Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: 1 ... 88 89 [90] 91 92 ... 139
1336
General / Re: Will this be on gog.com?
« on: January 27, 2014, 07:41:37 am »
Probably, when it's complete.

1337
Suggestions / Re: World Map - An Idea
« on: January 27, 2014, 07:39:39 am »
That's a nifty looking map. Definitively something I'll consider if I decide to implement a world map.

1338
Suggestions / Re: font choice/selection
« on: January 27, 2014, 07:37:59 am »
I plan to rework the fonts at some point in the future, particularly the large font since atm it's just a scaled up version of the low-res one.

1339
Suggestions / Re: Different weight of ammo?
« on: January 27, 2014, 07:34:39 am »
I guess ammo weight could vary depending on caliber.

Don't worry, there won't be any changes to the crossbows. ;)

1340
Bugs / Re: Empty dialogue
« on: January 24, 2014, 08:24:57 am »
Found it. Fixed.

1341
General / Re: XP scaling on classic mode
« on: January 24, 2014, 12:19:33 am »
So if I don't level up my char I can get the better XP? Or did you put in a little something in the code to prevent this kind of XP boosting?

Yep, it doesn't matter if you hit level up or not, for the purpose of obtaining XP it calculates your potential level based on XP you got.

1342
General / Re: XP scaling on classic mode
« on: January 23, 2014, 09:10:15 pm »
The are not diminishing return on kills. The amount of XP you get per kill is only dependent on the yours and target's level.

1343
Development Log / Re: Dev Log #27: Version 0.1.10.0 released
« on: January 23, 2014, 03:27:43 pm »
I found another one, but i don't know what to create with it.any sugestions?

High level grenades.

1344
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 23, 2014, 07:22:33 am »
Yeah, merchants need some more tweaking. I will be going though the categories to make sure all are included somewhere (not necessarily all the time) and I'll probably increase the number of item types that all merchants buy per reset by one, to reduce the random factor.

Pack rat feat is a good idea. Mercantile feats also sound like something that might be cool.

1345
General / Re: Abram
« on: January 22, 2014, 09:57:32 pm »
Telling him that there are no dogs and that you can go back in is the critical part.

However, if you already completed the cybernetic spawn thing and you're waiting for the Maura quest - if I recall correctly about an hour or so needs to pass and there are only certain NPCs that will give you the message to meet with Abram. I know there's one at the entrance to Junkyard.

1346
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 04:30:38 pm »
@LazyMonk That's how it works already. What Elhazzared is complaining about, I imagine, is that it has combat penalties as well.

@Elhazzared
Actually, as far as I can tell most people are ok with the new system and are happily playing the game, so don't assume you speak for everyone or most of them. There are complaints here and there and there always will be. I cannot please everyone, nor do I want to.

1347
Bugs / Re: Trader item types
« on: January 22, 2014, 07:42:06 am »
Traders buy mine/grenade cases as medicine components. (only tested it with items from old saves though)

Fixed.

Btw, components with quality are still considered static items as the quality is a property of an instance and not the definition. In contrast to generated weapons and armor which have a dynamic definition. Basically if there's a file for it in Items folder, it's static.

1348
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 22, 2014, 07:36:51 am »
Crafting should always be keeping you ahead of the curve since you are investing your points into it.

This isn't my intention with crafting.

In most of my playthroughs I have similar experience as LazyMonk. If I take crafting I usually end up crafting gear myself because it's cheaper or I cannot find what I need specifically. Also because the level of merchant gear is in certain range (say, 6-10) and not fix, it's only sometimes that you get higher level gear there than you can craft at that moment.

If I end up not using what I craft it's usually because I manage to kill a high level NPC for their stuff.

We could go around the topic of how you don't like weight limit all day, but it's rather pointless as your reasons for not liking it seem to be mostly irrational and not having anything to do with game economy. But tell me, I'm curious, which RPGs -can- you play? Almost all of them employ some manner of inventory limitation and even if they have fast travel it's usually not convenient enough to quickly haul stuff.

1349
Suggestions / Re: Shroomhead alternative?
« on: January 21, 2014, 04:06:18 pm »
I never said I went low Will with my character, it was 10. I had enough psi boosters since I returned from retaking the outposts, never ran out. Which was also possible in the old economy.

Quote
Please assume a full psi user needs all the 3 psi abillities, it needs 10 will to star

Quote
I'm fairly confident that the new system will not allow you to do this and eliminate the psi user based form of combat early on making full psi users not being worth much...

Neither of these are true. Elhazzared, you should actually test something before making these claims of what works and what doesn't.

Anyway, didn't we have this argument about PSI users being unviable before and then Volgair did an actual breakdown of different builds: http://underrail.com/forums/index.php?topic=694.0

1350
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 21, 2014, 03:51:08 pm »
I think you are missing te point. Let's say I've just reached the junkyard after getting the quest to go there. I get there, find the components to make a gun... They are all much higher skill than I can use. Now let's say I have all teh components and they are exactly of the skill level that I have in crafting. Whatever I craft the merchant will have much better version. In fact so much better there isn't even a base for comparison... That is were we are getting here. If we grab on components of the exact level we can craft nd then go to the merchant, the merchant just sells better weapons or armor altogether. Even if you add something rare that gives it some sort of bonus. The weapon base damage or the armor base defense is still going to be much lesser than what you can buy relativelly to what you can craft even if the components you have are exactly on the same skill level as you are.

Merchants have a certain level range for items they sell. In case of Junkyard merchants it's typically 6-10 for most categories. Depending when you arrive in Junkyard you might not be able to craft gear as high level as that immediately (or you might, depending on intelligence stat). But by the time you're done with quests there and the Old Junkyard you will be able to AND you're probably going to pick up some higher level components from there (final areas of Old Junkyard give items of up to level 12) to craft something even better.

Pages: 1 ... 88 89 [90] 91 92 ... 139