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Messages - Styg

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1546
Is there any way for the people that bought the game from GamersGate, to get Steam codes or some way to get access to later builds ?

I have no idea about Steam codes, we'll see when Steam release is ready. As for the new version, just redownload the game from GG, it's updated at the same time as Desura.

1547
General / Re: Is the full version only available from Desura?
« on: August 31, 2013, 01:00:54 pm »
It's also available on GamersGate and Groupees (if you purchased the bundle).

1548
Development Log / Dev Log #21: Version 0.1.9.0 released; also Greenlit!
« on: August 31, 2013, 01:23:51 am »
The long overdue update is finally ready. Also, in other news the game got greenlit for Steam distribution!



Okay let's cover the update first. It's currently up on Desura and GamersGate (soon to be available on Groupees website as well). Here's the list of what I've done since the last dev log, also be sure to also check out the previous three dev logs for other stuff that's new in this version.

  • Added TNT explosive charge that can be used to clear rocks. Many passages still don't lead anywhere even if you clear them just so you know though
  • Did bunch of AI work, enemies can now do the following
    • Use more special attacks: kneecap shot, pummel, crippling strike, execute, heavy punch, dirty kick
    • Use "yell" special ability
    • Use more drugs: adrenaline, morphine
    • Throw grenades: frag, HE and flashbang
    • Use more special bolts: acid, shock, incendiary
    • Use offensive and utility psi abilities
    • Kite their target (like psi beetles do)
Here's a summary of what I focused on in this update: I've added a bunch of areas to Lower Underrail (the place where the SGS metro station is). These are just "wilderness" areas right now so there are any new quests, but monsters to fight, traps to step, loot to collect and that sort of stuff. I also add a number of items and blueprints (gloves, riot armor) which should give you more options in building your character, as well as improved the arsenal and the AI of the existing enemies.

In the next couple of weeks I'll mostly focus on Steam integration and fixing some technical issues with the game before I move back to building content.

* * * * * *

Which brings us to other topic of this dev log. So the game has finally been greenlit. It's been up there just two days short of a whole year which is longer than I've hoped, but shorter than I feared. I want to send out a sincere thank you to everyone who voted for the game and helped spread the word. With the Steam distribution secured, the future of the game is looking brighter than ever. :)

Anyway, to answer the questions that a lot of you have been asking me:

  • I am aiming to release the game for Early Access on Steam. When exactly - I don't know. It depends on how long it will take me to integrate it and what the rest of release process is like. What I can say for sure is that this will be my priority in the coming weeks.
  • If you've purchased the game through Desura I would very much like to give you a Steam key as well, but I'm not 100% sure what the rule on this are and I'll have to consult both distributors involved before I can commit to anything. Please be patient and I'll let you guys know as soon as possible. Same goes for those that purchased the game through the Groupees bundle.

1549
Announcements / Re: Underrail on Steam Greenlight
« on: August 28, 2013, 03:53:53 pm »
We've been greenlit!

1550
Suggestions / Re: save/load a bit slow
« on: August 26, 2013, 02:55:57 pm »
maybe pack local to a zip will help?

Hi. Yeah save/loads are a bit slow, but I'm not sure that straight zipping would help as it would still take time to create the archive.

I'll get to sorting it out eventually.

1551
Development Log / Re: Dev Log #20: Combat Gloves
« on: August 11, 2013, 01:55:27 pm »
Great :D any hints on eta for this patch ?

Maybe a week or two, but this month definitively.

1553
Development Log / Re: Dev Log #20: Combat Gloves
« on: August 11, 2013, 07:48:20 am »
Reduced damage on electrokinesis. Nice. Ima try to have another look at it. But first i an going to make a strength, punch you in the face character.
One question or two.
When you say every fourth hit. Does it mean like fourth hit on the same target or forth hit of the gloves? Now does the counter reset every turn? like if we could only attack three times in one turn. Does the next turn first attack count as the fourth hit or first hit again.
Anyway awesome patch.

It doesn't reset. It carries over between turns and fights.

1554
Development Log / Re: Dev Log #20: Combat Gloves
« on: August 11, 2013, 07:47:42 am »
Maybe the poisonous clawed gloves will cover this AoE difficiency? Because this type of damage, coupled with o2 filter would be something that would make single hand to hand fighter more viable. Of course it won't change combat against any robotic opponents... but the game is not finished, yet, right? :D.

Anyway, nice progress on the one vs one combat, and the damage that can be dealt in it. I'm personally still waiting for Deep Caverns and the stuff that can be crated from beasts from beyond :D

The shock gloves deal AoE lightning damage so that will help with that. Poisonous gloves are not a bad idea, though. :)

1555
Development Log / Dev Log #20: Combat Gloves
« on: August 10, 2013, 08:45:37 pm »
As promised I've added a new combat option to the game for people who want to focus on brawling in form of combat gloves.



Combat gloves can be crafting from leather or metal. The type of material used will determine the AP cost / damage payload, while the quality will determine the overall damage. You can also attach spikes, blades or more metal plating which will add extra damage in different ways.

Gloves can also have power modules, which will drain energy while performing a special on hit effect. The two modules currently available are electroshock generator (which functions in the same manner as when attached to a sledgehammer) and pneumatic hammer which, when combined with heavy punch or similar feats, can dish out quite a bit of burst damage.

When it comes to unarmed feat bonuses, some will transfer to fist weapons, while others won't. I think that currently going for gloves as opposed to pure unarmed will always be better, but I plan to change that in the future by adding more stuff for the pure martial artist type of character through feats and psi. Gloves/fist weapons should not make the pure unarmed obsolete, but rather provide an alternative path and also allow unarmed characters to overcome some of their big weaknesses such as lack of AoE and burst damage.

Other minor changes:
  • Added more lens types for goggles (+crit chance, +special attack damage, +detection)
  • Damage from spikes and blades from boots and armor should now apply on special attacks
  • Reduced the damage of electrokinesis (it will still do more damage than pyrokinesis against smaller number of targets, but less single target damage other single target nukes)
  • Changed the way shock sledgehammer is made, will now require a power core
  • Junkyard surprise nerfed (+1/2 to a stat, -1/2 to a stat) and made consumable on use
  • Repairing broken equipment while worn or getting the worn equipment broken will now always correctly update armor and special effects penalties
  • Fixed bunch of spelling errors

Next I have one more item to add and bunch of AI stuff to do before I can release this version.

1556
General / Re: Is there anything to do after getting the drill part?
« on: August 10, 2013, 12:02:54 am »
Have you killed everyone in SGS? Because that is the unofficial final quest. :)

1557
Bugs / Re: Report spelling/grammar errors
« on: August 10, 2013, 12:01:19 am »
Fixed everything up to this point. I need to hire a writer.  :-[

1558
Big Bret (SGS, agronomy level) sells the blueprint.

Nope, he does not. Unless it's random chance? I checked his store thrice, no blueprints.

Bug?

Could be that I've added it after 0.1.8.0 release.

1559
Hmm, I couldn't find any merchants selling boots blueprint after a quick check.
Looks like it might be missing from static merchant store inventories.


About rarity, I think the system works works like this.

- items can appear in random loot table, which means they can be found randomly pretty much anywhere!
- they can also be static in some stores, which means some trader will always sell it
- items have hidden item level. this limits where it can appear (eg, a level 5 area/enemy can't drop level 6 items)
- and visible itemquality (see item's name: low, normal, high, rarity, artifact). this affects how rarely they appear as random loot.

Not quite how it works, but close enough. Two significant things to keep in mind are:
- loot is not completely random; depending on what you're looting and where you access only a certain subset of the loot table
- the color coded item quality doesn't correspond directly to the item rarity in the loot table, it's only meant to give you a general idea; actual rarity factors are stored in the loot table

1560
i've been going at it at gort's for quite a while and never seen one i guess if i remember correctly i saw one at the merchant in the docks. but i forgot to save and died from frogs.

honorable mention, haxxor mark 2. i found one at gort's but i was looking for the aforementioned boots blueprints..

Big Bret (SGS, agronomy level) sells the blueprint.

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