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Messages - Styg

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1291
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 06:32:36 pm »
Thanks for the update, the new stuff looks very promising ;)
I may have found a little bug with the economy system: sometimes in trade window it says, for example: "I'm currently looking to buy 2 leather armors and 2 <missing>." I guess that's one of the new categories in this update (couldn't figure out which one that exactly is, though).

It's balaclava I think. Fixed it.

1292
Development Log / Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 07:04:57 am »
The new version is here. It took a bit longer to release than planned, but I think you guys will be pleased with the amount of content added. The game now features two more urban areas (one major and one minor) and lot more Lower Underrail and cave areas. We also reworked some of the starting quests to make the early difficulty curve smoother. For the full list of changes see the text below as well as two previous dev logs.



We will initially be releasing the new update only on Steam until the version stabilizes (we fix any glaring issues you guys find that we missed) after which we'll deploy it to other platforms as well. I'm sorry for the inconvenience this might cause to some, but it's just way too much overhead to deploy hotfixes on multiple platforms.
Aside from new areas and quests, we also added the following since the last dev log:
  • Items
    • Added new metal type for crafting
    • Added taser blueprint so electronics experts can protect themselves from hooligans and stalkers
  • Tweaks
    • Throwing nets made more useful now (no longer completely ineffective against opponents with decent or higher strength).
    • Carrier vests made more common as loot/merchandise.
    • Reduced the damage scaling of bilocation, neural overload, cryokinesis and electrokinesis. These abilities should be roughly the same power early game as they were before, but the idea is to prevent them from scaling out of control mid-late game. Also keep in mind that with all the buffs to psi-related feats they might end up even stronger than the last patch so further balancing might be required.
    • Completely most quests in oddity mode now grants some (usually small: 1-3) amount of XP. This should make completing quests feel more rewarding (especially those quests that don't involve exploration) without significantly affecting the XP balance in this mode.
  • Interface
    • Improved item management mechanics by adding sort button to containers and "transfer all" button to player inventory that can be used to transfer all the items to the currently opened container.
  • Bugs
    • Fixed the bug with certain secret monoliths not recognizing character's psi empathy
    • Increased the bear trap triggering radius so characters cannot pass in between two adjacent traps

We put a lot of effort in improving the narrative, quest hub area quality and game world cohesion, which I believe were up to this point the weaker aspects of the game. I hope you guys enjoy the update. Let us know what you think.

1293
General / Re: Regenerating health?
« on: April 10, 2014, 08:41:20 am »
Minor wounds will regenerate. Once your health drops below 85% it won't regenerate anymore.

1294
Bugs / Re: Report spelling/grammar errors
« on: April 08, 2014, 11:01:02 am »
Fixed all of the above. Keep in mind that some of the text will not be updated in the ongoing games (generated items, local items such as keys, etc).

Oh, and there's a weird bug in the ladder encounter in GMS (raiders and the old man). In that particular dialog it is impossible to choose any answer with keyboard shortcuts - you can only use mouse to do so.

This seems to occur sometimes regardless of the dialog in question. I'll look into it at some point.

Keep it coming. Only YOU can prevent the butchering of the English language.

1295
Suggestions / Re: Branding
« on: April 07, 2014, 01:26:05 pm »
While I'm not that keen on branding/brand-loyalty as concepts for survivalist post-apocalyptic world, I do agree that there needs to be more referencing and recognition (economical and otherwise) between various factions, characters and locales so as to portray a more realistic and cohesive game world. I think you guys will be pleased with the progress made on this in the upcoming patch.

1296
Suggestions / Re: mind hacking, mind infultration, downloading
« on: April 07, 2014, 01:19:56 pm »
Mind-to-machine type of interaction is something that might be explored in the future.

Telekinetic lockpicking doesn't sound too interesting (or overly useful) to me. I considered implementing telekinetic pickpocketing in the past but decided it wasn't worth the trouble and that there are more interesting things to program.

I like the idea of some security consoles having blueprints that can be downloaded. I actually think that mechanics for this are already implemented and it's just the case that I haven't been using them anywhere. :)

1297
Development Log / Re: Dev Log #29: Foundry
« on: April 04, 2014, 02:18:17 pm »
Hello! When will be update?  :P
Thanks!

Soonish. ;)

1298
Development Log / Re: Dev Log #29: Foundry
« on: March 17, 2014, 07:20:55 am »
Russian community keeps track of all changes.  ;D
Where i can find russian community?

Dev logs are usually reported on core-rpg.ru.

1299
Development Log / Re: Dev Log #29: Foundry
« on: March 14, 2014, 08:35:35 am »
Russian community keeps track of all changes.  ;D

I've noticed. :)

1300
Umlauts and apostrophes are usually the culprits. Btw, the PM you've sent me got cut off as well. Could you resend it while taking care not to use non-ascii punctuation.

Unless you've sent it to report this issue, now that would be ironic. :)

1301
Development Log / Re: Dev Log #29: Foundry
« on: March 04, 2014, 07:29:02 pm »
Well, with the right perks and stats you can probably fire them ten times a round ;)

Indeed. I thought they're pretty good as it is. :/ Haven't tried to actually play with them specifically though.

1302
Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 08:07:18 pm »
Very cool changes. Too bad i wont be able to play underrail for quite a long time. I do no think that the computer i have now can handle the specs.

I remember someone posting that they managed to get it to run on low res on a very weak laptop, but I can't find the thread right now.

Anyway, if you're not sure if you can run it, you can try downloading the free demo from Desura (http://www.desura.com/games/underrail) and see how it goes.

1303
Development Log / Dev Log #29: Foundry
« on: March 03, 2014, 10:07:54 am »
Hey guys. We're still working on the new update and it will be a while longer because some of the new areas require quite a bit of graphical work. Here's a little sneak peek at the new major urban area - the Foundry:







In addition to that we're also adding a new minor quest hub in the cave areas south of SGS and couple more quests in SGS and Rail Crossing. Also, we reworked the order in which you receive the early game quests to avoid sending people to GMS too early and added some early game oddities.

* * * * *

In other news:

  • Tweaks
    • Reduced electronic crafting requirements for galvanic vests
    • Increased drops rates for all types of carrier vests
    • Boots now require a pair of rubber soles to craft
  • Bugs
    • Fixed the bug that caused the game to crash when attempting to set up the fishing rod on certain spots
    • TNT charges will now go off properly after loading a game in which it's been already set
  • Feats
    • Changes
      • Changed the AP reduction of Tranquility to 5 (down from 10)
    • New
      • Vile Weaponry - Whenever you cause a bleeding wound with a cold weapon, armor enhancement or trap you also apply infected wound which increases the damage taken from all sources by 10% and reduces healing effects by 25%. Stacks 3 times.
      • Expose Weakness - You can preform a special melee attack that deals normal damage and reduces target's mechanical resistance and threshold by 50% if it lands for 2 turns.
      • Steadfast Aim - Increases critical hit chance with a pistol by 1% for each base action point required to fire it above 10.
      • Spec Ops - Reduces action point cost modifier for burst attack from 300% to 200% when using SMGs. Also reduces cooldown of flashbangs by 1 turn.
      • Supressive Fire - Enemies caught in your burst attack cone (regardless of whether they've been shot) have their ranged chance to hit reduced by 10%, action points reduced by 5 and movement points reduced by 10 for 1 turn.
      • Quick Tinkering - Grants you an ability that when activated will allow you to arm your next trap instantly, even in combat in which case it will cost no action points.
      • Fancy Footwork - When you land a melee attack you gain up to 8 movement points, depending on your armor penalty. This can exceed your movement point maximum.
      • Taste for Blood - Whenever you attack a bleeding target with a melee weapon, you increase your melee damage by 5% and reduce action point cost of melee weapons by 0.2 for each bleeding wound the target has. This can stack up to 20 times. Expires after 2 turns if not refreshed.
      • Eviscerate - Grants you a special knife attack that removes all bleeding wounds from the target and deals 100% bonus damage for each bleeding wound removed.
      • Hypertoxicity - Increases damage done by poisons you apply by 100%.
      • Wrestling - When you strike a living target with fist weapon or unarmed attack you have 50% chance to reduce target's movement points by 8, action points by 3 and chance to hit with all ranged weapons by 7%. Stacks 5 times.
      • Combo - If you land three consecutive damage dealing unarmed or fist weapon attacks against a single target in a single turn, the third attack will deal 100% bonus damage and stun the target for 1 turn.
      • Pack Rathound - Increases carry capacity by 50.
      • Last Stand - Grants you an ability that when activated it will temporarily reset your health to your maximum for 2 turns. After the effect expires, your health will be reduced to 1.
      • Salesman - Increases the amount of goods merchants will buy from you by 1% per mercantile skill.
  • Items
    • Tabi Boots - lightweight boots that can be crafted from leather or fabric components
    • Components (these are all crafting only; that is items made of these cannot be found or bought)
      • Siphoner leather
      • Psi Beetle armor plate
      • Burrower armor plate
    • Super secret stuff

1304
Thanks for respones. But I already tried to start Underrail from folder and get same exception. :(

Try closing the steam completely and then running underrail.exe

1305
Suggestions / Re: Retrainer (level reset)
« on: February 20, 2014, 12:05:06 am »
It won't be implemented. It undermines one of the basic principle of the game which is making permanent character development (and other) choices.

As epeli pointed out, you have a plenty of opportunity to remedy minor mistakes as you level up.

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