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Messages - beyond.wudge

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1
General / Re: Where is Infusion?
« on: March 14, 2022, 04:52:37 am »
I'll admit, if we could mod UnderRail, even in terms of something like adding new / changing existing items and editing the icons rather than editing game constants or mechanics, it would really help with the wait.

However, I understand it might not be that simple given how the game was built.  Still, you'd think the weapon icons and their statistics have to be a bunch of images and simple lists that could be exposed in the main game folder for .txt file level editing.


2
General / Re: Question about the expansion
« on: February 20, 2022, 03:19:02 pm »
No, should be fine.  Do what you like.

3
General / Re: Question about the expansion
« on: February 19, 2022, 05:21:28 pm »
In terms of major content, there is a whole extra one or two major content sections before you reach the Expedition start at Core City.  They link to Expedition with characters, dialogue, plot and new abilities that are quite different from anything you've used in the base game before.  One of the most notable additions is an fairly significant set of quests given by a character you met in the base game who originally had a small role.  I can't really say any more, if you want spoilers then the wiki is always there to have a look at.

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General / Re: Question about the expansion
« on: February 19, 2022, 08:51:42 am »
Can't they export their character and play through all the new content that way, starting from their high level?  I haven't tried it myself but it sounds like it might be just the thing.

Level 23 doesn't sound too over-leveled.  If you haven't played Expedition before you might find having a few extra levels can smooth out some of the tougher fights and make the content more forgiving to play through.

5
General / Re: W2C ammo did not need a nerf
« on: February 19, 2022, 08:18:45 am »
I think Styg is planning something for Infusion and the last set of game updates have been about transitioning the gameplay towards the next iteration of the UnderRail system.  A lot of the changes won't make a lot of sense until you see how the future gameplay will work.  A clear trend seems to be about tying every playstyle to the game's economic system and making buying and crafting more important.

Despite being primarily a Guns player, I am ok with the change.  But I'm also one of those players that doesn't enjoy the overpowered god-like builds.  I appreciate it's a lot of fun two turning the final boss, even though that isn't my thing, so I can see why some other players would get irritated with any kind of nerf to a playstyle they prefer.

However, Infusion has to sell copies and I will bet the changes are about increasing the number and kinds of players who can enjoy the game.  It probably also is about moving away from having to finely balance all the different builds as it probably slows down content creation enormously (just judging from comments by Styg about how long it took to get the handful of new Expedition weapons to fit into the game properly).  The exact issue of "my playstyle isn't as strong as all the other ones!" has probably reduced the amount of actual content we have to play with for the same development time.  Just food for thought.

6
General / Re: Working as Intended
« on: February 19, 2022, 08:13:02 am »
Hahaha.

7
General / Re: Why does everyone and thier mom know bilocation?
« on: February 19, 2022, 08:04:58 am »
Because it's an indie game and making assets was hard.  At least, that's my take on it.  There are some developer posts about how the creative infrastructure wasn't there until recently to quickly make new abilities with the appropriate graphics.  At the time, it probably made sense to create as many different kinds of enemies as possible with what was working in the game and benefited the people who were playing it back then.

8
Development Log / Re: Dev Log #71: New Year's Resolution
« on: February 18, 2022, 11:43:40 am »
You can get the 1.1.5.5 on GOG using the Settings button > manage installation > configure > beta channels > experimental (downloaded and confirmed that it is so).  I've been playing it on Steam and haven't had any stability issues.  Anyways, hope that helps.

9
Bugs / F3 Follow Player Camera
« on: February 15, 2022, 07:46:09 am »
Gday,

I've been trying out the 'follow player camera' toggle in 1.1.5.5 Experimental branch on Steam (normal branch is still 1.1.4.5 for me) and been enjoying it immensely.  As per the changelog notes, I'm just sharing a pair of minor bugs (probably resulting from the same logic) I've discovered with it.

Firstly, right clicking and dragging pauses the 'follow player' behaviour with an automatic-panning behaviour as you'd expect, allowing you to line the cursor up with some far away character or transition and click it before letting it pan back to the player for the rest of the journey (rather than having to toggle off the follow player mode, scroll over and click, then toggle the mode back on each time you move to the next map).  But, if you release the right click button (causing the follow player mode to resume) and depress it again, the follow player behaviour doesn't pause as you might expect.  Instead, it aggressively pans the camera back to the player irrespective of your inputs and, after a delay, forcibly jumps your screen back. 

Secondly, once the auto-pan behaviour has begun, toggling the mode back off doesn't stop it.  It will keep auto-panning until it reaches the player irrespective of it's toggle status.  You can see it clearly if you move the camera far from the player, toggle the mode, untoggle the mode and then use the keyboard pan controls to resist the auto-pan until it jumps.

Anywhoo, neither are game-breaking and the feature is really cool.

Ideally, I'd actually love it if the player's manual inputs to the camera (or at least, the right click drag and keyboard panning controls) would pause the auto-pan behaviour for a brief period (somewhere between 0.5 to 3.0 seconds, maybe set with a slider over a range of 0.0 to 3.0 seconds).  This would allow me to pan to a far away destination and click on my location without having to carefully line up the cursor.  It would also allow me to naturally (quick flick of the wrist with right click depressed) pause the auto-pan when I get near a character and want to click on them.  Right now, if I've been drinking, I just have to wait until my character stops or else I keep missing the merchant (yes, I'm that guy that had trouble with clicking the fences, I'm sorry! I'm trying! ^_^).

But really, that's just me musing.  I'm grateful for the feature and enjoying it a lot. Hope the bug report helps.

beyond

10
General / Re: NPC Trap Detection
« on: March 15, 2021, 08:47:24 am »
From experience, a high traps skill will cause enemies to not see / react to your traps.

11
Suggestions / Re: Psionic Reserves applied to Hitpoints
« on: March 14, 2021, 04:27:40 pm »
Expansion 2:  Implement a 'needs' system of food and drink that replenishes the Hitpoint reserve instead of being about preventing debuffs or death, as in other games.  Provide blueprints to craft foodstuffs, allowing the player to become merchant independent.  Create a new line of medicines that cause all the current foodstuff effects (+1 attribute, some increased damage resistance, etc).

12
Site Feedback & Suggestions / Re: Spam in the wiki
« on: March 12, 2021, 08:53:50 am »
Yeah, I just saw it too.

13
Suggestions / Psionic Reserves applied to Hitpoints
« on: March 10, 2021, 04:14:30 am »
Context: For a new Underrail Campaign

Type: Mechanics change

Idea: Characters have a hitpoint reserve.  This reserve is drawn upon by healing and other abilities.

Expansion: When the reserve is depleted healing items function at a reduced effectiveness.  New interactions allow for characters to escape death in a economic manner (as opposed to through random number generation) by drawing upon their hitpoint reserve (alternative to a tabletop 'character save') and provide a resource to be spent by feats (thick skull, last stand) that would benefit from incremental limits on use.

Specific usage: Characters of note (Player character, plot critical characters (Tanner), storied characters (Gorsky, Rathound King, Balor) and challenge characters (Tchort) could be given a feat that allows them to make a check (dependent on Will, potentially constitution at half rate, perhaps some kind of skill 'Toughness' at a tenth rate) to spend hitpoint reserve to cancel out killing damage, equal to twice the damage points (or at whatever rate is best) that would reduce a character below one hit point.

In gameplay terms, these characters would take a certain amount of assured damage and then start taking an variable amount after that based on their hit point reserve and success at rolling to avoid death, dependent largely on their statline, skills and feats.

14
Bugs / Wolo from Cave Hopper quest dialogue loop and game freeze
« on: March 06, 2021, 07:41:44 am »
Was trying all the dialogue with Wolo out and the game froze.  I was in the middle of trying the give dog crates option and when the dialogue finished I got "approached" again (dialogue restarted from the beginning).  Tried the throwing nets option and got "approached" again where the game froze on his opening speech (no interface noise, no mouse movement).  It may have been because I clicked on him to talk instead of letting him start the dialogue up.

Edit:  If I try to intimidate Wolo at the list of choices (dialogue option 8, I have effective intimidate of 7) then the dialogue instantly ends and restarts.  The bug happens again and again with this choice without crashing.

15
Bugs / Re: Bug - Getting blocked near Foundry
« on: March 01, 2021, 02:40:30 pm »
Here I attach an image of getting stuck going up the stairs.  I have found it more consistent to produce than going down the stairs.

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