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Messages - Styg

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1366
Suggestions / Re: UI improvment
« on: April 28, 2014, 07:38:59 pm »
c+d) I'll add more shortcuts in the future, when I get to do some UI tweaking and polishing

1367
General / Re: South Railroad Outpost? <minor spoilers>
« on: April 28, 2014, 12:13:52 pm »
Am I missing something or is this not in the game yet? I visited the Ambassador in Junkyard and he allowed me access to the elevators, yet when I click on the elevator I get the message "No Power".  ::)

Was this after you finished the drill quest or before? The elevator should not be functional before, but ambassador should tell you that.

1368
Bugs / Re: Missing model dirty kick
« on: April 23, 2014, 11:29:12 am »
Sprites that include shield don't have kick animation, unfortunately. I'll fix it to play the punch animation instead. It's better than nothing. :)

1369
General / Re: Any update on character portraits?
« on: April 22, 2014, 07:06:51 am »
We're not ready to add the portraits just yet, unfortunately, as we're exploring couple of different options regarding this.

1370
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 18, 2014, 10:41:09 am »
Hey Styg,

I was in Foundry perusing Bobby's shop, and I noticed that he sold bolts of Alu/Black cloth with no quality rating (they were compiled in bundles of 5.) What is the function of these bolts of cloth? Do we need a schematic to combine them to make the usual variant?

Edit: Ah, they are 1 quality each. Heavy :X

Probably forgot to add the quality randomizer for it. Will take a look.

Isn't there someone we could bribe to get that special personal download link?  ;D
Yeah, it's really annyoing. Easter weekend here is a long weekend (4 days) and I was really excited when I read that the update is out - only to find out that I am just a second class customer because I used the "wrong" shop.

You guys could always just redeem your Steam keys, unless you have something against using that platform, which is understandable I guess. The idea is not to promote one platform or the other, it's just that it's not practical to deploy hotfixes on other platforms and that's why I want to stabilize the version on Steam first (which does a good job of this).

1371
General / Re: My thoughts on 0.1.11.0 so far
« on: April 18, 2014, 10:33:54 am »
Elhazzared, you made your opinion on the trading and carry capacity well known through multiple threads already. There's no need to flood every thread that mentions it with the wall of text that offers nothing new.

1372
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 17, 2014, 05:48:11 am »
When leveling up, no longer you recover all your health and/or psi.

It never did.

I remember 2 versions back it used to though perhaps it was a bug back then? I clearly remember it saving my life on the GMS burrower hive as I was severely poisoned but it was almost finished running the course, I killed an enemy, got all my life back and survived thanks to that... Can't say I regained my full psi too at the time, can't remember it anymore but I have the impression I used too as well... Anyway if it's intentional not to recover life and psi with a level up then disreguard it.

No, it really never did. When you level up you carry over the your current health percentage which effectively results in increasing your current flat health after you level up (because you have more max health), but it certainly didn't refill your health/psi.

1373
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 06:35:59 pm »
When leveling up, no longer you recover all your health and/or psi.

It never did.

1374
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 16, 2014, 06:35:01 pm »
We will initially be releasing the new update only on Steam
So how long do the others (like me) have to wait?

I'll probably wait until Tuesday/Wednesday and then send the latest version to the other distributors, though it might take them some time after that to upload it.

1375
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.

1376
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.

1377
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.

1378
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.

1379
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.

1380
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. :)

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