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Messages - Styg

Pages: 1 ... 79 80 [81] 82 83 ... 139
1201
Bugs / Re: 0.1.12.0 map glitches
« on: August 07, 2014, 11:25:27 am »
Nevermind, fixed it. ;)

1202
Bugs / Re: 0.1.12.0 map glitches
« on: August 07, 2014, 11:17:55 am »
Found a big bug. Zone transition from CC6 to north always fails. Transition error log:
Quote
System.InvalidOperationException: Nullable object must have a value.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at a6m.at(a8e A_0, am9 A_1)
   at a0d.aa3()
   at aqc.vi(acd A_0)
   at tz.c(acd A_0)
   at ax0.a(acd A_0)
   at ax0.b(acd A_0)
   at ax0.b5(acd A_0)
   at tz.e(acd A_0)

also, CC_passage has no music

Did you complete Gorsky's questline?

1203
Bugs / Re: Force Emission removes incapaciation
« on: August 07, 2014, 09:15:00 am »
Ok, should be fix in the next hotfix (later today).

1204
Development Log / Dev Log #33: Version 0.1.12.0 released
« on: August 06, 2014, 05:44:54 pm »
Hey guys, the new version is up. We're all very happy to have finally released this. It's the centerpiece of the game, our Athkatla/Sigil/Neverwinter. The main story still has places to go and we still plan on introducing more factions and sideplots, but expect the future updates to be a lot more focused and a lot less spacious.

https://www.youtube.com/watch?v=4Rmm48LYz3I

We showed you bunch of screenshots already, so for this occassion we decided to make a short teaser trailer instead.

As before, we're releasing it to Steam first until we're sure it's stable and any potential major bugs that we missed during internal testing are fixed.

And because no dev log would be complete without a bullet list, here's an incomplete list of minor tweaks and stuff that were done since the last dev log:

  • Tweaks
    • EMP mine blueprint component requirements changed to be the same to that of the EMP grenade
    • Increased the amount of bear traps crafted when not applying poison to 10
    • Increased the amount of caltrops crafted when not applying poison to 10
    • Reduced the cost of metal plates and, by extension, some items that are crafted from them
    • Added an option to turn off automatic door opening
    • Removed the cooldown of Burst attack (don't know why it was there in the first place)
  • Bugs
    • Hopefully finally fixed the bug(s) that caused the factions to get all messed up after the Junkyard showdown event
    • Merchants will no longer roam while in bartering mode
    • Game will no longer crash when saving while mining
    • Chemical pistols have weight now
    • Action point counter fixed to work with extreme amounts of action points
    • Adrenaline shot will now always properly grant 20 bonus AP
    • Execute will no longer deal extra damage even if the target is not stunned/incapacitated

Enjoy the update folks, report bugs and let us know how you liked it. Cheers.

1205
Other Games / Re: Divinity: Original Sin
« on: July 25, 2014, 10:46:54 am »
Enjoying me some co-op D:OS in the evenings myself. Very fun game.

1206
Bugs / Re: Action point counter visual glitch
« on: July 24, 2014, 10:31:10 am »
Holy action points, batman.  :o

Extended the texture in the next update.

1207
Bugs / Re: Unload
« on: July 14, 2014, 07:54:21 am »
Woops, forgot it on Dragunov as well. Fixed for the next update.

1208
Bugs / Re: Mobs attacking each other on player arrival
« on: July 14, 2014, 07:50:30 am »
Well, the attacked mutie didn't act before the dog.
Aside that, no idea.
I couldn't even see the dog.
Are muties and dogs different "teams"?

I think they are, because of the "pack hunting" thing.

1209
Suggestions / Re: Balanced Handles
« on: July 14, 2014, 07:49:25 am »
Not a bad idea. Might add it next time I work on knives.

1210
Suggestions / Re: Possibilities for requirements/limits?
« on: July 14, 2014, 07:48:51 am »
I can make new kinds of feat requirements if I need them.

I'm not sure why I had cooldown on burst attack, removed for the next version.

I'm aware that Assault Rifles are a bit weak and less fun than other builds at the moment. I'll be looking into buffing them in some future patch (not the upcoming one though).

1211
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 14, 2014, 07:37:00 am »
Well, I've seen one with a chance for 3 turns incapacitation.
I think the standard is 2?

Oh, yeah, it starts at 2 and then 1 additional turn for each 50 quality. Forgot about that.

The incapacitation effect can be resisted and the chance is based on the attackers weapon vs target's fortitude.

Really? :o Is this true for all sources of incapacitation?

I don't think I've ever seen them get resisted either way, though it's not something I've paid much attention to. I guess I often play with high weapon skills and low fortitude.

Most, if not all, such effects can be resisted. The way and the difficulty of the resist method (resolve/fortitude/something else) varies from case to case and is determined from the way the effect is applied (physical trauma, mental trauma, etc) rather than the type of effect that is applied.

1212
Bugs / Re: Weightless Acid Blob Pistols?
« on: July 11, 2014, 06:33:13 am »
Fixed for the next update.

1213
Suggestions / Re: Toggle Auto-Open on Move
« on: July 10, 2014, 08:04:21 am »
Done.

1214
Bugs / Re: Light without the Light
« on: July 10, 2014, 07:27:22 am »
Fixed.

1215
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 10, 2014, 06:46:13 am »
The incapacitation effect can be resisted and the chance is based on the attackers weapon vs target's fortitude. The quality of the pneumatic hammer doesn't go into it.

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