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Messages - Styg

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1141
Bugs / Re: Power Management not managing well
« on: December 06, 2014, 01:37:44 pm »
It should increase their capacity. Is this not the case?

Anyways, I will probably tweak this feat a bit to have more predictable and impactful effect.

1142
Bugs / Re: Arena Bug after info about JKK involvence
« on: December 06, 2014, 01:28:36 pm »
The bug that triggered the hostilities with the commentator has been fixed for the next version.

"Jon" is an actual name.

1143
Bugs / Re: No Elwood
« on: November 21, 2014, 03:20:57 pm »
This was already fixed so that the lock no longer consumes the key. We either did it for the next update or the current one (in which case you might be running an older save), I'm not sure.

1144
Suggestions / Re: Implants /cybernetics
« on: November 18, 2014, 09:11:23 pm »
Yes, this is something that we'd like to do, but I'm afraid it's beyond the scope of this game as it would take quite some time to implement in a meaningful way.

We do, however, have couple of interesting money-sinks in store for later. ;)

1145
Bugs / Re: Ranged hit chance
« on: November 14, 2014, 09:04:31 pm »
Maybe that's 'optimal weapon range' in action (:

Optimal range does not penalize you for being too close, it's meant to denote to range after which the accuracy starts degrading more rapidly.

The scenario epeli showed in OP can be reproduced with Ambush feat where the target's evasion is reduced while the attacker is in darker spot (yeah, i know that you're wondering why the hell does a static target have evasion. It shouldn't. It's just that all NPC "characters" have small amount of innate evasion, even static targets).

It might be an actual bug, though, caused by some other specific case. If you find a way to reproduce it, let me know.

1146
Bugs / Re: Ranged hit chance
« on: November 14, 2014, 03:17:22 pm »
Could you upload that save for me?

1147
Bugs / Re: Ranged hit chance
« on: November 14, 2014, 02:23:49 pm »
Also, do you have Ambush feat by any chance?

1148
Bugs / Re: Ranged hit chance
« on: November 14, 2014, 02:19:35 pm »
Seems to work normally for me. Are you using the starter weapon? How are your base stats distributed?

1149
Suggestions / Re: Riot Gear
« on: November 12, 2014, 08:30:02 pm »

First, regarding the leather armors. There's currently a problem that certain generated leather armors (such as rathound/pig ones) are generated from components of too high a quality. That is - you cannot find those components naturally occurring (if you disregard the messed up qualities in some shops, but that is being fixed) and yet they are used in generated loot to create these armors that are in a way more powerful than they should be.

Do you want to limit quality of leather armors from loot/shops to the level of leather we can get from monsters? That sounds really bad, i hope i misunderstood something. It feels unfair to limit quality of some components while not doing the same for others (like metal plates).

Yes, I do. And this is already the case with most components in crafting. But on the other hand I will also expand the variance and quality range of leathers available in the game, so this should not come as a nerf.

Currently, the generated leather armors are often made out of components that should not have that high of quality, e.g. you shouldn't be able to have Q100 pig leather armor as pigs simply don't drop leather that good. Nor should they since they are not high level monsters themselves. So pig leather armors will need to be restricted to the quality of the naturally occurring components, but on the other had new leather types will come in to fill that gap - either from further processing that leather type (e.g. reinforced pig leather) or as direct loot from new monsters.

Not all of these new leathers will be restricted to crafting-only (that is, they will appear in looted and sold armors as well), but the very best ones will be.

But, again, this has no bearing on the issue at hand which is how riot gear measures against other types of armor.

1150
General / Re: Beta
« on: November 12, 2014, 02:15:44 pm »
If by "beta" you mean the game is finished with only external testing pending, we still have ways to go. No dates will be given, but after the next update there will be more word on what's the plan.

1151
Suggestions / Re: Riot Gear
« on: November 12, 2014, 11:24:06 am »
Some quality feedback here. Keep it up guys.

Here are my thoughts on this.

First, regarding the leather armors. There's currently a problem that certain generated leather armors (such as rathound/pig ones) are generated from components of too high a quality. That is - you cannot find those components naturally occurring (if you disregard the messed up qualities in some shops, but that is being fixed) and yet they are used in generated loot to create these armors that are in a way more powerful than they should be.

I will be fixing this for the next update, but that's not the hearth of the issue since high level leathers will still be available in some form in the game (e.g. ancient rathound).


Secondly, the laminated fabric. Now that I look at it, it does indeed feel that the trade-off for the slightly higher DT is not worth the huge DR sacrifice, so I will be adjusting this - on both sides (DR and DT) while still keeping the laminated fabric a clear choice when it comes to pure bullet stopping capabilities.


Next, I'll probably tinker with increasing the melee defense bonus on riot gear, possibly upping it to 75%. I'm reluctant to increase it beyond that point as it might be a bit too much. We'll see.


I also like the idea of adding a component type specific to riot gear armor that will further distinguish it from the other armor types. It probably won't be a gas mask as I have other plans for it, though.

1152
Bugs / Re: Mine bug
« on: November 10, 2014, 04:17:57 pm »
Yeah, I found several bugged traps there. Fixed it for the next update.

1153
Bugs / Re: Various minor problems and some exploits
« on: November 10, 2014, 08:41:29 am »
Yes it is true! But if you happen to have a single TNT charge with you, you can travel/sneak to foundry via the ironhead camp. After that, you can travel back with the metro to SGS. But you can't use it to go back, so it's only one-way.

You cannot acquire one unless you import it through an old character. We do not intend to handle this sort of stuff. If you import TNT, quest items and the like, you do so on your own responsibility.

- Arena gladiator fights can be won by freezing or incapacitating opponents. After the 2nd turn the combat will end and you've won the battle! Congrats!

I cannot reproduce this - I tried incapacitating and freezing Pulverizer, and while it did take me out of combat as it should, it didn't end the arena match. Can you give me a step by step instruction on how you did this?

- Physics problem: after setting enemies on fire and then freezing them does not put out flames.

This has been fixed for the next update.

- Fishing for blue eels is all about pixel hunting: please make the fishing rod area a bit larger. Even with the psi-shrooms around and using flares it's too damn small and not quite visible. Thanks

I'll keep this in mind when I work on fishing next time.

1154
Hmm, it definitely feels something is interfering with the temporary save or the autosave. Try turning the latter off in the options.

When you get a transitioning error, the game should generate TransitionError log in Documents\my games\Underrail. Post it here and I'll take a look.

1155
General / Re: The stuff we deal with during development
« on: November 08, 2014, 01:13:06 pm »
If you think about it....  :P

Well, that at least goes as proof that the models are 3D rendered. Kinda odd that nowadays you create a retro look by rendering stuff, then essentially making a screenshot of it. ^^
Then again, I think Diablo 2 worked the same way.

Nothing odd about that let me assure you. It's been done that way for a long time now. Diablo 2, yes, but also Diablo 1 and many other games you'd consider retro. ;)

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