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Messages - Styg

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1066
Bugs / Re: 0.1.14 bugs
« on: April 06, 2015, 07:04:27 am »
There is a misplaced door in Core City. This is the room with bandits. The thing is when I throw a gas grenade into the room, and the block the entrance with force field the game crashes after 1-2 turns. When I tried to throw a regular grenade first, and then block the entrance, it did not crash (the image here is after I defeated them, obviously).


Can you reproduce this? Where did the gas grenade land the time it crashed?

1067
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 12:47:05 pm »
Hotfix 0.1.14.2 released:
  • Blitz feat and ability description fixed
  • Player's damage resistances capped at 95%. Some re-balancing will be done in the final version to prevent certain armors from being too OP, but for now this will at least prevent players from becoming invulnerable to mechanical damage
  • Various minor dialog and map fixes

1068
Bugs / Re: 0.1.14 bugs
« on: April 03, 2015, 09:44:27 am »
For unknown reasons, I have seemed to become invulnerable to w2c damage, dreads are giving me no damage at all rather than smashing me to bits like they did when I have 98% mech resist.  I have 100% mech resist, but that should only be 35% against w2c.

At a guess, I'd say it's because going over 100 causes dr to be set at 100 in any circumstance.

No, it's just the case that being immune to certain damage types cannot be mitigated by any type of resistance reduction.

1069
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 02:28:31 pm »
Yeah... I might have to implement some diminishing returns there. Being completely immune to mechanical damage sounds a bit too op. :)

1070
General / Re: Black eel rampage
« on: April 02, 2015, 08:07:31 am »
If you only killed Cans in the lower level of embassy that shouldn't make you hostile to the entire Protectorate faction, though. If you have a save of before you entered the docks, we can take a look at it.

1071
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 08:04:28 am »
How about limiting Blitz AP gains to third of your normal maximum MP?

That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.

I didn't tweak the AP costs and FF just because of Blitz, they were a problem on their own as well.

1072
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 07:05:53 am »
It's not a joke. While the numbers are subject to change in the future, pending testing and feedback, the limits are necessary to avoid the silly scenarios we previously had.

1073
General / Re: Black eel rampage
« on: April 02, 2015, 07:00:45 am »
I don't think it's the issue from before. Are there Protectorate soldiers at the docks? Are you hostile with the Protectorate?

1074
General / Re: [spoilers]Finding That Guy
« on: April 02, 2015, 06:56:43 am »
He roams until you've told to see him, after that he should be in his office all the time.

1075
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 01, 2015, 02:50:22 pm »
Hotfix 0.1.14.1 released:
  • Minimal attack action point cost set to 4 (up from 1)
  • Fancy Footwork can no longer raise your movement points higher than twice your normal maximum
  • Amount of extra action point granted by Blitz limited to 20
  • Telekinetic Punch will now properly daze the target instead of stunning it if it has Thick Skull feat
  • Added Flashbang blueprint to Len's store in Junkyard (will appear after next merchandise reset)
  • Fixed the tooltips of food effects that have been changed in this update
  • Fixed Thermodynamic Destabilization
  • Fixed the bug that caused generated combat gloves mechanical enhancements to always have quality of 1 (not retroactive)
  • Fixed the bug that caused generated shield emitter enhancements to always have quality of 1 (not retroactive)
  • Laser Sight will now correctly increase precision (not retroactive)
  • Chance to hit with burst attack can never exceed single shot chance to hit anymore
  • Daniel Arda should now properly sell Hercules.
  • West Wing hole description
  • Mediant Samuel gives proper amount of charons for his first quest
  • PI Georgis' refusal to help for a quest now properly fails
  • PI Schteff's radio comm properly recognizes where the player is
  • Wererathound affliction now correctly increases strength and transformation will now unequip your helmet
  • Fixed Free Drones Junkyard quest not starting properly in some cases
  • Tchort introduction cut scene should now properly trigger when visiting Institute entrance zone after you complete the Core City quest line. If it does not trigger, that's probably because you've visited the zone previously and the save is broken. See this thread for solution: http://steamcommunity.com/app/250520/discussions/0/618457398973889102/
  • Offensive armor modifiers should work again (spiked/bladed armors)
  • Several quest notes fixes
  • Various minor dialog and map fixes

1076
General / Re: Getting rid of the faceless with intimidate
« on: April 01, 2015, 01:08:39 pm »
if it is a skill check that is not meant to succeed, there shouldn't be an option to use intimidate at all.
I don't think so.
It was clear for me, that this option is a pure ''just for fun", like with this guy Morde who is fishing. It shows that you can try, but cannot succeed. And it work for me.

Each to his own, I guess  :)

I just feel that, if the dialogue option was just for fun, why involve skill use at all?

In my opinion, using capitalized INTIMIDATE before an dialogue option signify (for me anyway), that you will use your corresponding Intimidate skill value to accomplish something.

Good thing it's not capitalized then. ;) But joking aside, I can see your side of the argument and I can concede that in certain ways it does make more sense than what's implemented.

My line of reasoning is that it is alright to use these skill annotation to convey the manner or intention in which the line is delivered, regardless of whether there is a chance of success. To omit it in these situations would indirectly provide meta knowledge to the player; which is not of itself a bad thing in a game, but my decision was to avoid that here.

Another solution would have been to prevent the player from trying to intimidate/persuade against all odds, but what fun would that be. In Underrail you are free to act foolishly or with overconfidence as long as you are ready to bear the consequences.

But again, there's no one right way to handle this, it's all about trade-offs and I chose what I chose.

1077
Bugs / Re: 0.1.14 bugs
« on: April 01, 2015, 07:26:55 am »
Anyways, this happened to a converter on a shield I disassambled a while back.

Fixed for future generations.

1078
Bugs / Re: 0.1.14 bugs
« on: April 01, 2015, 07:25:00 am »
-lu raf-fixed

Hold on; does this mean the stuck bug is caused by map data rather than some kink in the pathfinding system?

Because it can happen almost everywhere, but not consistently. If you don't mind explaining what causes it, I could probably list more maps to be fixed. I'm guessing pathfinding doesn't use as high resolution grid as collision and thus you can get stuck on small/offgrid objects?

No, it's a pathfinding bug, but we also tend to avoid using small collision objects where possible so tweaking the collision is also an acceptable way of dealing with this. So, no, you don't need to report every place where happens, but if there's a place where collision occurs for no apparent reason (there's no object that should realistically block passage) - that you should report.

1079
Bugs / Re: 0.1.14 bugs
« on: March 31, 2015, 12:15:06 pm »
Er, I worded that wrong.  I mean they have better accuracy with bursts than even normal attacks.  I've noticed this is only in medium/short range though.

Ah, yes, that was definitively unintended. Fixed for the hotfix.

P.S. Will a Laser sight work for me in the current game after the new patch?

Yes, but only for the newly crafted/generated stuff. So save your components for now.

1080
Bugs / Re: Airlock to lower caves
« on: March 31, 2015, 09:50:59 am »
Yeah, I get reports of that one from time to time, but I haven't managed to reproduce it yet. I'll give it another go when I get the time. If you're now stuck there with no other save, I can fix your game for you. Just upload it to dropbox or something.

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