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Development Log / Re: Dev Log #69: Crossing the Styx
« on: February 27, 2021, 06:22:48 pm »
Guess its time for another playthrough.
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Hi everyone this is Josh, thanks for the compliments.. Underrail was really fun to work on. Post-apocalyptic industrial music is in my top favorites, especially when its themed around sci-fi elements and other strangeness.
Im still working with Dan at Blue Bottle games as well, and I already completed the soundtrack for his next game Ostranauts a while ago - once its released on Steam the OST will also be on sale as well and it also includes a full bonus album of material .. the steam link for the game is here: https://store.steampowered.com/app/1022980/Ostranauts/
If anyone has questions or comments about other projects, please feel free to email me!
Anyway, I have seen video evidence that spearheads still do just fine. In fact, they can do more in a few rounds than they ever could.
I don't think it'll work because:
I have a guide on Steam - that's because they have user friendly tools designed for guide. Same thing can not be said about this forum - it still eat entire post if you use special character.
Meta is constantly changing - I find it's one thing to post a build in the build section but another thing entirely to constantly maintain a guide.
I think the best solution is for epeli or some one related to the dev team to list notable guides/external resources on the wiki. This is because they know the game and can screen for quality content. I don't want to have conflict of interest stuff (link on wiki point to ad-based blog and such) happening here or on the wiki.
Doesn't the Build forum already serve that function to an extent as the main thing people need guidance for are the builds?
I don't have an issue with making a forum for general guides, but are there people interested in writing them?
I will list a couple of things I have thought of. I think you could have psionic schools give anti-synergies instead so that leveling all of them makes them not crit well, forcing you to choose more unevenly. You could apply this to gear to and for example, make it where thought control boosting gear limits your other skills. I think limiting the number of spells you have is still good, but it should be a higher number. You could have 6 empowered spells at 1.5 effectiveness, and the rest at like half their current effectiveness, allowing you to get some combat utility out of them, but not very much, or something, that is one idea which is similar system to the new one. I think the psi reserve change is pretty good because it gives another resource to manage which I think psi needed for balance reasons. I also think doing a will check to see if you miss your psionic attack like other weapons can miss would make a large difference. I think limiting the player to 12 spells or something like that if they invested in both will and int would be good considering the number of spells in the game. You could reduce the critical damage and max damage of certain abilities.
Just a couple of ideas. I think it is not a good way to solve it. Love playing mage in dcss and nethack and stuff and having like 40 spells while having no health or no stealth ability or something is like the whole point in my opinion.