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Messages - Styg

Pages: 1 [2] 3 4 ... 139
16
Bugs / Re: Freighter towing is messed up
« on: November 02, 2022, 11:38:55 am »
Fixed for the next update.

17
Bugs / Re: Dirty Kick bug
« on: November 02, 2022, 11:19:46 am »
Fixed for the next update.

18
Bugs / Re: Boarding Up Feat Bug
« on: November 02, 2022, 10:55:50 am »
Fixed for the next update.

19
Bugs / Re: [UI] Synergy lists contains only one entry
« on: November 02, 2022, 10:52:55 am »
Fixed for the next update.

20
Bugs / Re: Slowed (Sticky Oil) uses same icon as Slowed (Web)
« on: November 02, 2022, 10:44:32 am »
Fixed for the next update. Keep in mind that all the effects that are already applied will have the old icon.

21
Bugs / Re: Null reference crash on innervating
« on: November 02, 2022, 10:39:46 am »
Can you upload a save for us to take a look?

22
Bugs / Re: Vehicle Repair Kit
« on: November 02, 2022, 10:18:41 am »
Technically it's not a DLC blueprint as vehicles are technically part of the base game, while jet ski specific stuff is in the DLC. This was done so that if we added vehicles outside the DLCs, such as quads, we would have all the base stuff available.

We're not adding quads, btw.

23
Bugs / Re: Armor that increases resistance/threshold against knive attacks
« on: November 02, 2022, 10:15:25 am »
It is what it is.

24
Bugs / Re: Endoscope bug
« on: November 02, 2022, 10:02:07 am »
Fixed for the next update.

25
Bugs / Re: zone transition failed bug
« on: November 02, 2022, 09:41:11 am »
Looks like your save got corrupted.

26
Bugs / Re: Hypercerebrix
« on: November 02, 2022, 09:33:01 am »
If you're talking about character sheet and not combat stats, then modified values are not visible if you're in level-up mode. Which it seems you are.

27
Development Log / Dev Log #5: Character Model Customization
« on: August 03, 2022, 11:34:30 am »
Hi guys,

In this dev log, I'm going to give you a little sneak peek of what character customization will be possible in the new engine. Today, I'll only be showing and discussing male characters, but you can expect analogous customization for females as well.

As I mentioned in the previous dev log, we're now using PBR (physics based rendering) for characters. Might not be that apparent in the screenshot below, as all the characters are naked, but it'll definitely make a lot of difference once we start equipping them with gear made of different materials..



Of course, first and foremost, you'll finally be able to pick a skin color. Then you'll be able to select your hair style, beard and mustache styles and colors. Both skin and hair colors will be chosen from a predetermined list, so no orc, alien, or other unnatural silly characters will be allowed.

You'll also be able to choose a face from a predetermined list, though this will probably have the least visual impact due to the size at which models are rendered.

Characters also support having piercings, tattoos, scars and the like, but we'll see how we're going to make these accessible to player. For the most part, you'll probably not be able to choose these at characters creation, but will instead have to earn them along the way.

The most important feature, for me at least, is the body type variety. This you will not be able to pick freely, but instead, your visual body type will correspond to your physical attributes: strength, agility, and constitution. Strength will make you bigger, while agility will make you leaner. Constitution has a more complex interaction with your visual appearance as it is both a measure of physical sturdiness and endurance.

These things will also, generally, apply to the NPCs, so you'll be able to gauge their physical properties from their appearance.

That's it for now. I know a lot of you are very interested to see some environment screenshots, so hopefully we can get those out relatively soon as well. I think you'll be quite impressed with the upgrade from the previous game.

Cheers.

28
General / MOVED: Infusion unarmed combat
« on: July 23, 2022, 09:18:50 am »

29
Development Log / Re: Patch Notes
« on: June 30, 2022, 11:00:59 am »
    Version 1.1.5.11

    Bugs
    • [Expedition] Fixed a certain organic energy weapon on hit effects bug
    • Fixed the bug that caused the new unique knife to sometimes unintentionally bypass resistances
    • Telekinetic Grounding no longer works on targets that are immune to immobilization

    30
    Bugs / Re: Telekinetic Grounding bug
    « on: June 29, 2022, 01:17:06 pm »
    You shouldn't be able to cast it on Coil Spiders in the first place as they are immune to immobilization. Fixed for the next update.

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