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Messages - Styg

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1411
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.

1412
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. ;)

1413
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 ;) ).

1414
Bugs / Re: Merchant Credit Bug
« on: January 29, 2014, 02:14:06 pm »
It's been fixed.

1415
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.

1416
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.

1417
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.

1418
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.

1419
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.

1420
General / Re: Will this be on gog.com?
« on: January 27, 2014, 07:41:37 am »
Probably, when it's complete.

1421
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.

1422
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.

1423
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. ;)

1424
Bugs / Re: Empty dialogue
« on: January 24, 2014, 08:24:57 am »
Found it. Fixed.

1425
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.

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