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Messages - Styg

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1156
Bugs / Re: Various minor problems and some exploits
« on: November 08, 2014, 10:01:39 am »
- 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!

Does this actually trigger the cutscene and teleport you out of the arena?

1157
General / An important message from Tchort
« on: October 31, 2014, 04:02:15 pm »

1158
Development Log / Re: Dev Log #35: Portraits and Music
« on: October 28, 2014, 03:47:51 pm »
Frickin' awesome! Love the portraits. Have you considered having separate images for portrait and backdrop, so I could pick the head shot and pick broken bathroom tile or a trash can fire or a metal bulkhead behind it?

The backdrops change depending on the area.

Looking forward to seeing some of the SGS faces, especially Ezra.

Ezra is watching you...

1159
Development Log / Dev Log #35: Portraits and Music
« on: October 28, 2014, 09:27:55 am »
Hey guys. I've put the game mechanics aside for now and we're all focused on churning out content for the following update.

In this update we will be rounding up almost entire game world outside of Church of Tchort and Deep Caverns. Player will be able to learn more about the Protectorate and Free Drones and the conflict between them. Optionally, player can decide to throw in their lot with either the freedom loving partisans or the imperialistic lawbringers. There's also another secret faction offerring more opportunity for those observant enough.



In other news, I finally took the time to fill some long outstanding holes in the presentation department.

Firstly, I hired an artist to do the portraits. There's lots of them to be drawn so don't expect them all to be finished in the next update. In the screenshot above you can see the portraits are lit in the same manner as the characters on the map. I find that this adds to the atmosphere, but this can be disabled in the options for those who disagree. Players can also make their own custom portraits and the game will offer them on character creation if they have been placed in the appropriate folder and are of appropriate format.

Secondly, it was time to expand the musical repertoire. With only four tracks covering the numerous and diverse locations of Underrail, the music tended to get quite repetitive. As with the portraits, don't expect us to be able to cover the entire game with new music immediately. As as sample here's the music for the Foundry. Enjoy.

* * * * *

Finally, here's the obligatory list of minor stuff:

  • Nice things
    • Enemies will now threaten and taunt you in combat. Currently all have the same collection of phrases, but we plan to customize these in the future for different characters/factions/locations. We'll be looking for feedback on these - do the taunts occur too frequently/rarely, is there some particular taunt that is repeated too often, etc. Of course, for those who don't like this sort of stuff, it can be disabled in the options.
  • Fixes
    • Electrobolts will no longer jump to passive objects that are completely immune to them (e.g. destructible rocks)
    • You can no longer load individual bullets during combat as stated by the tooltip
    • Removed various leathers that were way too high quality for their type from certain stores
    • Burst fire will no longer trigger hostilities against secondary targets caught in the burst cone unless they actually take damage
    • Arena commentator will no longer order everyone in Core City to kill you if you happen to aim your burst in his general direction
  • Tweaks
    • Crawlers buffed and their AI has been slightly tweaked

Let me know what you thought of the new stuff, guys. Cheers.

1160
Bugs / Re: Uncraftable grenades and some minor problems
« on: October 23, 2014, 08:33:05 am »
Heya,

- Fixed for the next update.
- Intended.
- Intended.
- Will check this out. If you can provide a way a step by step way to reproduce it, it would help (e.g. when did you equip it, did you fight any of them before you equipped it, etc)

Cheers.

1161
Bugs / Re: battle arena bug
« on: October 22, 2014, 06:39:32 am »
When i fight the guys and i wish an auto weapons full auto mind you, when i leve the area and go back into the gym area everyone attack me

Do you have suppressive fire feat?

1162
Bugs / Re: Single bullet loading.
« on: October 17, 2014, 06:46:53 am »
In the first picture - I can't load a single bullet into another weapon during combat.

In the second picture - I can load a single bullet into the current weapon during combat.

Either way, the info float states that it isn't possible to load a single bullet during combat! =D

Fixed for the next update.

1163
General / Re: Riot Gear shield types?
« on: October 09, 2014, 02:56:42 pm »
It's indeed the TiChrome one, but as you discovered, it's bugged. I've just fixed it so you'll be able to craft it in the next version.

1164
Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: October 06, 2014, 08:52:37 am »
Any rough ideas when this content will be ready to hit steam at all? Just started a new game but don't want to have to restart again to experience new content if I only need to wait a week or so and I really like the sound of the new stuff that's coming up.

It won't be up this month for sure.

1165
Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: October 01, 2014, 06:52:03 am »
Do fire bombs and gas grenades not have cooldowns or are they treated like grenades/special grenades?
they are treated like grenades

Actually, gas grenades have their separate cooldown and are considered "special" grenades for the purpose of cooldown modification. Firebombs are, indeed, treated as standard grenades.

1166
Development Log / Dev Log #34: With Fire and Brimstone
« on: September 29, 2014, 09:56:52 am »
Hey guys, we took a couple weeks off in August/September to recharge our batteries, but we're back now and we're kicking it into high gear. While we're also working on new areas and quests (we'll get to that in some future dev log), I'm taking this time to finally implement last of the game mechanics (not quite done yet). In this case that would be fire and gas.





You will now be able to create fire bombs (such as Molotov cocktail) that set character, creatures and the ground on fire as well. The burning ground is very dangerous as it deals both flat and -percentage of max health- damage so you cannot ignore it even on high levels. The amount of damage dealt depends on the intensity of the flames (which depends on the power of the fire bomb, but can also stack if you throw multiple bombs).

You'll now also be able to craft gas grenades. The only type of gas grenade at the moment is "Toxic Gas Grenade" which deals flat bio damage. The damage dealt depends on the density of the gas (it's more dense at the source). While toxic gas doesn't deal damage quickly, the grenade does last for a long time and also bio resistance is currently not present on standard combat armors and if introduced later it will not be in generous amounts. Specialized equipment to deal with this and more powerful bio-hazzards will be added in the future. Also, players will encounter permanent sources of toxic gas in certain places (such as the one on the screenshot).

* * * * *

In other news, I've taken the time to do some UI improvements. This is probably the definitive list of the UI changes as I have tons of other stuff to get done before we release the game so I hope I answered most of your complaints/suggestions:

  • Added larger font options for everything (object labels, tooltips, quest notes, pop-up dialogs, combat log, etc)
  • Moves the combat log window slightly so it won't interrupt scrolling anymore
  • Added an option to auto-end turn when the player is out of MP and AP
  • Added more hotkeys (swap weapons, toggle shield, etc; might add more if necessary) and added keybinding options
  • Inspected containers that are empty are now marked as such
  • Increased the font in Combat Stats Overview window
  • Available component for a given blueprint will now be highlighted in the same manner as when trading
  • Double clicking (or ctrl clicking) a component will automatically transfer it to the crafting screen if appropriate blueprint is open
  • Clicking a crafting slot will automatically fill it with the first available component if empty, or clear it if full
  • ESC/ENTER and other intuitive hotkeys (such as Y/N) will now work inside confirmation boxes
  • While holding SHIFT player will not be able to issue move command as to prevent people from accidentally moving when they meant to shoot; keep in mind though that you'll still be able to issue a melee attack command that might require movement even when SHIFT is held

That's all for now dudes. Cheers.

1167
Discussions / Re: Underrail: press and curator's choice
« on: September 28, 2014, 09:04:51 pm »
Yeah, I saw. Cool stuff.

1168
General / Re: Purchasing UnderRail
« on: September 28, 2014, 09:04:19 pm »
How do you know how the dev looks?  ???

And, yes, I do look amazing. :P

1169
General / Re: Purchasing UnderRail
« on: September 28, 2014, 09:03:53 pm »
Thanks for your concern, but you should just buy it on whichever platform you prefer. :)

1170
Bugs / Re: Crash after failed quicksave
« on: September 21, 2014, 07:12:18 pm »
It looks like you're not using a classical single threaded main loop style of programming to run the game. Well the drawback is you have to be very careful of race conditions. Good luck.

I am using a single thread, but multiple action are queued and executed in segments between processing inputs, rendering, etc, so they can sometimes mess up the game state for one another.

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