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Messages - Styg

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1036
General / Re: Why you did this location?
« on: May 29, 2015, 01:13:06 pm »
Scenes like this make me wish that enemies could switch areas just like the player.
That was actually considered at some point. I hope Styg has not abandoned the idea completely.

I have. At least for this game.

1037
General / Re: Playing an assault rifle combatant
« on: May 29, 2015, 01:11:48 pm »
Epeli wrote in the wiki but I don't know how he meant this exactly: "Precision is affected by many different modifiers, especially in ranged combat. Some precision penalties cannot be mitigated with weapon skill alone."

Yeah, there's a myriad of things that can affect precision. At least all the ones listed on that page and probably something more, I haven't looked at it in a while.

Some of those modifiers are applied to the final hit chance, so they can't be countered with weapon skill. I don't remember which ones, but I think it's mostly the precision penalties on weapon stats.

Insufficient strength/skill penalty, melee obstruction, burst precision modifier, and probably others I can't think of right now.

1038
General / Re: Wtf is with those bots?
« on: May 29, 2015, 01:09:00 pm »
Well, we could set it so new members first posts in the "Underrail" Section that get through the Captcha have to be approved before being shown to "the general public".
Blocking external links might also discourage some.
I just realized this probably belongs to Site Feedback.
If all fails, maybe commission an extra moderator or two to prune them faster? I mean, come release, there might be a few extra users, and we wouldn't want to discourage them that way.

Let's not get ahead of ourselves. The problem is (still) not that bad. I'd rather remove a few bot posts every day, than have even more posting restrictions.

1039
Hey guys, we've been a bit quiet lately, but that's only because we've been keeping our heads down and working hard on the last chunk of content for the game - the Deep Caverns. There's still a lot to do before we can show it in its full glory, but here's a little teaser screenshot below.

Also, we implemented player housing. Players will now get an old ruined apartment in Core City which they can fix up and furnish to their liking. Most of the stuff you can get for the house is just for show, but there is some useful equipment as well.





In other news:

  • UI
    • Added Oddity catalog window that will show all the oddities you've collected and also how many oddity types you're still to find
    • You can now open system menu during the NPC turn (to load or exit the game or configure options)
  • Psi
    • Added the remaining nine psi abilities, three for each psionic school.
    • Psychokinesis
      • Electrokinetic Imprint - Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.
      • Disruptive Field - Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.
      • Implosion - Deals mechanical damage equal to a percentage of target's current health. This attack bypasses damage threshold and shields.
    • Thought Control
      • Psi-cognitive Interruption - Burns target's psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi
      • points.
      • Mirror Image Pseudo-spatial Projection - Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there's a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.
      • Neurovisual Disruption - You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
    • Metathermics
      • Cryokinetic Orb - You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.
      • Exothermic Aura - Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.
      • Cryo-shield - Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there's 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
  • Tweaks
    • 95% damage cap now only applies to mechanical resistance
    • Damage from flames reduced (includes firebombs and other sources of environmental fire)
    • Crawler AI improved
    • Destructable rocks can now also be destroyed with a jackhammer
  • Bugs
    • Flat dodge and evasion bonuses are now always reduced by armor penalty
    • Suppressive fire will now count as a slow for purposes of opportunistic attack
    • Inanimate objects no longer appear scared of fire
    • Mental Breakdown duration can now be lessened through resolve
    • Gun Rush status effect now has proper icon
    • You can no longer skin Azif
    • Rapid Fire feat description now correctly notes the cooldown
    • Metal strider boots will now also have stealth penalty like the leather ones
    • Fixed the bug that caused character to lost health from attacks that deal no damage when using items/feats that grant health bonuses
    • You will no longer sound like a tin man after dismounting the Dreadnought
    • Fixed the bug that caused auto-trade option to trade money for money
    • Burst attack will no longer consume an extra bullet

That's all for now folks. We still have work ahead of us with new content, some gameplay balancing and tweaking, and then finally polishing the game, especially the old areas. I know some of you are really impatient to get your hands on the final release, but please don't ask me for the release date. I don't know and I don't even particularly care at this point. All I can say is it will be out this year definitively! One thing that we do know is exactly what needs to be done, by each of us in the team, for the game to be all it's meant to be at the release, and every day we hammer away at it. So stay patient, dudes.

We'll drop the next dev log when we have more of Deep Caverns to show.

1040
General / Re: Wtf is with those bots?
« on: May 27, 2015, 06:38:29 am »
I also changed the security questions twice recently and still they come...

1041
General / Re: One more go before i get drafted!
« on: May 23, 2015, 06:05:20 pm »
Salute to you, sir, for serving your country.

The final version will be waiting for you when you get back, worry not. ;)

1042
Bugs / Re: 0.1.14 bugs
« on: May 18, 2015, 11:34:08 am »
Aha, Got it! Okay, for the bug to trigger the dog has to die on the FIRST tick of flame damage as it moves, later ones and it'll die normally. If it dies on the first tick the sound of the dog dying plays and it becomes untargetable but it continues moving for the rest of its turn, and will continue to act on subsequent turns.

http://i.imgur.com/Dmfmcjy.jpg
Here in this first screenshot, I was unfortunately too slow to capture the dog dying and continuing to walk around, but you can see it's lying on its side

http://i.imgur.com/a3y8mUC.jpg
Second, the dog is now standing, and has just fired an acid blob at my character

http://i.imgur.com/wOE5HeH.jpg
and third, it's now back to lying on its side, but in a clearly different position to the first screenshot.

http://i.imgur.com/43BLT5P.jpg
Here's a fourth, in which I managed to screenshot the dead dog actually using acid blob.

It only ever used acid blob (whenever it came off cooldown), it never came over and attacked in melee, and once combat was over it went back to being properly dead, although its corpse was still untargetable and it left no remains.

EDIT: Managed to capture the initial zombification

http://i.imgur.com/R4E87E0.jpg Alive
http://i.imgur.com/v7tTyjV.jpg dead (note that it's taken a single instance of heat damage)
http://i.imgur.com/AEbY1FD.jpg continuing to move while dead

Thanks. I'll check your theory and let you know if I found the bug.

I couldn't reproduce it, meaning there's something other than on which damage tick the dog dies that is causing this. I'll keep looking into this, but let me know if you manage to figure out what the recipe is yourself. Also, it might be useful if you could escape the area once this happens to you and upload the save for me.

Cheers.

1043
Bugs / Re: Unresponsive menu buttons
« on: May 18, 2015, 09:19:08 am »
Hehe. Glad you got it working at long last. :)

I guess XNA doesn't account for these settings.

1044
Bugs / Re: Unresponsive menu buttons
« on: May 15, 2015, 01:19:28 pm »
Once you uninstall the game, the only remaining stuff is in Documents\My Games\Underrail.

I'm curious, though, once you followed my suggestion, did you again end up with two XNA versions installed?

1045
Bugs / Re: Unresponsive menu buttons
« on: May 12, 2015, 08:19:05 am »
Uninstall both of these:

Microsoft XNA Framework Redistributable 4.0
Microsoft XNA Framework Redistributable 4.0 Refresh

And then only install the latter ("Refresh" version) from the link epeli provided earlier.

1046
Bugs / Re: 0.1.14 bugs
« on: May 12, 2015, 08:13:25 am »
Aha, Got it! Okay, for the bug to trigger the dog has to die on the FIRST tick of flame damage as it moves, later ones and it'll die normally. If it dies on the first tick the sound of the dog dying plays and it becomes untargetable but it continues moving for the rest of its turn, and will continue to act on subsequent turns.

http://i.imgur.com/Dmfmcjy.jpg
Here in this first screenshot, I was unfortunately too slow to capture the dog dying and continuing to walk around, but you can see it's lying on its side

http://i.imgur.com/a3y8mUC.jpg
Second, the dog is now standing, and has just fired an acid blob at my character

http://i.imgur.com/wOE5HeH.jpg
and third, it's now back to lying on its side, but in a clearly different position to the first screenshot.

http://i.imgur.com/43BLT5P.jpg
Here's a fourth, in which I managed to screenshot the dead dog actually using acid blob.

It only ever used acid blob (whenever it came off cooldown), it never came over and attacked in melee, and once combat was over it went back to being properly dead, although its corpse was still untargetable and it left no remains.

EDIT: Managed to capture the initial zombification

http://i.imgur.com/R4E87E0.jpg Alive
http://i.imgur.com/v7tTyjV.jpg dead (note that it's taken a single instance of heat damage)
http://i.imgur.com/AEbY1FD.jpg continuing to move while dead

Thanks. I'll check your theory and let you know if I found the bug.

1047
We do plan on adding more locations to the world through expansions hopefully. However, North Underrail will probably only come in a sequel.

1048
Bugs / Re: Incendiary grenades and exp for kills
« on: April 30, 2015, 10:37:39 am »
It's a bug. I'll look into it.

1049
Bugs / Re: 0 damage taken, still losing HP
« on: April 30, 2015, 07:27:10 am »
For reference the sturdy vest also has a visual bug, a complete sturdy vest (vest and insert) with no overcoat uses the sprite for a biohazard vest instead.

Fixed. Cheers.

1050
Bugs / Re: 0 damage taken, still losing HP
« on: April 29, 2015, 02:50:41 pm »
Fixed for the future. It was indeed cause by the vest that provided extra health.

It only happens when you're not on max health. That's why you had trouble reproducing it.

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