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Messages - Styg

Pages: 1 ... 80 81 [82] 83 84 ... 139
1216
General / Re: Viability of low grade Shield emitters?
« on: July 09, 2014, 03:10:21 pm »
Electromagnetic deflector description was written long before Energy Shield crafting were implemented so I totally forgot I wanted to use it there. :) Anyway, fixed the description for the next update.

1217
General / Re: Pickpocketing Patrollers
« on: July 09, 2014, 03:02:27 pm »
Maybe with Ninja Looter feat?

1218
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 02:57:25 pm »
1. Fixed
2. No it wasn't intended. I might implement this when I get around to improving the UI next time.
3. Done.
4. I might rework it to get displayed like Combo at some point.
5. Intended.
6. They've been tweaked to make more sense.
7. Fixed.
8. General merchant sells some weapons and there's also a hidden merchant.
9. Dunno, someone mentioned it can be sold as food.
10. No plans at the moment. Might happen at some point.
11. Fixed.
12. Quanitity from quality thing was briefly discussed here: http://underrail.com/forums/index.php?topic=946.msg5275#msg5275. What I did do though is increase the amount of bear traps and caltrops that are created when not using poison to 10 and also reduced the cost of metal plates.
13. 14. I might implement this when I get around to improving the UI next time.
15. Eh, I probably had a good reason for leaving it at 21 :P
16. As epeli suggested, it reduces cost where it can be applied (such as weapons) or it increases capacity where former is not possible (energy shields).
17. Tranquility has been reworked and now reduces AP so it won't be affecting Force Emission which is an on-hit effect.

1219
Bugs / Re: Alarms of the Ironfists
« on: July 09, 2014, 10:40:42 am »
Can you take a screenshot of the switch(es) that don't work?

1220
Bugs / Re: Same Armour Materail bonuses don't stack?
« on: July 09, 2014, 10:36:56 am »
There was a bug with certain item effects not stacking. Fixed for the next update.

1221
Suggestions / Re: More options for the Intelligent Combatant?
« on: July 09, 2014, 07:13:12 am »
Not a bad idea to make some drug enhancing feats, though I think I'd have to make it a bit more powerful than that.

1222
Bugs / Re: Target Practice... FOR FISTS!
« on: July 08, 2014, 07:19:13 am »
Yeah, it's intended for you to be able to do this.

1223
Bugs / Re: Evasive Maneuvers - Inconsistent Description
« on: July 08, 2014, 07:18:05 am »
Fixed, supposed to be thrice.

1224
Suggestions / Re: Some small blueprint changes
« on: July 08, 2014, 07:08:08 am »

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.


- What reduction?


Most likely it's something i posted quite some time ago in this thread: http://underrail.com/forums/index.php?topic=875.0 (case 11).

Quote
edit: While I'm at it, more blueprint stuff. You know the blueprints that use variable quality (and type) metal plates to make static metal items in bulk (caltrops, bear traps)? Why not base the number of items produced on metal plate quality?

Case 12 in thread posted above.

Was my post invisible or what? :D

Don't worry, I read all feedback. I have a clip note to go through your feedback hanging on the board actually ;)

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.

- What reduction?
I meant the crafting cost. All mines used to require 2x crafting components compared to grenades, now only EMP mines do. I thought you just forgot to change the EMP mine blueprint.

Ah, ok, changed it now.

1225
Suggestions / Re: Foundry Ambiance Sound
« on: July 08, 2014, 06:57:05 am »
More music/drones will be added at some point.

1226
General / Re: "Tunnelers"
« on: July 08, 2014, 06:55:46 am »
I can't help but notice that the machine would just turn around, what with the upper threads moving the wrong direction.  :-X

LOL. I never noticed, even though I made that animation from game files! Maybe there's something terribly wrong with their gearbox.  (Or more likely I screwed up :P)

The thing is not animated on my screen? What y'all talking about?

Btw, at one point the animation was wrong as described, but I think it's fine now. At least for the models used in the game.

1227
Bugs / Re: Wyatt Pear's Dumb Dogs
« on: July 07, 2014, 09:30:16 am »
I don't find this strange at all, if anything it makes the game more beliveable.

Isn't it the old guy at the depot that is setting mines to kill off the mutants? If so then it makes perfect sense that ocasionally they get blown off in them.

Generally I'd agree with this, but let's assume that his dogs are trained to avoid the mines. Hopefully it's fixed now.

All other dogs remain unchanged and will die to mines like the dogs they are.

1228
Suggestions / Re: Some small blueprint changes
« on: July 07, 2014, 09:26:32 am »
EMP grenade/mine blueprints can also use the more expensive and rare plasma batteries for no benefit over the cheap fusion cells. Why not add EMP grenade/mine Mk IIs?

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.


edit: While I'm at it, more blueprint stuff. You know the blueprints that use variable quality (and type) metal plates to make static metal items in bulk (caltrops, bear traps)? Why not base the number of items produced on metal plate quality?

- We'll probably add higher mark EMP stuff eventually that will require higher level batteries.

- What reduction?

- I thought about this but decided against. Don't think I want quality to infuence the production quanitity (except with recycling). Don't have any parituclar reason, just prefer it this way. I might change my mind.

Maybe make a Plasma Grenade that deals Heat damage to the EMP? :D
But yes, everything seconded.  ;) (Is that even a word?)

Plasma grenades are in the plans ;)

1229
General / Re: Name bar colors?
« on: July 07, 2014, 09:13:36 am »
The only things that effectively matter right now are:

red - hostile
blue - ally (will defend you)
everything else - neutral

Technically, though it's like this:

red - hostile
orange - unfriendly
grey - neutral
green - friendly
blue - ally

No yellows.

1230
General / Re: "Damaged Armor"
« on: July 07, 2014, 09:10:07 am »
All bonuses the armor provides. They go down linearly with durability, eg. armor with 43% durability left would only provide 43% of its full bonuses. Penalties apply even when the durability is zero.

I haven't paid much attention to the nuances of the durability system after it was introduced so I might be wrong here.

Not exactly. The penalties only start to apply when the durability goes into yellow. So 43% durability would still provide you with 100%. You don't have to keep it at 100% all the time.

Once the item enters red it also loses all its beneficial secondary modifiers (e.g. stealth bonus on some armors).

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