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Messages - Styg

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1321
Development Log / Re: Dev Log #28: Energy Shields
« on: February 03, 2014, 08:08:46 am »
Hmm, the next version is definitely going to be in favor of agile, low-con melee characters with the evasion fix, energy shields and some of the feat changes.

Two questions: Is dodge/evasion chance still capped at 65% and did you remember to implement trap dodging? ;)

Haven't implemented it yet. :P

Yes, dodge/evasion can reduce chance to hit by up to 60% (that's if your evasion/dodge rating is twice the attackers effective attack skill).

1322
Development Log / Re: Dev Log #28: Energy Shields
« on: February 03, 2014, 12:58:30 am »
"Lightning Punches - now works with fist weapons as well"
I am a fan of this change. But i am just curious what made it change your mind over this?
The stuff about lightning punches is intended. I still want to give little something to completely unarmed builds. :)

Because fist weapons need all the help they can get and I feel I can't really make a fully unarmed character a thing without going into stuff that doesn't really fit into the context of the game. If I do decide to implement more stuff for unarmed, it will probably be through Psychokinesis and stuff like Force Emission.

I'm curious to see what EMP grenades will do to shields though...

Like with other powered items, they will drain all the energy from the emitter and deal 50% of it as electrical damage.

1323
Development Log / Dev Log #28: Energy Shields
« on: February 02, 2014, 11:27:55 pm »
This has been long overdue but I finally got around to implementing energy shields. The main purpose of energy shields is to provide the player with kind of a health buffer, particularly against ranged opponents, so they can get into the fight and survive long enough to establish the control over the battlefield.



So the way the shields work is they block a certain amount of damage from each direct attack based on impact speed (very slow to very fast) rather than on damage type (mechanical, heat, etc). The amount of damage a shield can absorb in total is equal to its max energy times conversion rate. Shields also dissipate over time, so you won't want to keep them running unless they are needed to block damage. They cannot be recharged in combat.

The amount of damage blocked for each impact speed depends on the modulators used to craft/generate the shield emitter, but overall shield emitters are much more effective against higher impact speeds, so melee characters and, to a lesser extent crossbow users, will have an edge when fighting shielded enemies. Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely) so we can balance out their usefulness against the hard hitting sledgehammers - knives ignore 60% of energy shielding, fist weapons 80% and unarmed attacks 100%.

Concerning what attack has which impact speed - it's displayed for the weapons, but most other stuff (psi, grenades, etc) don't list it. I'm not sure how I'm going to handle this, because I don't want to clutter the descriptions so maybe a better solution would be to list it somewhere else or have an NPC educate the player about it. We'll see, I haven't made up my mind yet. But until the, here's how it works basically:
  • Very low impact speed - Melee attacks
  • Low impact speed - "slow" projectile attacks, that is projectiles considerably slower than bullets, such as crossbow bolts and cryokinesis
  • Medium impact speed - bullets, shrapnel (from frag grenades)
  • Fast impact speed - super fast projectiles, such as those fired from sniper rifles
  • Very fast impact speed - lasers, plasma, electrical attacks

We still haven't done much balance testing regarding how effective shields are right now. I did some number crunching, but until we put it to test in a real playthrough and also have you the players have a go at it, it's hard to balance it out properly.

Also, characters skilled in electronics will be able to craft shield emitters and, with enough skill, they will be able to attach secondary modulators (which run at 50% efficiency) giving them a bit of an edge against character who have to purchase or find their own since those very rarely have the said secondary modulator.

* * * * *

In other news, here's the other stuff I've been working on:
  • Tweaks
    • Increased the block chance of riot gear shields to 30% (up from 20%)
    • Firearm ammo weight now varies depending on caliber
    • Indirect damage no longer removes incapacitation (e.g. poison)
    • Electroshock primary target damage, pneumatic hit damage and force emission hit damage no longer remove incapacitation in order to better synergies with Cheap Shot feat
    • Minimal hit chance for melee and ranged attacks is now 10% (down from 20%)
    • Increased the amount of item categories most merchants will buy per reset, included the missing categories and also changed certain categories to always be included for specialized merchants (not in the unlimited amount though)
    • Added more psi boosters to early areas to ease up the early game for psi characters who need those rather than bullets
    • Telekinetic Punch, tazing and pneumatic strike are now resisted through fortitude, instead of resolve
    • Melee skill now scales up with either Strength or Dexterity, whichever is higher
    • Boot springs now reduce stealth (will add stealth speedy boots later)
    • Aluminized cloth heat resistance increased and crafting requirements changed to 1 per quality (down from 1.5)
  • Bugs
    • Doppelgangers should now properly ignore target's resistances with their attacks
    • Fixed a very serious bug that caused ranged attacks to mostly ignore evasion rating of the target. Evasion should have much the same effect in avoiding ranged attack as dodge has for melee attacks. This will definitively affect the game's balance, both by increasing the difficulty of high evasion enemies and by buffing agility based player characters, so I'll be keeping an eye on it.
  • Items
    • Advanced Health Hypo added
    • Balaclava added (+10% cold resist, +5 intimidate, +stealth when crafted out of black cloth or +hear resist when crafted out of aluminized cloth)

Also, I re-balanced bunch of feats, mostly buffing those who were in need of a buff and maybe nerfing one or two overpowered ones. I tried to hit all the feats that needed love, but there are still a couple I'm not sure how to fix or just don't have the mechanics in place to do so yet. Anyway, here's the list of changes:
  • Dirty Kick - now works regardless of the current weapon, the damage is equal to 200% of unarmed damage
  • Premeditation - now also reduces AP cost of the next psi ability buy 100%
  • Psychosis - psi cost increment changed to 20% (up from 10%)
  • Tranquility - reworked: now reduces AP cost of all psi abilities by 10 while the invoker is at full health
  • Cerebral Trauma - reworked: now increases Neural Overload damage by 25% (up from 20%) and burns 15% of the target's max psi points when Neural Overload lands
  • Force User - now increases Telekinetic Punch damage by 100% (up from 20%) and Force Field duration by 2 turns (up from 1)
  • Lightning Punches - now works with fist weapons as well
  • Pyromaniac - doubled the chance it will trigger across the board and the exact chance is now shown for each individual psi ability; also the bonus damage has been increased to 100% (up from 80%)
  • Crippling Strike - damage increased to 150% (up from 125%) and it no longer costs additional action points, but has 1 turn cooldown
  • Grenadier - now reduces standard grenade cooldown by 2 turns (up from 1) and special grenade cooldown by 3 turns (up from 2)
  • Hypothermia - now reduces constitution by 1 (down from 2) and stacks up to 5 times (up from 3)
  • Thermodinamicity - instead of psi cost, now reduces action point cost by 50%
  • Evasive Maneuvers - now grants evasion equal to three times your movement points (up from x2)
  • Uncanny Dodge - now allows you to dodge next three melee attacks instead of just one, but cooldown is increased to 3 turns (up from 2)

* * * * *

As far the content is concerned, we're working on new areas, quests and creatures. One of the goals is to add more side quests to SGS (and surrounding areas) and Rail Crossing which we feel are most in need of those. We'll also be adding a major new station with the next update, but more on that in some future dev log (won't be Core City just yet, though). ;)

1324
General / Re: Ambush Feat
« on: February 02, 2014, 12:20:13 pm »
It only works with a ranged weapon. I fixed the feat description to reflect this.

1325
Suggestions / Re: Heavy machine guns? Miniguns?
« on: January 30, 2014, 11:19:56 am »
No new weapon classes will be added for reasons discussed many times, and besides, machine guns and miniguns only make sense as stationary defenses so if I would add them to the game it would certainly be in form of turrets.

On the other hand, more energy and chemical weapons will be added.

1326
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 30, 2014, 11:15:51 am »
It doesn't means a DLC has to actually be small. Just because some companies make tiny DLCs and squeeze a lot of money for it, it doesn't means that other developers have to follow suit in a bad direction. There have been games in the past ho received major DLC updates that added so much that it was awesome. I know that the DLC's for the pit were for the most part big, only one of them was small cause it mainly had 3 new classes and a few extra stuff to craft. FTL is receiving a major free DLC this year too. I am sure Styg knows what he does there. If he makes a DLC it will be certainly well worth it, if not then there will be an underrail 2 for sure.

QFT. Stuff like horse armor and that sort of crap tend to add bad connotations to the term "DLC", but there are also games that released DLCs that are well worth the price and expand the game quite substantially, much like the classic expansions of the old days but with a more convenient delivery system.

1327
General / Re: An honest question about the RNG
« on: January 30, 2014, 10:19:00 am »
As epeli said, the chance to hit displayed is final after taking into account all factors save for the special ones like the uncanny dodge. The same code is used to calculate the displayed chances and the actual attack so I really doubt there's a mismatch there. Someone brought up the same thing a long while back and I remember testing it where the shown chance is really the one checked against the RNG and it was.

The shooting range is indeed the easiest way to put this into test so let me know if you decided to give that a try.

Btw, there's currently a bug with evasion not applying correctly, but that's reflected in the displayed chance to hit as well.

1328
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 29, 2014, 07:37:01 pm »
yeah I know what you mean, it would be nice if the speed run of this game was 100.000 hours long, but alas such is not possible. Still when this one is fully released I'm sure there will be room for either DLC which allows many more hours of gameplay though it will of course require time or simply an underrail 2.

Indeed. The adventure will not be over with the full release, don't worry. ;)

1329
Bugs / Re: Misplaced wall / pillar?
« on: January 29, 2014, 05:03:34 pm »
I don't know if it is a bug, but it looks like this 'pillar' is somewhat clipping into wall behind it (like it should be connected to this wall, but it isn't). It's located in the eastern side of the caves with outposts you need to activate.

Fixed.

Something similar - I think you're supposed to see through these small crevices?



At least in this case, it would've provided a nice sneak peek into the cavern beyond (there were destructible rocks blocking the way)

edit - This is from map lux-a12. There are a couple of similar crevices, but this is the most obvious one.

It's actually closed off, but because the sight mechanics do not differentiate between the wall sides and corners, you cannot see them connect. We're going to avoid connecting walls in this way in the future because it doesn't look good when there's shroud (unlike when it's in the editor ;) ).

1330
Bugs / Re: Merchant Credit Bug
« on: January 29, 2014, 02:14:06 pm »
It's been fixed.

1331
Suggestions / Re: Recycling/repairing
« on: January 29, 2014, 07:41:00 am »
Welcome Kadze.

While your suggested repair system does make sense and seems sound mechanically, I'm pretty content with what we have now and probably will not be spending any more development time on it.

What I might do, as you and others suggested before, is add a new blueprint ("salvage"?) that can disassemble an item to retrieve one of its components.

1332
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 29, 2014, 07:29:18 am »
in the future update will the max level be raised?thank you

At some point it will be raised. Probably to level 30.

1333
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 28, 2014, 07:46:39 am »
Thanks for the feedback, man. I agree with most of it.

- HP and, imo even more importantly damage, of the NPCs might need some tweaking and higher levels. I'm going to look into this after the energy shields are introduced since they will add a new dimension to combat and should boost player effective health pool considerably.

- If you have suggestions please post them on the suggestion forums. I read them all of them and I do sometimes borrow from them if I like the idea :)

- I think the crafting system is fine regarding requirements. Player will sometimes get components that are ahead of their skill, but I think that's also good motivation to keep playing. For most crafting skills, it's usually required that you max it out if you want to craft from stuff that you find, and I think that's fine. If I do some re-balancing here, it will probably be when the game nears completion.

- I intend to easy up the restrictions on merchants slightly with the next update and also to look into which item categories are currently not requested at all.

- I don't know about local map. I don't think there would be much value in it since you can just scroll around and see most of it easily anyway (especially on today's monitors). If I do end up implementing it, it will probably have more purpose than just looking at the terrain layout

- Loot is not completely random, it's separated by category (electrical components, firearms, meds, etc). We'll probably go through the maps once to make sure all the locked containers do. :) It wasn't my intention to troll anyone, it's just that when I was reducing the amount of loot in GMS and Depot A (it was insane before) I didn't pay attention to which containers are locked.

1334
Bugs / Re: Cheap shots?
« on: January 27, 2014, 03:05:39 pm »
Poison and bleeding damage should not remove incapacitation, I've fixed that now for the next version.
Could you also make that acid does not remove incapacitation either? It's pretty useless to incapacitate mutant acid dogs, as they wake up on next turn or upon getting shot they can wake other around by spraying acid (not to mention that they actually resist all of this damage, yet it removes the stun).

Yeah, I've fixed that as well.

1335
Bugs / Re: Cheap shots?
« on: January 27, 2014, 10:47:08 am »
Poison and bleeding damage should not remove incapacitation, I've fixed that now for the next version.

On hit effects are a bit harder to control, since cheap shot is an instant effect, while weapon on hit effects are asynchronous. :/ Anyway, I've changed electroshock, pneumatic strike and force emission on hit effects to not remove incapacitation from their primary target so this should solve this particular problem.

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