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Messages - Styg

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1081
Bugs / Re: 0.1.14 bugs
« on: March 31, 2015, 09:40:15 am »
Not a bug but surely not intentional:  Hornets with compensators have BETTER hit accuracy with bursts!

That's what compensators are meant to do. What's the problem?

1082
Bugs / Re: 0.1.14 bugs
« on: March 31, 2015, 09:37:49 am »
1. Thick Skull feat does not work properly(no effect against T-Punch)
2. When Dissasembling some items you get 1 quality materials (reinforced rathound leather gloves -> tung steel 1 quality)
3. Termodynamic Destabilization bugged? No effect after death("boom" sound! but no damage to nearby enemies)
4. Laser sight(LS) for pistols does not work properly in the new version(No +% precision mod in the description and no + to hit bonus)
5. In some places there are no visual effect of toxic barrels(in "under-passages" for example)(bug or not?)
6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)

1-4 fixed for the next hot fix.

5. Depends what you mean by "visual effect" not all toxic barrels release gas.

6. Are you using an old save (created before 0.1.13.0 version)?

Crafting a rapid reload smallest ammo hornet incorrectly displays 10 AP cost, whereas the resulting crafted weapon correctly shows 9.

We're talking 7.62 caliber, right? It works fine for me. Can you reproduce this? If so can you upload your exported character or save game for me to check out.

1083
Suggestions / Re: Request Supersteel Quality
« on: March 30, 2015, 08:49:23 am »
Super steel quality ranges from 70 to 160. You just got unlucky and that's part of the game. ;)

1084
Bugs / Re: 0.1.14 bugs
« on: March 30, 2015, 08:43:51 am »
- cant craft the new mk2/3 emp nades/mines with the old blueprint

What do you mean? There's no new/old blueprints. They are the same regardless of when you studied them.

1085
General / Re: Blitz + fancy footwork
« on: March 27, 2015, 11:14:08 pm »
Yeah, some limits on weapon/unarmed AP costs and max AP/MP will have to be imposed to keep this in check. ;)

1086
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 27, 2015, 10:29:51 pm »
I think you're a bit overestimating the importance of Neurology. It's far from being mandatory. Sure, it's nice to start a battle with some extra PSI, but after a turn or two, this advantage is gone as this feat does not modify your PSI regeneration.

1087
General / Re: Let's talk about new PSI System!
« on: March 27, 2015, 10:26:48 pm »
The general idea is that CC abilities would cost little to medium AP and a lot of PSI, while the primary attacking abilities would cost little PSI (making them spammable) and would have their AP cost balanced by damage-per-turn output. Now, I know that there are abilities that have multiple purposes, number of targets, targeting mechanics, secondary effects, etc, so it's not as clean cut as this, but this is the general guiding principle.

Regarding T-Punch, I personally have tested the new psi early game using a Psychokinetic-Melee build and I feel that the costs are about right. When specced right, T-Punch acts as a powerful nuke as well as CC so I think that cost is justified.

1088
Suggestions / Re: Crafting? Hmmmm.
« on: March 27, 2015, 05:56:53 pm »
Sorry, but sprayer dispenser is not, and will not, be implemented. You jumped the gun with your data mining. :P

Again? I actually found one in the previous version like I did with shield rechargers. Mind Darts and their blueprint are the only items I've acquired via data mining. :P

That said, sprayers did seem like a really neat idea and on the technical side you already have cone attack in burst and I imagine animation could be handled like pyrokinetic stream. Mind telling us why it won't be implemented?

Well, I don't want to get too much into details. The main problem is that in order for it to function like a weapon it would have hit chance (unlike psionics and such) which would directly conflict with the visual presentation. That is, it would count as a miss even though it's obviously hitting visually. Then the flight of the acid itself might get very iffy without extensive tweaking of the mechanics that I am not prepared to invest right, etc.

I am open to revisiting this concept in the future, but if I'm to tackle cone attack weapons, I'd probably go for regular shotguns first as they don't have to deal with much of these problems.

1089
Suggestions / Re: Crafting? Hmmmm.
« on: March 27, 2015, 04:29:03 pm »
Good news:

There's already two types of flamethrowers in the latest version! (incendiary blob/sprayer pistols - craftable with chemistry)

The wiki should be helpful with crafting details, check the blueprint and item pages.

And you can make electroshock knives, just like sledges.

Sorry, but sprayer dispenser is not, and will not, be implemented. You jumped the gun with your data mining. :P

1090
General / Re: Font Size with res 1920/1200
« on: March 27, 2015, 04:03:25 pm »

I use the large opt for the dialog stuff that is in the options, But all the other fonts are soooo small to read. Any way to make those bigger? thank you

You can set all text to be larger. It's in the options right next to dialog font option.

1091
Bugs / Re: Bugs in Camp Hector (0.1.14.0)
« on: March 27, 2015, 09:15:05 am »
No screenshots for now, I'll get back to the camp this evening. Anyway, the glitches started with the 3 guys working with knives: their sprites went on and off when they performed the attack animation. Then a few walls started to desappeare.
Anyway, it was all caused by the glitches: the door was indeed blocked, by an invisible guard.
I tried to change map and get back. At the first try the game failed to load the map. At the second try it failed to load the save. I shut the game and restarted it. At this point everything went fine, I managed to talk to the guard who opened the door.

There's currently a bug where a game can run out of memory and start behaving badly. Restarting it should do the trick for now.

1092
Development Log / Dev Log #38: Version 0.1.14.0 released
« on: March 26, 2015, 04:00:54 pm »
Dev Log #38: Version 0.1.14.0 released

Hey guys, the last Early Access/alpha version is here. It's available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it. We are proud to present to you the Institute of Tchort in all its glory, the final urban area of the game. If you want to know more about what's left on our development roadmap, check out the previous dev log.



Speaking of changes, we made quite a bit of them, some of which are quite significant for certain play-styles, so we're looking forward to hearing the feedback on those. Of course, we also added lots of new stuff in terms of items and feats. Anyway here's the list (partial list, the other half is in the previous dev log):
  • Items
    • Added Flashbang blueprint
    • Added EMP grenades Mk II and Mk III
    • Rathound Regalia mechanical damage reduction changed to 20% (down from 25%) and all heat damage taken while wearing it increased by 100%
    • Burrower Burger, Eel Sandwich and Cave Hopper Steak now grant 1 point in their respective stats (down from 2)
    • Mushroom Brew no longe affects agility and preception and dexterity penalties changed to -2 (don from -3)
    • Consuming Mushroom Brew will now give you an empty bottle
    • Shock and incendiary bolts and acid blob traps mk III should no longer appear in shops or as random loot and mk II should now be quite rare
    • Healing from regenerative vests buffed; regenerative armors can no longer be recharged during combat
    • Finding psionic headband with an enhancement is now rare and you can no longer find one with two enhancements (you'll have to craft it)
    • Regular tactical vest visual model updated
  • Creatures
    • Added cats
  • Tweaks
    • Max player character level increased to 25
    • Base classic kill XP per target level increased slightly
    • Crafting requirements for components scaling with quality lowered to 80% of the original value
    • Removed composition difficulty from many optional component slots
    • Reduced the cost of firing energy pistols (not retroactive, just for new ones)
    • NPCs now use EMP grenades; you've been warned
    • Increased the range and max range of assault rifles; this will indirectly reduce burst imprecision (not retroactive)
    • Warhogs have been buffed
    • Dirty Rags now require 10 tailoring (down from 25)
    • Recycling stuff made of fabric will now also produce dirty rags
    • Pack hunting now also increases attack skill in addition to damage, so rathounds in groups will hit you more easily
    • NPCs will no longer attempt to disarm traps that are too hard for them
    • NPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)
    • Explosive barrel damage increased
    • Slightly reduced the number of mutated dogs in Depot A
    • Muties and regular dogs no longer respawn in Depot A
    • Forcefield cooldown changed to 8 turns (down from 12)
    • Plasma Sentry no longer loses the rest of its turn when it switches back into mobile form
    • Crawler poison can no longer be refreshed, so having it applied multiple times will no longer delay the stuff
    • Reduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turn
    • Bear trap weight halved
    • Toxic Gas grenades now apply "Contaminated" debuff which increases all damage taken
  • Feats
    • Requirements for various feats re-balanced
    • Shroomhead - feat disabled, pending redesign
    • Taste for Blood - now also grants a stack whenever you deal a killing blow regardless of whether the target had bleeding wounds or not
    • Power Management - changed to now always provide 35% extra energy capacity
    • Uncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)
    • Spec Ops - now correctly only works with SMGs
    • Opportunist - now works with throwing knives as well
    • Thick Skull - Cannot be stunned, only dazed
    • Concentrated Fire - Each hit from from burst attack increases the damage from further burst hits by 10%. Stacks 10 times.
    • Commando - Killing an opponent using burst attack will grant you an extra free burst attack that can be performed in the same turn. This can only happen once every turn.
    • Pinning - Your throwing knives have 35% chance to pin living targets to the ground for 1 turn.
    • Fatal Throw - Throwing knives always critically hit against targets below 25% health. Killing a target with a knife throw will refund 18 action points.
    • Split Spare - When throwing knives you throw an extra one at a nearby target that's within the attack cone.
    • Ripper - Critical hit damage with knives and throwing knives increased by 1% for each 1% of the target's missing health. Applied multiplicatively to regular critical damage bonus.
    • Critical Power - For each 1% of weapon or unarmed critical damage bonus above 100%, you gain an additional 1.5% critical damage bonus
    • Expertise - Your non-critical firearm, crossbow, and melee attacks deal additional mechanical damage equal to your level.
    • Blitz - Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points. Cooldown 10 turns.
    • Point Shot - Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision. Cooldown: 1 turn.
    • Survival Instincts - Increases the chance to critically hit with weapons, unarmed attacks and psi abilities by 30% while under 30% health.
    • Stoicism - You receive 1% less damage from all sources for each 4% health missing.
    • Escape Artist - Grants you the ability to remove all immobilization effects. Cooldown: 2 turns.
    • Rapid Fire - Fire three bullets from any firearm except the sniper. Chance to hit falls drastically beyond optimal range.
    • Juggernaut - Total health increased by 25% while wearing armor with armor penalty of 50% or higher.
    • Fast Metabolism - All healing increased by 50% and psi boosters restore extra 25 psi.
    • Heavyweight - You add your total armor penalty to the critical damage bonus of sledgehammer, fist weapon and unarmed attacks.
    • Super Slam - An attack with a sledgehammer that does normal damage plus 20% of attacker's maximum health. Cooldown: 3 turns.
    • Sure Step -  You can safely navigate caltrops and puddles of acid.
    • Guard - You have 50% chance to block melee mechanical damage equal to twice your strength.
    • Deadly Snares - Your crossbow attacks always critically hit against targets caught in bear traps and acidic entanglements.
    • Gun Nut - Increases the upper damage range of all firearms you create by 20%.
    • Skinner - The quality of leathers counts as if 20% higher in all your crafts.
    • Armor Sloping - Reduces the armor penalty originating from metal plates when crafting armor by 35% (multiplicative).
    • Clothier - The quality of fabrics counts as if 20% higher in all your crafts.
    • Mad Chemist - On-hit effects of chemical pistols you create are twice as strong.
    • Weaponsmith - Knives and sledgehammers that you create have 5% higher critical hit chance.
    • Practical Physicist - Critical damage bonus of energy weapons you create is increased by 25% (additive).
    • Ballistics - Carrier vests give additional 3 mechanical damage threshold when you use them in crafting.
    • Neurology - Psi Headbands you create also provide additional 15 maximum psi points.
  • UI
    • Items will no longer get equipped when you double click them while holding ALT or CTRL (so you can rapidly alt-click transfer stuff now)
    • Interface will no longer register single clicks as double clicks if they are fired rapidly after a double click
    • Fixed the slowdown that occurred when opening quest notes once you've got a lot of notes in  there; also fixed weird spacing issues in that window
    • Added scroll bar to crafted item view
  • Bugs
    • Game will no longer crash when you return to the secret hideout of a secret organization in a certain place
    • The electro room in the Gauntlet crash fixed
    • Fixed the bug that caused the level up to cancel without allowing you to restart it when pressing ESC when confirmation dialog appears and then again after that
    • Fixed the bug that caused the respawning creatures not to respawn when loading an autosave
    • TNT charges will now trigger explosive traps and other similar objects in their blast radius
    • Fixed the bug that caused melee special attacks to have their visual and sound effects trigger at the beginning of the animation instead of at the moment of impact
    • Arena enemies will no longer turn their shields off before combat like idiots
    • Fixed the bug that sometimes caused bandaging to abort if you were right on the minimal health limit
    • You can no longer drop things into a standard container without opening it
    • You can no longer burst people who are not in the same area. For example, using burst while fighting in arena and bursting people below it, thus being branded a witch and sentenced to death
    • Fix the bug that caused Telekinetic Proxy to not clone your abilities if it was positioned just to the side of the target
    • Guard at Epione Lab will no attack you after letting you pass in certain situations
    • You will now always be able to exit Holloway's dialog
    • Other various quest and dialog bugs

That's all for now folks. Enjoy the last alpha update and let us know how you like the new stuff, as well as the gameplay changes we made. We're off now to work at the last bit of the game and, hopefully, come summer, we'll have the full release ready.

Cheers!

1093
General / Re: ETA on next update
« on: March 23, 2015, 08:17:12 am »
Won't be tomorrow I'm afraid. There's still couple flavor things to be added, but it will be up in couple of days.

1094
General / Re: Gameplay Mechanics Questions
« on: March 18, 2015, 08:18:51 pm »
You need to put them in the utility slots. Open your inventory and you'll see the utility slots on the left side of the character silhouette. Then you can use them from the utility part of the action bar.

1095
General / Re: Gotta love enrage
« on: March 16, 2015, 07:35:21 am »
That must be the hardest area of the game. Did you manage to wipe it out? :)

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