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Topics - Styg

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31
General / MOVED: Help with Spear + Shield Build
« on: July 24, 2019, 07:54:27 am »

32
General / Discord Server
« on: July 23, 2019, 10:57:44 am »
https://discord.gg/5XXea6r

No bug reporting in the discord. You can discuss bugs of course, but do not expect us to comb through all the conversations to find your bug reports, instead go to the bug section in the forums and make a new thread for it.

Behave and have fun!

35
General / MOVED: Please help with shotgun build
« on: July 22, 2019, 09:20:34 pm »

39
Development Log / Dev Log #63: Expedition DLC is Released!
« on: July 22, 2019, 04:02:50 pm »

After more than three years of development, it is finally complete.

Whereas the base game began as a one man undertaking and slowly grew from there as people joined the team and steadily settled into their multidisciplinary positions to form the current core team of four, which gives it a recognizable progress of content quality and design; the Expedition is, from start to finish, the work of this, now more experience and skilled team, laid upon a more solid design foundations.

For those who haven't been following the development: Expedition DLC features a huge underground lake on which a secondary campaign takes place. This campaign becomes accessible during the normal course of the play sometime during the mid-game. Here is a more detailed list of features:
  • Around 250 new areas
  • Leveling character past level 25, up to level 30
  • Ability to ride and upgrade many different jet skis that vary by speed, defense, firepower and utility
  • Three new weapon classes - spears, swords, and shotguns; all of these can be crafted and there are also special unique ones
  • New psi school: Temporal Manipulation
  • Just under 80 new feats, some of which are special new veteran feats that get unlocked beginning with level 26
  • Specializations - a new way to improve your character; starting with level 16, a character will gain one specialization point that they can use to improve their feats along one or multiple dimensions
  • New consumables, tools, blueprints, and more

We all put a lot of effort into this huge expansion, and each member of the team really poured his heart out into it, in his own way - through visual, narrative or mechanical aspects, to make sure it's not only big, but also a recognizable labor of love. And because it's often the case that people think that Underrail is till a one man operation, I'll use this opportunity to familiarize you with the Stygian Software core team:
  • Dejan "Styg" Radisic (myself) - lead developer, programming, overrall lore and themes, some writing, a bit of everything
  • Stefan "Phrygian Dominant" Cupovic - level and quest design, writing
  • Mario "Mac" Tovirac - 2d & 3d art, various design work
  • Nikola "Johnny" Petrovic - 3d art, mostly character and creature models
I also want to thank our dedicated fans that helped us thoroughly test the game for bugs and imbalances, as well as build up and maintain useful player resources (wiki, character build tool). Though you come at a price of occasionally having to read through your uncalled for suggestions and complaints, I must admit that all this would be much more difficulty without you.

Once the dust settles, I might do a more detailed piece about my thoughts on the Expedition development - what we did wrong and what we did right. I'll also talk more about our future plans then.

In the meantime, if you enjoyed the base game, please head over to the store page and purchase the Expedition DLC.

 
 

If you are new to the game, you might be interested in the bundle option that allow you to acquire the base game and the expansion together at a small discount (on Steam; on GOG go the the Underrail store page and scroll down untill you find "Buy all series" option).

Also, the release will be pushing the new version of the base game (1.1.0.9) to the live branch as well. For the full list of changes see the previous dev log and add the items below to it:

Mechanics
  • When returning to an area after fleeing it during combat, your initiative penalty will be -1000 (up (or down?) from -10)
  • Cryokentic Orb can now counts towards fulfilling Hypothermia's psi ability requirement
Items
  • Lifting belt now increases carry capacity by 30, but the mechanical damage reduction is changed to 5% (down from 10%)
  • Changed the riot gear mechanical damage resistance and threshold bonuses against melee attacks to 100% (up from 75%). Will be applied retroactively.
  • Riot gear will now receive flat mechanical damage threshold of 2. Will be applied retroactively.
  • Tweaked the description of ballistic panels to better fit their use in different armors (will not be retroactively applied to already crafted items)
UI
  • Listed starting action and movement points in the combat stats window
Bugs
  • Fixed the bug that sometimes caused player to receive fear status effect (though it doesn't affect player in any way)
  • Fixed the bug that caused the item immunity effects to appear as though they are not being applied in the tooltip (darkened label) even if they were
  • Thermodynamic Destabilization no longer ignites targets on explosion when invoker doesn't have the Pyromaniac feat
  • Chill and freeze status effects will now always properly remove burning effects
  • Cryogas will no longer affect characters that are immune to chilling

That's all for now, guys. Cheers.

40
Hi guys,

In preparation of the expansion release, we're releasing a new version of the base game (on which the current testing version is running on) to make sure that no major breaking bugs have been introduced.



To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

Here are the patch notes:

General
  • Added the ability to speed up the game while out of combat
  • Added achievements to the GOG Galaxy version
Feats
  • Kneecap shot bleeding percentage no longer scales from perception, but base bleeding damage percentage changed to 125% (up from 75%)
Mechanics
  • Unarmed and fist weapon attacks now incur 140% of target's damage threshold and resistance (up from 125%)
  • Increased the damage reduction factor of resolve against neural overload
  • Resolve will now reduce the damage received from doppelgangers
  • Changed the way the burning damage stacks (in cases when it stacks) - the new burning time left equals either the time left of the existing effect or the duration of the new effect - whichever is longer; the old and the new periodic damage are adjusted so that they produce the same total damage over time; one of the major effects of this change is that you can no longer increase the amount of original damage by constantly resetting the timer
  • Separated fear effect caused by burning into a separate status effect and limited it to 2 turns regardless of how long the burning lasts (or if it's extinguished early); this will prevent the fear from lasting too long either from a long burning effect or because of the burning effect being refreshed; also this fear only occurs when a non-burning target is ignited and not when burning is being prolonged/refreshed
Items
  • Throwing nets now last up to 2 turns (down from 3) and have a cooldown of 4 turns (up from 3)
  • Bullets have new icons
  • Increased the chance to entangle enemies when firing acid blob pistol
  • Increased the chance to freeze enemies when firing cryo blob pistols
  • Reduced the chance to ignite enemies when firing incendiary blob pistol; the total burning damage done from igniting the target will remain the same, but will be spread over more turns (one turn per  each
  • 80% of the original damage repeated)
  • Reduced the weight of chemical ammo
Nice Things
  • Containers that you opened once will now have darker labels
  • Organic enemies that die while burning will now be smoking and appear charred
  • HE grenades and some other explosions will leave temporary marks on the ground
  • Gas clouds will now fade in/out
  • New barrels
Bugs
  • Fixed the bug that would allow player to cancel leveling up without being able to reattempt it
  • Fixed the problem that caused the items to take up weird positions in the filtered inventory when the player attempted to reorder them manually
  • Cut Throat no longer bypasses stun immunities
  • Corporeal Projection feat now has a proper icon (instead of using the one from Fast Metabolism)
  • Throwing knife will now again properly play impact sounds and effects
  • Fixed the bug that caused expertise to add the damage bonus for each separate mechanical damage listed for the weapon, instead of just once (you thought I'd never find out, did you?!)
  • Fixed the hole jump crash in Institute
  • Heavyweight will now always apply before Critical Power
  • Certain giant appendages can now be hit by cryokinetic orb
  • Changed the way the cryokinetic orb shards interact with the orb impact tile so now the creatures occupying the tile can also get hit by some of them
  • Punching bags will no longer bleed when you punch them
  • Global entities (those that can travel between maps) will now also have their suspicion meter drain with time
  • Incendiary chemical pistol burning effect will now stack damage with existing burning effect
  • Fixed the Nimble bug that would in certain situation give bonus movement points
  • Various minor map and dialog bugs


That's it. Let us know how you like the changes.

41
Development Log / Dev Log #61: Expedition Release Date
« on: June 21, 2019, 07:48:36 am »
Hi guys,

We've been wrapping the DLC up and the development is finished now. We're moving into the final stages of testing. First we'll do some internal testing on the new version before releasing it to our testers (we're accepting additional testers now, so if you're interested apply here) and then finally releasing it for everybody on July 22nd 2019.



Sometime between now and the release, there will also be a new experimental version of the game (that will be pushed to the main branch before release).

Thank you all very much for being patient with us and I hope you'll find it worth the wait.

Cheers.

43
General / Winter Vacation 2018-2019
« on: December 27, 2018, 03:10:24 pm »
Just a heads up:

We're taking a collective vacation after this week. It will last 2-3 weeks. During this time we won't be very active on the forums.

You all have a great time. Merry Christmas. Christ is born!

44
Hi guys,

As a lot of you know, the expansion has been in closed alpha for a while now. This helped us weed out a lot of bugs from the available content (which doesn't include the last dungeon) and we would like to thank our dedicated alpha testers for their time. Without them it would take much much longer to get the DLC to run properly and smoothly and we surely would not have found as many bugs. This is not the end of alpha, though, as it will remain in place (likely) to the very release.

Speaking of release, we have the store pages up now (Steam; GOG) with a brand new trailer, so check it out. You can't pre-purchase it, but you can wishlist it.

https://www.youtube.com/watch?v=3dnKxV5tpuM
 
In preparation for the eventual release (it will happen) I'm pushing the version on the experimental branch. In regards to the original game, this update has a bit of everything, including fixes for some old persistent bugs, but also this is the code that runs the current build of Expedition and I want to make sure it doesn't break anything in the base game before we finally release the DLC. Here is the list of changes:

Engine
  • Replaced the black window with a cosmetic loading bar when loading up the game
Items
  • When being sold by the player, items will now be valued at 50% on hard and 25% on dominating difficulty
  • CAU armor will now also increase the damage of Cooked Shot by 20%
  • Added brown worker suit as an armor item
  • Added the previously default model's shirt and pants as an armor item
  • Cost of food increase by an order of magnitude
  • Doctor's Coat and Biotechnician Suit can now degrade, be repaired and recycled
  • AKX is now indestructible (it won't take damage from use) and has been moved from the train hijacker to Kokoschka
  • Added new foods
Mechanics
  • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
  • Immobilizing status effects will now also set your effective dodge stat to 0 (just like evasion)
  • Damage from standing in fire will now remove incapacitation and also remove "chilled", "frozen" and other cold based status effects
  • Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
  • Cameras will now report on you when you steal stuff
  • Ground fire percentual burning damage capped to 16-40 (based on fire level).
  • Net throw will now displace success chance during targeting
  • Burning and exothermic aura status effects, as well as some other direct fire exposures, will now also remove webbed status effect
Feats
  • Changed Quick Tinkering: Cooldown changed to 5 turns (up from 2)
  • Added Versatility: Your effective Guns, Crossbows and Melee skill value is brought up to 60% of the effective value of the highest of those skills.
Tweaks
  • Players wearing no armor will appear in their underwear instead in the default outfit
  • Explosive barrels will now ignore 40% of target's resistance and threshold (same as HE grenades)
  • New models and portraits for Kokoschka and Dude
UI
  • You can now copy current dialog text to clipboard by pressing Ctrl+C.
Bugs
  • Fixed the keybinding for the global map
  • Fixed the bug that caused patrol waypoint delay to end on save/load
  • Hopefully fixed the bug that caused the window to lose focus when starting the game in full screen mode on some computers
  • Fixed (or at least) improved the mechanics concerning turn-based combat and area (blue) transitions. Player will now retain his combat turn while transitioning to a different area (section) within the same zone and NPCs will not bug out as much when attempting to follow him
  • Fixed the bug that caused the crafting UI to swallow up items in some rare instances
  • Activating exothermic aura will now also remove any burning effects the invoker has
  • Fixed the weird weapon rules in Fort Apogee Consulate
  • Fixed the bug that caused certain NPCs to respond to noise in turn-based mode, but not in real-time mode; there might be more instances of this
  • Commando feat will now properly trigger from kills caused by on-hit damage from special ammo
  • Using special attacks in real-time mode will no longer automatically be followed by a single regular attack
  • Hunchback mutants will now use proper yell sound
  • Bear traps, cryoliquid blob traps and throwing knives will no longer ignore immunity to critical hits
  • You can no longer add a silencer to a weapon alongside another muzzle device
  • Fixed the bug that caused the player to receive the strange feeling debuff after saving the game and staying still even though he should be safe from it
  • Shoot Dreadnought rocket ability now has actual tooltip text
  • Pseudo-spatial Projection will now work against throwing knives; also throwing knives will report misses in combat log now
  • Fixed the minor bugs with word emphasis in dialogs through bolding.
  • Fixed some issues with Grover's quest not being set to completed in the quest notes
  • Fixed an issue with a trapdoor in a certain bunker in Foundry not being properly unlocked in some instances
  • Fixed an issue with Azif sometimes not wanting to leave his starting zone
  • Fixed the Zone Rats not being hostile to mutants
  • Fixed the wounded man from a certain random event dying even if the player has healed him.
  • Fixed not being able to finish Gorsky's final mission in certain instances
  • Fixed an unclickable item in the abandoned sofa random encounter
  • Fixed invisible attackers during the Core City warehouse invasion
  • Fixed being able to talk to Daniel Arda in a situation where that shouldn't be possible
  • Minor dialog/map and scripting fixes


To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

And finally, in regards to DLC development, the final dungeon is just about done. Though the dungeon is very small, we developed a lot of custom content for it specifically, so it took longer than expected (per usual). After we're done with the final dungeon we'll need some time to wrap things up and do some final testing and then the game is good to go.

That's it for now. Let us know what you thought of the trailer and the new experimental version. Enjoy the holidays and hopefully take some break from work like we will.

Merry Christmas! Christ is born!

45
Other Games / Encased
« on: September 27, 2018, 08:59:23 am »
Check out their Kickstarter. You guys might be interested in this one.
https://www.kickstarter.com/projects/darkcrystalgames/encased-old-school-isometic-turn-based-rpg/description

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