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Messages - Styg

Pages: 1 ... 69 70 [71] 72 73 ... 139
1051
Bugs / Re: 0 damage taken, still losing HP
« on: April 28, 2015, 07:36:39 pm »
Hmm... can you upload the save?

1052
Bugs / Re: 0 damage taken, still losing HP
« on: April 28, 2015, 12:18:38 pm »
As of 0.1.14.2, damage resistance is capped at 95% for player. Check your combat stats window.

1053
Suggestions / Re: Infinite Arena
« on: April 28, 2015, 07:24:59 am »
We thought about this before, but we want to make it a bit more interesting than just random fights.

So something like this will probably happen, but I'm not sure it'll make it to initial release.

1054
Bugs / Re: 0.1.14 bugs
« on: April 28, 2015, 07:14:14 am »
When using Cryo-pistols on Burning targets the flames don't get extinguished, even when they're turned into a block of ice.

Heh, fixed.

Also fixed bunch of other stuff from this thread. Keep it coming.

1055
Bugs / Re: Transition Errors
« on: April 28, 2015, 07:08:13 am »
RAM issue very well might be responsible. I am playing on win7 32bit - so only 3GB RAM. Seems kind of harsch though. 2GB should probably be enough. I would not fix with priority though - if it's RAM, i will be fine playing on other machine.

It's not the issue of your physical RAM, it's the app running out of its address space, so adding more RAM won't help. It's a complicated issue, so it'll have to wait until we get into the polish/optimize development phase.

1056
Bugs / Re: Unresponsive menu buttons
« on: April 28, 2015, 07:06:08 am »
Could you try running this program before starting the game:

http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx

Then after you click those buttons a couple of times and close the game, send me the log it generated.

Thanks.

1057
General / Re: Font Size with res 1920/1200
« on: April 28, 2015, 06:59:48 am »
You can set the size of all the different categories of text in the options.

1058
Bugs / Re: Transition Errors
« on: April 22, 2015, 07:20:12 am »
It could have gotten corrupted if the process ran out of memory during compression. You can apply what epeli told you RPGCodex thread to StationAlpha-Level3 map, that will fix it, though there might be other maps that got corrupted.

1059
Bugs / Re: 0.1.14 bugs
« on: April 14, 2015, 02:25:35 pm »
This is not true, target's resolve (besides giving it a chance to resist the effect fully) lowers the duration of these effects. Have you tried invoking these abilities with sub-optimal psi skill against high level enemies?

No, they are either completely resisted (that works just as it should) or full duration. I tested that on Ezra with ~70 effective thought control. :\

edit: Hypothermia seemed to work correctly after more testing (absolute minimum metathermics against higher level targets brought it down to 21-24t), my bad.
Mental breakdown on the other hand.... it's almost impossible to land at 40 thought control, so the resist chance calculation works, but it still gets full duration.

You're right about Mental Breakdown. The duration was not being applied as it should, but the rest should function as I said. I did a quick test with Frighten after your first post and it worked, so I just skimmed through the code of other abilities. Fixed now.

In that case, Cryostasis description should probably say "for up to 2 turns" like cryo traps do. :P

But resistance barely affects it - even bots with 90%/100 cold res still get frozen, only for 1 turn less than anything else. The effect seems to be bigger on cryo traps, with only ~20% resistance reducing their duration by 1 turn. I guess cold resistance reduces a percentage of the full duration rather than discrete number of turns?

Yes, it's reduced by the damage resistance percentage (so it's only fully mitigated at 100%) and there used to be a line in the description that mentioned mitigation through cold resistance, but it got lost somewhere along the way. :/ Fixed now.

1060
Bugs / Re: 0.1.14 bugs
« on: April 14, 2015, 08:41:59 am »
A couple of the small portrait files (such as Old Jonas there) have problems. All large portraits are fine.

og1_s - purple outline
gr1_s - purple line, top
bladeling_s - purple line, bottom
blade_beast_s - purple line, bottom
boar_s - purple line, bottom
crawler_s - purple line, left

Fixed.

1061
Bugs / Re: 0.1.14 bugs
« on: April 14, 2015, 07:54:59 am »
The undead glitch is not map specific and we'll be working on fixing that bug. If you know a way to reproduce that I could actually replicate easily, let me know. I know it involves static harmful environmental effects (such as fire).

Psionic effects which should last "up to X turns" actually always last X turns. (Frighten, Mental Breakdown, Enrage, Hypothermia)
All other "up to X turns" effects work ok (throwing net, tranq bolt, burrower/cave ear poisons and the new incendiary/cryo blob traps)

This is not true, target's resolve (besides giving it a chance to resist the effect fully) lowers the duration of these effects. Have you tried invoking these abilities with sub-optimal psi skill against high level enemies?

Cryostasis cannot be resisted.

Cold resistance lowers the duration and if you have enough of it, you can mitigate it entirely.

Fire is really, really scary :D Even inanimate targets fear it! (Bots are immune as expected)

edit: Oh look, more prealpha stuff in Core City!

Fixed. :P

1062
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 09, 2015, 08:03:22 am »
And how does Stoicism work with resistances atm? Additive?
You could adopt the PoE terminology, where multiplicative is more/less and additive is increased/reduced.
I also like PoE (Path of Exile, not Pillars of Eternity!) terminology for that particular reason, everything was very clear. But it would not all that useful for Underrail. The various multiplier stacking mechanisms aren't like PoE's.

I might be wrong about all this, so hopefully Styg reads this and corrects me if so.

You got it right and here indeed I use similar terminology to PoE - resistance and reduction. When character is hit (let's ignore shields and blocking, it's not relevant), the damage is first reduced by resistance (or threshold if that's more effective) unless it's meant to ignore resistance (poison). After that, it's modified "damage taken reduction" (which can also be positive causing you to take more damage); and this happens regardless of whether the attack ignores resistance.

1063
There won't be any more updates before the full release and you will have to start a new game on release anyway.

At this point you have two options - load the save before triggering the last fight and do other stuff in that playthrough; or export the character and start a new game with it.

1064
Bugs / Re: 0.1.14 bugs
« on: April 09, 2015, 07:50:45 am »
My savegame i cant Post its to big to Upload.

You can upload it to Dropbox.

1065
Bugs / Re: 0.1.14 bugs
« on: April 06, 2015, 07:47:38 am »
edit: remembered a couple of old things
- opportunist doesn't count suppressed as a slow
- infusion: reflexes stacks after effects that drop evasion/dodge to zero (intentional?)

Fixed for future release.

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