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Messages - Styg

Pages: 1 ... 92 93 [94] 95 96 ... 139
1396
Bugs / Re: Bug or working as intended?
« on: November 23, 2013, 12:11:51 pm »
It's intended so as to prevent people from abusing area transitioning into first strike mechanic.

On the other hand, if you invest in stealth, you should be able to remain hidden long enough for this cooldown to pass since detection is not instant.

1397
Bugs / Re: Stuck in overly high resolution settings
« on: November 21, 2013, 10:29:26 am »
Hmm, if it was any resolution higher than 1024x768 it would be easy to add it, but a number of interface elements (such as character sheet) are designed to fit into 768 pixels of height. :/

1398
General / Re: Been rather quiet....
« on: November 19, 2013, 09:42:33 pm »
Nothing to worry about. I've been busy with moving into the new office, recruiting employees, buying equipment and software etc. Basically expanding business. We're settling into our chairs now and the development pace should pick up soon.

Just be patient. ;)

1399
General / Re: Underrail wiki?
« on: November 13, 2013, 11:39:47 pm »
Had to disable anonymous edits, I'm afraid due to vandalism.

1400
Site Feedback & Suggestions / Re: Been getting a lot of 500 errors lately.
« on: November 13, 2013, 10:32:56 pm »
Ok, should be fixed now, at least temporarily.

I think we're having trouble with bots again as I was too busy with other stuff to keep a close eye on the website these last few days.

1401
Site Feedback & Suggestions / Re: Been getting a lot of 500 errors lately.
« on: November 13, 2013, 10:06:36 pm »
I'm looking into this.

1402
Bugs / Re: Sneaking bug
« on: November 12, 2013, 06:40:09 pm »
Yeah, NPC detection state doesn't change while you're outside the area. This is something I might change in the future, though I'd have to consider all the implications of doing that first.

1403
Bugs / Re: Missing Area Junkyard
« on: November 12, 2013, 06:37:07 pm »
No, I sometimes omit walls in the cases so the room would have better visibility. As long as you can't actually step into the void, it's intended.

1404
Bugs / Re: (fixed) Minor load/save menu bug
« on: November 04, 2013, 02:55:23 pm »
Fixed in the next version.

1405
Bugs / Re: Bug --- Dialog + Combat at the same time
« on: November 04, 2013, 02:54:54 pm »
Heya,

Glad to hear you're enjoying the game. :)

Thanks for the report. I'll try to reproduce this, but that might be difficult. You probably hit a very specific timing for this to happen. But even if I don't manage to pull it off I'll see about adding some more defensive code to prevent this sort of deadlock happening.

1406
Suggestions / Re: Sorry (negative post)
« on: November 03, 2013, 09:52:28 pm »
Hi,

I'm aware that the early game can be a bit rough (especially that bandit encounter you mentioned) and players sometimes get starved for resources and this is something that I plan to remedy.

I think most builds are currently viable, but getting them going can be tricky at times and also some damage mitigation mechanics are not implemented yet (energy shields) which makes it hard to sustain enemy burst damage in certain fights (e.g. melee vs multiple ranged opponents).

In my opinion, the main problem with the early game though is not that it's so hard (experienced players can blast through it no problem), but that you need certain know-how on how to approach different encounters and because the game is so unforgiving you often have to learn this the hard way (die and reload). I'm planning to slowly tweak this in the future updates so that the player will have more room for error at the start and be able to learn the game without dying too often.

I'm not big on tutorials as I don't believe players should be hand-held too much and while I might improve this aspect a bit, I really think it's more fun and ultimately more rewarding to find these things out yourself (with some narrative hints, e.g. Old Jonas dialog). But this ties into what I said above - players need to have more room for error, especially at the start, to learn the game without being frustrated by frequent deaths.

Also, I do plan to add an easier difficulty setting by the release time for those who prefer a bit more casual approach to combat (nothing wrong with that).

1407
General / Re: Will the game ever be available for Mac/Linux?
« on: October 30, 2013, 10:07:28 am »
Hmm. No idea why I said ogg earlier, but I meant wma. :-X

The music files are WMA 9.2.

They will be .ogg in the next version though.

1408
Suggestions / Re: Map eta?
« on: October 28, 2013, 10:26:38 am »
Oh darn I must have misread.... love the game so am sure you have your reasons for not wanting to add a map, if not a map then what about a compass? :)

Compass will be available in the next version. No more pondering which way north is. :)

1409

It's additive, though there's only one feat that affects weapon AP cost currently and that's Gunslinger which has a flat modifier. The flat modifier is applied at the end.
Lightning Punches
Just sayin 8)

Right, forgot about that one.

I might have a go at extreme gunslinging when I get home... 11 dex + gunslinger should take plasma pistol down to 25 AP, 9mm hammerers and acid blob guns to 16, I forget, but I think 7.62mm hammerers should drop down to 11-12 (4 shots per turn). Also need less points into lockpick/traps as I usually do, saving enough skill points to invest in an additional skill at slightly reduced capacity(giving me 5 picks apart from the must haves to work with).

3 str, 5 con, 3 agi, 11 dex, 8 per(+2 just in time for sharpshooter at lvl 8), 5 will, 5 int, or something like that, for starter stats. Pick up psychokinesis because extra stuns synergise so well with pistols(opportunist, execute, kneecap shot). Some throwing wouldn't go amiss either, being a dex skill and all...

Keep in mind these changes won't go live until next content patch.

1410
Suggestions / Re: Map eta?
« on: October 25, 2013, 11:09:19 am »
I know there was mention of a in game map, I cannot find the thread and can't recall if there was a estimate on when it might be added?

There's no ETA right now. I still haven't decided how I want to implement a world map or if I want to implement it at all.

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