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Messages - Styg

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1111
Bugs / Re: TimelapseVertigo.game has stoped working - on startup
« on: February 04, 2015, 11:58:29 am »
One thing that stands out to me is that you have both XNA 4.0 and XNA 4.0 Refresh installed. I don't know if that can cause conflicts. So the next thing you might want to try is to uninstall both of them and only install 4.0 Refresh redist.

1112
Bugs / Re: TimelapseVertigo.game has stoped working - on startup
« on: February 04, 2015, 08:21:28 am »
The fact that the game crashes before generating My Games\Underrail suggests to me that there is either some problem with the Steam or .NET/XNA. As epeli said, try to run underrail.exe directly and see if it'll start. If that doesn't help it's probably something related to .NET/XNA, or potentially some silly stuff like missing audio drivers.

Let us know how things go.

1113
Development Log / Dev Log #37: Institute of Tchort
« on: February 02, 2015, 09:21:02 am »
Hey guys. The team's working hard on the new areas and quests which are all related to the next step in the main story line - the Institute of Tchort. Here are some teaser screenshots:























One major mechanical change I made since the last update is concerning the psi pool. Instead of functioning like a "mana" resource, the psi was changed to more of pre-alpha state when it functioned like an "energy" resource. Every character with Psi Empathy feat now has 100 psi points and regenerates 20 points per turn (or per 5 seconds in real time). Psi boosters now instantly restore 75 psi.

These changes were done for two reasons which tie into the same problem. One - they were meant to make the psi cost more relevant when choosing what to invoke. The cost of the psi abilities have been re-balanced accordingly - those abilities that were meant to be used as primary attacks, such as neural overload, cryokinesis and electrokinesis, have a low cost and can be spammed without running out of psi. However, those high impact abilities, such as bilocation and cryostasis can run you out of psi quickly.

The second reason, which is related to the first one, is to curb the multi-disciplined psi build. As it stands in the release version, builds that go for full psi can generally invest into all three schools of psi without much trouble because they all rely on the same base stat and also share a number of beneficial feats. This grants the player access to a large amount of crowd-control and AoE abilities that they can invoke in short 1-2 turn burst which makes most encounters a breeze. Now, however, the limited psi pool will keep that in check. You will still be able to spec in all the schools if you wish, but you won't be able to bring down the full power of all of them at the same time.

Another happy consequence of this change is that the psi builds will have easier time in early game because they won't have to worry about psi boosters as much. Now keep in mind that the numbers stated above are not set in stone. We haven't still done any extensive testing of this change so tweaks are likely to happen. Also, I'll probably introduce a couple of feats in the future that will allow the player to slightly expand the psi pool or increase the psi regeneration.

In other news, I've been working on various things related to crafting. Most of the planned components have been added to the standard blueprints. While I'll be adding more components before the game is released as well as some utility and consumable blueprints, there are no plans to add more general blueprints, such as those for a new type of weapon or armor. Keep in in mind that all the crafting stuff added here is crafting-only; that is - it does not appear in randomly generated loot. Also, most of these changes are not retroactive, so already obtained items in running games will be mostly unchanged. Anyway, here's the list:


  • Items
    • Added components for creating a cryoliquid blob pistol
    • Added components for creating an incendiary blob pistol
    • Added components for creating a cryoliquid blob trap
    • Added components for creating an incendiary blob trap
    • Added new firearm enhancements
    • Added blueprints for special bullet type for each caliber
    • Added shaded visor component that can craft metal helmet that make you immune to blinding effects (flashbang)
    • Added two new types of padding foam
    • Added infused variants of all leathers which can be obtained in acertain way and can get to very high quality; these leathers all grant various bonuses when used in crafting; the bonuses also vary from blueprint to blueprint
    • Added two new fabric types
    • Added two new carrier vests
    • Added one new ballistic armor plate
    • Added one new ballistic panel
    • Added one new special metal type
  • Tweaks
    • You now always fire 2 extra shots with Full Auto feat
    • Bipod precision bonus changed to 10% (up from 5%)
    • You now have 30% chance to receive the bullet case after firing a bullet (you can use these for crafting)
    • Tweaked some on-hit effects so they can now be appropriately mitigated when the damage of the attack that causes them is fully resisted/shielded
    • Aluminized cloth now grants immunity to burning when used in armor suit crafting
    • Increased the amount of stealth penalty applied by aluminized cloth
    • Regenerative vest no longer appears as a component of generated items
    • Metal helmets now provide slightly more damage resistance and also provide damage threshold proportionally
    • Metal boots now also provide damage threshold proportionally and grant immunity to caltrops
    • Stuff made from ancient rathound leather now also grants 5% mechanical damage taken reduction
    • High-density padding foam melee protection bonus now scales with component quality
    • Tabi boots now increase the chance to get critically hit on the toes
    • Super string will no longer appear on generated crossbows
    • Leather armors will no longer be generated from leathers better than those naturally occurring
    • Mechanical resistance and threshold lowered for certain leather armors
  • Feats
    • Disassemble - Grants you a blueprint that allows you retrieve some or all components from a disassemble-able items (such as weapons, armors, etc). This works both on the items you made and those you've just found. Existing items in running games will not be dis-assemblable.
  • Bugs
    • Visual effects will no longer appear on the invisible imported character during the opening cutscene
    • Fixed the problem with the final Arena fight not starting properly
    • Fixed the bug that caused some traps to not properly trigger faction hostilities in controlled areas
    • You should no longer be able to invoke psi abilities if you're... not human
    • You can no longer use Locus of Control while driving, it's just not safe
    • Quick Tinkering will now properly mitigate the AP cost of setting traps in combat
    • Armor modifiers (such as bonus vs bullets/melee) will now only apply to resistance values of the item with those modifiers instead of globally
    • 0% negative armor penalty fixed for realz now (maybe)
    • Armor penalty is now correctly called that (instead of 'encumbrance') in combat stats window
    • Corrected the bug that caused passive things like cameras to de-stealth you when you perform transgressions in their vicinity
    • Fixed the bug that caused the hostilities in Foundry prison to escalate to the entire city even if you killed all the witnesses and erased the footage
    • Fixed various minor quest and map bugs

That's all for now. Let us know how you like the changes and if you like the looks of the new areas.

Cheers.

1114
General / Re: Suggested Builds for a Bad Player
« on: January 31, 2015, 08:20:54 am »
Heya,

Here's an easy build:
- high dexterity and perception - both increase your pistol damage in the end as well as increase your throwing perception
- take stealth - it'll keep you safe in hostile areas
- take dodge and evasion - for extra defense since you'll have to wear light to medium armors in order to use stealth
- take guns and throwing - you use guns as your single target damage skill and throwing as AoE damage
- take mechanics and electronics - this will allow you to craft good pistols, both regular and energy

This should get you started on your path.

1115
Bugs / Re: 0% encumberance and no Nimble bonus
« on: January 24, 2015, 08:34:23 am »
Cheers. Fixed for realz now for the next update. Also, "encumbrance" is now correctly called "armor penalty" in combat stats.

1116
Bugs / Re: 0% encumberance and no Nimble bonus
« on: January 23, 2015, 10:46:45 am »
Can you export you character for me to test this? Cheers.

1117
Bugs / Re: Quick Tinkering takes AP in combat
« on: January 19, 2015, 08:01:42 am »
I guess I missed this thread previously. Fix now for the next update.

1118
Bugs / Re: 0.1.13 bugs
« on: January 05, 2015, 07:26:21 am »
- You can't craft Chimera assault rifles with 7.62mm barrels despite the frame description saying its supported

- Leonie in Foundry (after reopening the mine) sells serrated tungsten steel blade with no quality

Fixed for the future generations.

1119
Bugs / Re: 0.1.13 bugs
« on: December 25, 2014, 10:00:43 am »
- Very special mutants can use psionics despite having no psi pool ;)

Fixed for the next update.

1120
Bugs / Re: 0.1.13 bugs
« on: December 19, 2014, 09:28:14 am »
- I encountered a bug in the Invictus Arena fight with Carni. One of two things happen. He would not spawn in the arena during and after the cutscene leaving me stuck in the arena with out a means of escape. He can also spawn right next to his arena entrance and would be unable to move. He might also be quaking in his boots after witnessing my awesome power, but i'll give him the benefit of a doubt.

Fixed for the next update or hotfix.

1121
Suggestions / Re: A few suggestions
« on: December 19, 2014, 08:40:11 am »
-It might be a good idea to disable passive abilities that have visual effects on exported character or else the show up in the intro.

Fixed for the next update. This sort of stuff should be posted in Bugs section. ;)

I know about the melee range glitches, I'll get to it eventually.

1122
Bugs / Re: 0.1.13 bugs
« on: December 19, 2014, 08:31:51 am »
- In the Burrower mission for Camp Hathor i decided to see what happens when you race to the first level of the cave before the TNT detonates. What happens is that the camera gets stuck on the second level while your character is left on the first with no way to move.

I couldn't reproduce it. If I go to the lower level before the TNT detonates, the camera will correctly focus me in the end. :/

1123
Bugs / Re: 0.1.13 bugs
« on: December 19, 2014, 08:08:10 am »
-Here's a crash dump. Nothing unusual to note other than I used a Molotov during this fight:
Code: [Select]
System.ArithmeticException: Function does not accept floating point Not-a-Number values.
   at System.Math.Sign(Single value)
   at ai9.b()
   at ai9.c(Boolean A_0)
   at aau.m()
   at bjt.e()
   at bjt.a(Object A_0, EventArgs A_1)
   at bkr.u()
   at bhb.b(List`1 A_0)
   at bhb.b(a6y A_0)
   at ba3.a(at7 A_0)
   at bij.cf(baw A_0)
   at zs.c(baw A_0)
   at a3k.b(aeo A_0, baw A_1)
   at baw.a(CollectionDelta`1 A_0, Boolean A_1)
   at baw.y9()
   at at7.y9()
   at ai9.of(TimeSpan A_0, TimeSpan A_1)
   at bpu.g(TimeSpan A_0, TimeSpan A_1)
   at brg.of(TimeSpan A_0, TimeSpan A_1)
   at bpu.g(TimeSpan A_0, TimeSpan A_1)
   at bc4.a(TimeSpan A_0, TimeSpan A_1)
   at bb3.a(ad9 A_0)
   at awp.gw(ad9 A_0)
   at rm.gw(ad9 A_0)
   at di.a(ad9 A_0)
   at wb.Update(GameTime gameTime)
   at fj.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at a1t.a(String[] A_0)

What was happening when this crash occurred?

1124
Bugs / Re: 0.1.13 bugs
« on: December 17, 2014, 09:47:57 am »
- Simply visiting the escape tunnel, then leaving the prison to, say, buy TNT, causes the prison to move into lockdown mode even if no one has escaped.

Did you leave any cell doors open? That can trigger the lockdown.

1125
Bugs / Re: 0.1.13 bugs
« on: December 17, 2014, 09:43:10 am »
- Some actions inside the prison can turn Foundry guards outside the prison hostile towards you despite the prison guards remaining neutral and you being unseen (even by the cameras). Unfortunately I couldn't quite pinpoint or reproduce the cause of that.
This definitively should not be happening. Is there any way to reproduce this relatively reliably? Is this happening only inside the prison?
Was the same for me. When I came out of prison everybody(Guards and commoners) turns hostile. Load save before entering the Prison -> Another stealth run -> All ok!
P.S. No "Red State" for Cameras but was Orange(or Yellow).

Did you destroy any cameras maybe?

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