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Messages - Styg

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1126
Bugs / Re: 0.1.13 bugs
« on: December 17, 2014, 08:31:30 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?

- 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.

If you are spotted by the camera and do not erase the security footage or, of course, if you leave the area with anyone hostile to you - you will become a wanted man in Foundry. I agree that the game should make these specific zone rules known to player and we'll be working on a good way to convey this info.

1127
General / Re: The Ost
« on: December 17, 2014, 07:35:21 am »
Well that's unfortunate. I guess I'll just shell out for it later on when that other gets released, :p

There might also be a way to purchase the OST separately later so you don't have to pay again for the game. We'll see.

1128
General / Re: The Ost
« on: December 16, 2014, 10:12:47 pm »
I cannot provide you with those tracks outside the game for legal reasons. When the game is fully released there will probably be "collectors edition" or whatnot that will include the stand-alone soundtrack.

1129
General / Re: To late to ask for features?
« on: December 16, 2014, 08:39:28 am »
You can always suggest things, there's no harm in that, but don't expect any sweeping changes to occur. We're quite happy with the set of features we have in the game and probably won't be introducing any major new ones.

Regarding companions and pets. I decided at the very beginning that there won't be former and the game was designed around a single character. I contemplated having the latter for a time, and while it might be interesting and it wouldn't necessarily conflict with the design philosophy of the game, it is, at this point, as you said - a tall order.

So, no, pets are not going to be available in this game, but they might pop up in an expansion, if we end up making those.

1130
Bugs / Re: 0.1.13 bugs
« on: December 16, 2014, 08:10:11 am »
- Fixed doppelgangers
- Fixed Coil Spider portrait
- Fixed the weight calculations for combat utility items
- Added weight to CAU armor

Concerning out of memory exception, it happens on occasion when there's lots of pathfinding going on, still needs to be optimized some more.

1131
Bugs / Re: 0.1.13 bugs
« on: December 15, 2014, 01:08:32 pm »
I can't use those stairs:
http://cloud-4.steampowered.com/ugc/29602236187076186/C1DE83FFB20739FC42C39C1BD72074EAF183F9FE/

In previous version PC was able to use blue transition zones even if you didn't explicitly told him to. It seems not to work anymore.

Yes, this was purposely removed as it caused problems in some areas. As Mac said, we're downgrading from the teleportation stairs technology back to the old fashion legwork.

1132
Bugs / Re: 0.1.13 bugs
« on: December 15, 2014, 08:19:55 am »
Fixed the two crashing scenarios for the next hotfix.

1133
Could anyone please tell me where to go to access the new content? I have a new character in the works but I want to catch a glimpse now :P

If you want to explore the new areas - you can take the elevator in Core City to Upper Underrail or go lurking in the under-passages below Lower Underrail. As for the quest-lines, I'd rather not spoil anything for the players. :) You'll have an opportunity to gain access to them during the standard playthrough.

1134
Bugs / Re: Problem with Mykola
« on: December 12, 2014, 09:08:19 pm »
You'll be able to use your current character as long as the game is in the alpha stage. After the full release you'll probably have to create a new character. From that point onward you'll be able to use the same character for all your Underrail adventures if you so desire. ;)

1135
No level cap increase ):

I'll get to that in the next update. ;)

1136
Hey guys, the new version is available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it.

In this update we added new factions with their optional questlines, namely - Free Drones, Protectorate and the super secret one. We added most of the remaining areas that we planned for the game, which include Upper Underrail and Lower Underrail passages, so speaking geographically most of the game is complete. If you want the full list of what's new, check out the previous two dev logs before reading further.

One thing to note, however, is that if you want to experience the new questlines you'll probably have to start a new game, unfortunately, since we had to make some changes to existing areas and quests in order to fit them in.

Before I insert the obligatory list of miscellaneous changes, here's a little sneak peak at some of the new areas, focusing primarily on the mighty Protectorate war machine.



Screenshot unworthy stuff:

  • Bugs
    • Creatures immune to fear are no longer immune to Engrage (unless they are immune to all mind-affecting effects)
  • Tweaks
    • Eviscerate bonus damage per bleeding would changed to 50% (down from 100%)
    • Taste For Blood now stacks 10 times (down from 20)
    • Damage resistance provided by laminated fabric ballistic panel now scales with quality (though it's still weaker than the other one) and the damage threshold is increased; these changes will not apply to stuff that has already been generated in ongoing playthroughs
    • Melee resistance bonus of riot gear armor changed to 75% (up from 50%); also not retroactive
    • Maximum number of oddity XP required for leveling now caps at 25 (up from 15)
    • Maximum number of studies and/or amount of XP per studying reduced (or rebalanced) for a number of oddities; overall, less experience is available through some oddities now
    • Classic XP required to level changed to 1250 (up from 1000) * level
    • Base classic kill XP bonus per target level reduced
    • XP from a number of quests reduced
    • Lockpicking/hacking XP per required skill reduced

The leveling/XP changes introduced here are just the first step. I'll be tweaking leveling speed and level cap stuff further in the next update. From those that start a new playthrough with a new character in this version I would appreciate any feedback that they can provide on the leveling speed, time they hit level cap, and just general leveling experience (of both classical and oddity systems).

* * * * *

Now I want to talk a bit about the future development plans. I won't be giving you a release date, though I can safely say it won't be this year as I initially hoped. However, know that the end is in sight.
When it comes to mechanical stuff, there are still stuff like components, items, feats, abilities, etc to be added. However, there are currently no plans to add any more major mechanics (gas and fire should be the last). From the content side there are two parts of the main quest left that, as it happens, take part in two locations that are yet to be added - Institute of Tchort and Deep Caverns.

So here's what going to happen.

The next content update that we release will feature Institute of Tchort part of the main questline. This will be the last Early Access release. Afterwards, only the Deep Caverns are left before the game is complete. When we finish those, we will take extra time to polish up the game (we won't release Deep Caverns right away), especially the older areas which are no longer up to par with the new stuff. We will also take extra time to test the game to stomp out as many bugs as possible. Then we will release the game in full, make lots of money, retire to a tropical island and live happily ever after. That's the plan at least.

How long will this take? As long as it needs to. It would be pointless for me to give you a release date estimate, since I will gladly ignore it for the sake of the game as I did before. The quality of the game is my primary concern and in the long run that is best for everyone. We're nearing the end, though, so stay patient, dudes.

1137
Bugs / Re: Power Management not managing well
« on: December 10, 2014, 11:14:08 am »
That's great!
But please, don't make energy guns loose that cost reduction they currently get - they really need it.

I'll also be looking into the ammo cost of energy weapons in relation to max capacity. It might have gone a bit too far, especially for plasma pistols.

1138
Bugs / Re: Problem with Mykola
« on: December 10, 2014, 11:12:26 am »
This bug has been fixed for the next update (it will be out soon).

1139
Bugs / Re: problem with " travel by metro "
« on: December 08, 2014, 09:13:28 am »
Fixed so players can access the train from both sides in the next update.

1140
Bugs / Re: Power Management not managing well
« on: December 06, 2014, 03:25:41 pm »
Yeah, I agree the implementation isn't consistent in all cases and I'll probably rework it.

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