memory piling up like it sometimes happens with transitions.

epeli, can you actually reproduce the bug by following the steps you described below at will?

Pages: 1 ... 86 87 [88] 89 90 ... 148