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Messages - To_an

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1
Great that you managed your problem  :)

2
Hello destroyor. A stupid question maybe, but did you check your inventory ? Right-clicking a item inside a container place it directly in your inventory, at least in my game.
Or you are maybe too fast at right-clicking  ;) http://underrail.com/forums/index.php?topic=3395.0.

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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 26, 2017, 08:42:41 am »
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To_an
 Please dude finish this mod, looks fantastic!
I will do my best ;)

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To_an, can you bring the old font back at least as an stand-alone mod?
Why not Yonaiker. I have not yet identified all the fonts used for the interface, and i need to contact authors beacause, even if they are freeware, i have edited them. And if the devs aren't against such modification. But i am facing a bug with these fonts - at leat one had introduced a crash when using the terminal at the SGS morgue.

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Development Log / Re: Dev Log #49: Temporal Manipulation
« on: January 18, 2017, 09:43:56 pm »
Hello, i have one question about this new 'psi school' after reading this :
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Veteran characters no longer receive base ability or skill points during leveling...
How could i use this new discipline in the expansion whith, let's say a psi bluid, if my character has reached the level cap ? Maybe i am misunderstanding something, but to be usefull, i will need to start a new playthrough ?

Thanks

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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 01:28:55 pm »
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What I can say is that amount of XP required for veteran levels is substaintially greater than that for regular levels.
Thanks Styg. I will definitely looking for this expansion, even if i was first a bit suspicious about the new veteran feats, i could be surprised ;)

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but wonder what the heck motivates you to redo all those assets?
It's some kind of tribute. I remeber when i first played the game how fascinated i was by the graphics and how good the atmosphere was. And some assets are just and truly amazing - how have you done some of them, i can"t imagine. And because i could do that i suppose :) It started as an exercice and grow up slowly, taking a lot of my time :) But it's fun and i learn a lot.

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do you have some page with your portofolio or some other work?
Sorry Mac Orion, not right now. I am not a professional. Maybe when i will be ready to distribute it.

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Good work! Stygian Software approves.
Thanks a lot PhrygianDominant :) Could not do that if all of you haven't made the game.

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How will you make it available to players? Compatible with upcoming DLC.
I don't know yet mercy. It's far from finished... and the DLC is not already availalbe :)

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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 02:28:09 am »
If the devs are not hostile to this kind of modification, why not, even if for now it's far from accomplished.

More screenshots (beware huge size !) and sorry for the length of this post, i have found no spoiler balise :

* SGS Armory :


* SGS Library


*SGS Commons


* SGS Private quarters


* SGS Medical


* SGS Tech


* SGS Exit cave


* Subway tunnels


* Working on Torcht Institute


And some UI modifications :
* Security Cam (not perfect because used by the viewing feature in ventilation)


* Combat Stats


* Crafting and the old looking font


* Inventory & Questlog


* Options (some glitches, labels in buttons aren't centered for example)


* Somes icons for quest objects


* First test for the turret

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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 12:36:53 am »
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Nah, that would only get you about 2.5 levels on the current XP curve and veteran levels will require significantly more experience.
Thanks for the info epeli. I fear i will be frustated to begin the new expansion whitout enjoying level up as i progress.

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where did you get those graphics mods? Looks pretty cool.
My own work epeli and far from being finished. Thanks for your nice word :)

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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 12:03:21 am »
Hello Styg, i have a question about what you have said :
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Your accumulated experience won't go to waste.

What will be the experience cap (not the level:) in the expansion. I ask because my character has accumulated a lot experience points (~75 000 XP, see screenshot) and i have the feeling that he will reach the new level cap (of the expansion) as soon as i will launch it. Would you, or could you be more specific on this subject ?

Screenshot :

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Let's Plays / Re: French Guide for Character Creation in Underrail
« on: January 01, 2017, 10:12:39 pm »
Encore merci ramenos pour tes vid

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Suggestions / Re: Remove level cap.
« on: January 01, 2017, 09:28:01 pm »
I must say that i am agree with mercy and player1. Level cap is too low and i have reached it at the beginning of Tchort Institute (without grinding or whatever - and if the classic mode is unbalanced, it isn't players' fault :)). Thus "ruined" my gaming experience in Deep Cavern. Never finished the game beacause of that. But since Styg will not change his mind, maybe we could find an agreement (sort of).

* By implementing some NPCs that could improve some skills, only once, by X points for example ?
* + By introducing items that could improve Base abilities (by X point - Think of Memory modules from Fallout 2) // Not sure for this one, we have a lot of items in
 the game doing that.
* + or Skills (again like in the Fallout universe).

But it's Styg game and not mine.

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Bugs / Re: [GOG version] Cannot install the newest patch
« on: May 04, 2016, 04:53:48 pm »
May the exe set to be "read-only" ?

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Bugs / Re: [BUG ?] How to hang up the game ...
« on: May 04, 2016, 03:37:54 pm »
Nope. I had posted two messages on their forums but apparently they don't care.

--------------------------------------------------------------------------------------------------------
Two others bugs [Gog version 1.0.1.10 - just released] :
+ [SGS] Administration and Library : The security guard has his body, once dead, labeled as commoner.
+ [Torcht University / Strange Tremors] : I have to trigger two times the speech with the friendly faceless that warned me about the invasion :
    - First speech occured. Then i was teleported at the start of the map, but when i came back to Eidein i couldn't talk about this invasion.
    - I had to come back, the cutscene triggered again, the exact same speech occured a second time but this time without teleporting me at the start of the map. Then i could tell to Eidein about the faceless invasion.

And is it normal that i could ask for Elwood's key when speaking to him even after i had finished this quest ?

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Bugs / [BUG ?] How to hang up the game ...
« on: April 25, 2016, 03:29:30 pm »
... engage combat, and when it's your opponent's turn, try to load a savegame. And instead of that choose to delete a savegame. The confirmation window will appear and get stuck without any mean to quit it. Not sur if it's really a bug tough. Discover that in fort Apogee where the guard on first floor (where consul Oliver and Colonel Carthcart are) enter combat mode because i still have my weapons on hands, whereas i am a member of the Protectorate.

Forgot to say i am playing the 1.0.1.9 version of the game since Gog haven't release the last hotfix.

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General / Re: Coretech Warehouse Battle Impossible ?
« on: March 22, 2016, 10:57:02 am »
I used a lot of poisoned bear traps, acid traps for the continuous damages inflicted and their abilities to stop enemies and some EMP traps to get rid of their shields.

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General / Re: Coretech Warehouse Battle Impossible ?
« on: March 21, 2016, 07:03:43 pm »
Thanks to all of you.
After planting 25 bear traps and mines, i've (at least) managed to win this battle. My god, it was boring, frustrating and as eLPuSHeR said "a Pain in the Ass". And thanks to hilf about your tip for the flares and molotov, very useful indeed.

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