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Topics - Styg

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91
Discussions / MOVED: cant complete Gorsky's quest
« on: September 27, 2013, 02:59:11 pm »

92
General / Where do I get my Steam key if I purchased elsewhere?
« on: September 24, 2013, 02:26:07 pm »
DESURA:
The Steam-keys are now avaible on Desura:
0. Make sure you purchased the game from Desura. The Desura key you got from Groupees will not provide you with a Steam key.
1. After your Login into Desura, go to your collection
2. Search for Underrail and click Keys (or follow this link)

GROUPEES:
1. Log in.
2. Locate Underrail.
3. Click on it.
4. Get the key.

GAMERSGATE:
1. Log in
2. Find Underrail in your library
3. Click "Show Serial Key" button on the right

93
General / Live on Steam now
« on: September 23, 2013, 10:22:57 pm »
Head over to Steam discussion forums for Underrail and show it some love. ;)

Also, I'm sure new players will have plenty of questions for those who played already.

94
Announcements / Steam keys for those who purchased elsewhere
« on: September 17, 2013, 02:12:39 pm »
Those who purchased the game through Desura or GamersGate (or in the future purchase it through the two mentioned portals) or got it in the Groupees bundle will receive a Steam key once the game is available there.

Note that it might take a day or two after the initial release on Steam to distribute the keys. Thank you for your patience.

95
Development Log / Dev Log #22: Steam Achievements
« on: September 14, 2013, 11:18:22 pm »
In the last two weeks I've been working on Steam integration, primarily implementing the achievements.



There will be 50 of them initially, but I plan to keep on adding more bit by bit with each future update. A lot of them are your usual "do something X times", but there are a number of more interesting ones and I'll also be focusing on those more in the future. Kinda wanted to get the basics done first. For those of you who are interested in Steam trading cards, I do hope to implement those at a later stage, once the character and creatures portraits are done and I have more graphical assets to work with as those require a lot.

In other news, I've also fixed a couple of bugs (along with some spelling errors, per usual):
  • TNT blueprint will no longer consume excess components
  • Tungsten steel boots icons added
  • New lens types will now be correctly generated with quality (all the current ones in the game are base quality; I'm sorry about that, but hey, at least their crafting requirements are low :P)
  • Crafting window will now remember what blueprint you had selected when you last closed it
Next I need to take care of some technical stuff and finish Steam release preparations. I'll let you guys know when it's coming out as soon as I have a confirmed date.

96
Suggestions / Need achievement and achievement name suggestions
« on: September 06, 2013, 07:29:30 pm »
I'm going to implement an uncertain number of achievements for the upcoming Steam Early Access release. What I need from you guys is to:

1) Name the achievements I've thought of so far
2) Suggest new achievements. I'm looking for both grindy "do something X times" ones, but specifically for the "special event" ones (e.g. "Kill everyone with a grenade, including yourself")

Anyway, here's what I've thought of so far:
Craft 30 medical items
Craft 30 firearms
Craft 30 pieces of armor
Craft 30 devices
Craft 30 cold weapons
Craft 30 chemical weapons
Craft 30 energy weapons
Craft 30 traps
Craft 50 grenades
Extract humors from 100 organs
Craft 100 special bolts
Craft 30 repair kits
Kill 100 rathounds
Kill 75 insectoids
Kill 50 robots
Kill 100 humans
Kill 50 enemies unarmed or with fist weapons
Kill 50 enemies with a knife
Kill 50 enemies with firearms
Kill 50 enemies with energy weapons
Kill 50 enemies with chemical weapons
Kill 50 enemies with grenades
Kill 50 enemies with crossbows
Kill 50 enemies with metathermic psi abilities
Kill 50 enemies with thought control psi abilities
Kill 50 enemies with psychokinetic psi abilities
Kill 50 enemies with traps
Steal 50 items
Pick 50 mechanical locks
Hack 50 electronic locks
Disarm 50 traps
Use 50 health hypos
Use 50 psi boosters
Use 30 adrenaline shots
Use 15 morphine shots
Discover 30 secret passages
Pick 100 mushrooms
Miss 20 aimed shots
Execute 10 humans
Ignite 30 enemies
Chill 30 enemies
Freeze 30 enemies
Stun 30 enemies
Incapacitate 30 enemies
Successfully restealth during combat
Kill 3 enemies with a single burst attack
Kill 5 enemies with a single grenade
Kill 5 enemies with a single psi ability
Stun/incapacitate 3 enemies in a single turn
Snipe down a full health enemy
Shatter an enemy
Kill all your enemies in a turn you began stunned/incapacitated
Kill everyone with a grenade, including yourself
Have 100 or more action and movement points combined
Deal over 300 damage with a weapon attack
Survive combat with 5 health or less
Survive combat with 1 health
Set yourself on fire
Rid yourself of poison while below 10 health

97
Site Feedback & Suggestions / We are being flooded!
« on: September 04, 2013, 10:04:33 pm »
Just so you know what's up if the site goes down temporarily (as it did recently).

The fine people at HostGator are helping me deal with the problem so hopefully we can put a stop to this.

98
Development Log / Dev Log #21: Version 0.1.9.0 released; also Greenlit!
« on: August 31, 2013, 01:23:51 am »
The long overdue update is finally ready. Also, in other news the game got greenlit for Steam distribution!



Okay let's cover the update first. It's currently up on Desura and GamersGate (soon to be available on Groupees website as well). Here's the list of what I've done since the last dev log, also be sure to also check out the previous three dev logs for other stuff that's new in this version.

  • Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though
  • Did bunch of AI work, enemies can now do the following
    • Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick
    • Use "yell" special ability
    • Use more drugs: adrenaline, morphine
    • Throw grenades: frag, HE and flashbang
    • Use more special bolts: acid, shock, incendiary
    • Use offensive and utility psi abilities
    • Kite their target (like psi beetles do)
Here's a summary of what I focused on in this update: I've added a bunch of areas to Lower Underrail (the place where the SGS metro station is). These are just "wilderness" areas right now so there are any new quests, but monsters to fight, traps to step, loot to collect and that sort of stuff. I also add a number of items and blueprints (gloves, riot armor) which should give you more options in building your character, as well as improved the arsenal and the AI of the existing enemies.

In the next couple of weeks I'll mostly focus on Steam integration and fixing some technical issues with the game before I move back to building content.

* * * * * *

Which brings us to other topic of this dev log. So the game has finally been greenlit. It's been up there just two days short of a whole year which is longer than I've hoped, but shorter than I feared. I want to send out a sincere thank you to everyone who voted for the game and helped spread the word. With the Steam distribution secured, the future of the game is looking brighter than ever. :)

Anyway, to answer the questions that a lot of you have been asking me:

  • I am aiming to release the game for Early Access on Steam. When exactly - I don't know. It depends on how long it will take me to integrate it and what the rest of release process is like. What I can say for sure is that this will be my priority in the coming weeks.
  • If you've purchased the game through Desura I would very much like to give you a Steam key as well, but I'm not 100% sure what the rule on this are and I'll have to consult both distributors involved before I can commit to anything. Please be patient and I'll let you guys know as soon as possible. Same goes for those that purchased the game through the Groupees bundle.

99
Development Log / Dev Log #20: Combat Gloves
« on: August 10, 2013, 08:45:37 pm »
As promised I've added a new combat option to the game for people who want to focus on brawling in form of combat gloves.



Combat gloves can be crafting from leather or metal. The type of material used will determine the AP cost / damage payload, while the quality will determine the overall damage. You can also attach spikes, blades or more metal plating which will add extra damage in different ways.

Gloves can also have power modules, which will drain energy while performing a special on hit effect. The two modules currently available are electroshock generator (which functions in the same manner as when attached to a sledgehammer) and pneumatic hammer which, when combined with heavy punch or similar feats, can dish out quite a bit of burst damage.

When it comes to unarmed feat bonuses, some will transfer to fist weapons, while others won't. I think that currently going for gloves as opposed to pure unarmed will always be better, but I plan to change that in the future by adding more stuff for the pure martial artist type of character through feats and psi. Gloves/fist weapons should not make the pure unarmed obsolete, but rather provide an alternative path and also allow unarmed characters to overcome some of their big weaknesses such as lack of AoE and burst damage.

Other minor changes:
  • Added more lens types for goggles (+crit chance, +special attack damage, +detection)
  • Damage from spikes and blades from boots and armor should now apply on special attacks
  • Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)
  • Changed the way shock sledgehammer is made, will now require a power core
  • Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use
  • Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties
  • Fixed bunch of spelling errors

Next I have one more item to add and bunch of AI stuff to do before I can release this version.

100
Development Log / Dev Log #19: New Armor Type
« on: July 15, 2013, 12:42:30 am »
Hi guys, I'm still down in the cellar working on the Lower Underrail. Things have been a bit quiet and slow recently, but these times come and go and are nothing to worry about. To break the monotony of working on barren hostile areas all the time, I've added a new armor type.



Riot Gear armor is a medium encumbrance armor that specializes against firearms and melee attacks (+100% damage threshold vs. firearms and +50% damage resistance and threshold vs. melee attacks). Like the tactical vest, it's crafted from a carrier vest and a ballistic panel and an optional overcoat fabric. You can also add metal plates to include a shield as well (will add other materials for this purpose at some point) which will increase encumbrance, but will give you a 20% chance to block certain amount of mechanical melee damage (depending on the quality of the material used). While using a riot gear armor that includes a shield you can only wield one handed weapons though (pistols, knives, crowbars).

Also here's a couple of minor changes and bug fixes:
  • Increased duration of thermodinamicity to 2 turns
  • Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots
  • Fixed spikes of doom bug
  • It's no longer possible to refresh the duration of stun, fear and short-circuit effects
  • Fixed the scaling of Bilocation psi ability

In the next couple of weeks I'll add few more items and creatures and probably do some AI work. After that I plan to release a new version. The Lower Underrail is not fully ready yet, but it should be fun to snoop around nevertheless.

101
Development Log / Dev Log #18: Lower Underrail and Mad Hattering
« on: May 27, 2013, 10:13:15 pm »
I'm currently in the process of building the Lower Underrail.



For those who don't know the Lower Underrail was the industrial/military zone of the big underground metro system before things went to hell, as opposed to the Upper Underrail which was the residential zone.

I have it mapped out on paper and am now going through each zone and constructing it in the editor. It's a lot of work without much to report so bear with me as I grind through it. At first, there won't be any quests or special points of interest (just containers, monsters, bandits, traps, and that stuff), until later I start adding the stations, dungeons and occasional random encounter. The metro train is also on the way. It will be connecting the aforementioned stations.

In other news, I've added psionic headbands to the game along with blueprint and components required to make them (creating them will require electronics and a bit of biology). These headbands can enhance one of the three psionic schools, but there are also universal ones that enhance all three (though those are generally weaker). Depending on what components are used, they can increase skill levels, critical chances, critical modifiers, and psi costs. I will add more components in the future that will have other effects or have greater effects (per quality) but with certain drawbacks.

102
Development Log / Dev Log #17: Version 0.1.8.0 released
« on: May 07, 2013, 07:10:18 pm »
The game is updated to version 0.1.8.0 on Desura and GamersGate, soon to be updated on Groupees as well. You'll find all the new stuff listed here and in the previous dev log.



As promised, I've added a number of new feats and psi abilities. With feats I mostly focused on melee combat and grenades, both of which were sorely lacking in that department.

In regards to new psi abilities you'll notice I've added an extra thought control ability. This means that there's now an equal number of psi abilities across all psi schools. You can learn most of the new psi abilities from the existing teachers (this might change in the future), with the exception of Bilocation for which you must look elsewhere (those who played through the whole game before will have a good idea where to go ;) ).

So without further ado, here's the list of changes since the last dev log:

  • New feats
    • Heavy Punch - Unarmed attack that deals 200% for 250% AP
    • Bone Breaker - Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.
    • Cheap Shots - Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.
    • Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
    • Uncanny Dodge - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.
    • Evasive Maneuvers - Converts all remaining movement points into twice the evasion for 2 turns.
    • Grenadier - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.
    • Three-Pointer - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.
    • Trap Expert - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.
  • New psi abilities
    • Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
    • Electrokinesis (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.
    • Bilocation (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.
    • Mental Breakdown (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.
  • Changes
    • Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.
    • Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.
  • Fixes
    • No longer possible to place the fishing rod on top of yourself
    • Game will no longer crash when attempting to disarm triggered traps
    • Game should work properly with windows on-screen keyboard now
    • Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers

Let me know how you liked these changes and the new stuff.

103
Development Log / Dev Log #16: Pickpocketing and Feats Changes
« on: April 17, 2013, 05:20:10 pm »
Hey, guys, sorry for the delayed update. I was out of country for a while on a vacation of sort. I'm back in the development chair now and here's what I've been doing.



First of all I revamped the pickpocketing mechanics as I promised. The way it works now is that when you are stealing items from an NPC you are filling up their permanent "suspicion meter". If you fill up this meter to the max you will be detected and the combat will ensue. The game will indicate how much stealing a certain item will raise the suspicion meter.

The rate at which you fill this meter will depend on the ratio between your pickpocketing skill and the victim's detection. Since the detection scales off of character's level and perception, this basically means that you'll have to continue investing points in the pickpocketing skill (and ideally dexterity as well) in order to be able to steal (or steal more) from progressively higher level NPCs. Also, some items are harder to steal than others (e.g. heavy weapons and armors in comparison to smaller stuff like ammo and hypos).

The way this system is set up it means that, unlike lockpicking and hacking, the outcome is not binary. Depending on your skill-to-detection ration and the difficulty modifier of the item, you may be able to steal zero, one or more items from a given target. So investing more skill into pickpocketing will always be useful. Because there's no dice involved in the calculations, this will also eliminate the need for save scumming.

Pickpocketing does not require stealth, unless of course you're trying to steal from a hostile NPC.

* * * * *

The other major change I made is reducing the frequency of acquiring feats from one every level to one every two levels. The reason for this is that when I originally decided that you should get a feat every level I was planning on having the max character level set to 20, which would put you at 22 feats (+ some story extras), and since the total number of feats will be around a hundred having 22/100 feats seemed about right. It would mean you wouldn't be able to get every feat in the game you wanted/needed in one playthrough and the number of feats per character to the total number of feats ratio seemed like it would allow for a variety of different builds.

However, since I've increased the leveling rate a bit and decided to eventually change the max character level to 30, that would put the character at the max level up to 32+ feats. Now this is no longer a comfortable ratio, especially considering there might be expansion packs and the like that could raise the max character level. You'd be practically able to take every third feat in the game.

So now you get two feats at the start like before and one more feat each even level, which will put you at 17 leveling feats which is much closer to what I originally intended. I've also went back and buffed/reworked existing feats that were somewhat lackluster in order to make them a more desirable choice in this new feat economy:
  • Burglar - Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areas
  • Nimble - Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbrance
  • Ninja Looter - Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the target
  • Conditioning - Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitution
  • Opportunist - Upped the damage bonus agains slowed targets to 20% (up from 15%)
  • Recklessness - Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)
  • Yell - Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)
  • Snipe - Increased the base damage bonus from 100% to 125%

* * * * *

And here are some other smaller, but not necessarily less significant changes I've made:
  • Bugs
    • Fixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.
    • Fixed the problems with Cliff's quest when he would die at inopportune times
  • Tweaks
    • Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shots
    • Melee weapons no longer degrade on missed attacks
    • Reduced the cost of energy pistols
    • Dexterity now increases critical chance of melee attacks by 1% for each point above 5
    • Added "Already known" label to blueprints you... already know
    • Added more items to the SGS commoners to be stolen!
    • Reduced the pickpocketing cooldown to 5 seconds (down from 10)

Let me know what changes you guys like and disliked and why.

104
Announcements / IndieFort's Spring Bundle
« on: April 15, 2013, 10:51:13 am »
Underrail is a part of Indiefort's new Spring Bundle. This is a good opportunity to pick it up at a discount with some other cool games if you haven't already:
http://www.gamersgate.com/indiefort-bundle

A cool feature of this bundle is that you can assign extra payment to the devs if you see fit and it goes directly to them without GamersGate taking a cut.

105
Other Games / Divinity: Original Sin
« on: March 28, 2013, 12:08:54 am »
http://www.youtube.com/watch?v=weUPfejQ7xE

This is one of the games I'm genuinely excited about. There's also a kickstarter for it. Not sure how I feel about that but I'll probably support it as I'm buying this game anyway.

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