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Messages - Styg

Pages: 1 ... 103 104 [105] 106 107 ... 139
1561
Suggestions / Re: My beef with 'psychokinesis.'
« on: August 08, 2013, 09:18:50 pm »
Keep in mind that not all psi abilities are implemented yet. Btw, you can shoot lightning from your fingertips since 0.1.8.0 (electrokinesis).

1562
General / Re: How long does a merchant restock his/her supply?
« on: August 07, 2013, 07:23:26 am »
quick question.
is this triggered by progress or game time?

Most merchant inventories are restocked every 90 minutes.

Higher level stuff will be available to some merchants based on game progression later on.

1563
Bugs / Re: Some items missing from loot tables?
« on: August 06, 2013, 11:44:29 pm »
\Blueprints\ChemicalBlobTrap.item - it's in the RLT, but I can't find it as a static sale item, so I added it to Fixer's store (Junkyard)
\Blueprints\MindDarts.item - pre-alpha item, it needs to be reworked before I put it back in the game
\Blueprints\TNTCharge.item - will make TNT explosive charge that will be used to blast open passages, not in the game yet
\Components\Chemicals\NapalmC.item - this is in RLT actually, but it's too high a level to drop in any area so far I think
\Components\Weapons\ExtendedRifleMagazine.item - fixed this earlier
\Components\Leather\AcidResistantLeather.item - pre-alpha item, not in the game anymore
\Components\Leather\ToughLeather.item - same
\Components\Modulators\FrequencyIncrementModulator.item - same
\Components\Modulators\FrequencyDecrementModulator.item - same
\Consumables\Medicine\MindDart.item - see above
\Expendables\Explosives\TNT.item - see above

If you find anything else suspiciously missing from the game, let me know.

1564
General / Re: Underrail wiki?
« on: August 06, 2013, 11:07:34 pm »
Nice, good to see wiki finally moving along. :)
Would probably be faster if anyone could chime in easily. The need for manual registration is not the most user-friendly. :P


I wonder what would happen if you made these changes to the user rights:
- give edit rights to everyone
- remove createpage/createtalk rights from everyone
- give createpage/createtalk rights to autoconfirmed users
set $wgAutoConfirmCount to something like 1-3
and re-enable account creation


New and anonymous users could edit existing pages and registered users could create new pages after they have $wgAutoConfirmCount edits.
Since the spambots never made more than 1-2 edits and those were always new pages, this should be restrictive enough to keep them at bay.

Ok, will give this a shot.

1565
Bugs / Re: Depot A Key missing icon
« on: August 05, 2013, 10:00:04 pm »
Ok, that's the NPC I was checking. Probably got fixed at some point.

1566
Bugs / Re: Repairing equipped broken items
« on: August 05, 2013, 12:57:36 pm »
Ok, I can guess what the problem is. Will fix. Thanks.

1567
Bugs / Re: Depot A Key missing icon
« on: August 05, 2013, 12:55:41 pm »
Weird. It displays the icon just fine for me. What NPC exactly did you try to steal it from?

Could also be that I fixed this and forgotten.

1568
General / Re: Underrail wiki?
« on: July 31, 2013, 10:36:07 am »
Regarding the difficulty factor format, either one will work fine. But it's usually 1 (100%) or between 0.5-1. Some components don't have quality though and have fixed difficulty.
I think the difficulty factor is fine as a %, but what about the item's value? Isn't value also quality-based (for components with variable quality) and usually something like 10-50 (1000%-5000%)? Well, I guess percentage is fine for larger multipliers as well.

Most of the components with static stats (ie. no quality) are already in the wiki. They simply omit the quality parameter from the template.
I've had some free time and I've added a fair bit of stuff to the wiki in the recent days.  :)

But there's at least one component missing - the magazine upgrade for rifles. I've never even seen it in-game, I just know it exists because it has an icon and I've had many rifles that use it. What's its name?

Nice, good to see wiki finally moving along. :)

It seems I forgot to add some rifle components to the loot table and that's why they are not showing up in-game. I'll add those to the wiki myself.

As for the price of a component, if it's not fixed then it's: x + y * quality. So best to go for plain numbers.

1569
General / Re: Underrail wiki?
« on: July 30, 2013, 10:44:54 pm »
On the component pages we can just say like:

quality range: 1-50

Required crafting skills (as percentage of quality value):
   Tailoring: 100%
   Mechanics: 50%

You get the picture. If you can make a template like that for components, that would be nice.

You can already do that with the existing component template! I just made some small changes to it so it automatically detects quality range and adds text accordingly.
Here's an example how. Check the source.

Not sure if I'm content with the value representation, maybe "24 x Quality" would be better than "2400% of Quality"?

Cool. Will take a look.

Regarding the difficulty factor format, either one will work fine. But it's usually 1 (100%) or between 0.5-1. Some components don't have quality though and have fixed difficulty.

1570
Suggestions / Re: A Hotkey to switch between equipped weapons.
« on: July 30, 2013, 03:41:20 pm »
I have a task in my excel that reads "Add more hotkeys", so it's coming eventually. :P

1571
Suggestions / Re: Dialogue Choices that Matter
« on: July 30, 2013, 03:40:07 pm »
There are already a number of important choices in the game. And yes, you can even insult someone in the game to the point they won't want to talk to you anymore.

There's not as much of this stuff as there is in Fallout and Torment, of course, but not because I don't know how to do this, but because it's a lot of work. And I mean A LOT.

If you are handling dialog as special case as opposed to as mechanic (think Fallout vs Morrowind/Oblivion) you have to do a lot of scripting and dialog tree management. And this is expensive - time-wise and hence money-wise.

1572
Suggestions / Re: Leaving area during combat
« on: July 30, 2013, 03:34:04 pm »
First of all, making a realistic implementation of this is effectively impossible. When you have area transitions in this sort of game this is one of the downsides that you have to accept.

There are already a few downsides of leaving an area mid combat:
- if you return to the area stealthed, they will still see you
- if you return to the area they will get first strike

What I'm also considering is having their health and psi regenerated. This is a bit tricky because for story reason some NPCs should have missing health and not regenerate. So I need to find a way to tell these apart from the rest.

Or maybe (and this is a big maybe) I'll make the creatures follow the player into the new area. The time at which they would enter the other area would depend on how far they were from the transition and their speed.

What I certainly won't do is prevent the player from leaving the area.

1573
Development Log / Re: Dev Log #19: New Armor Type
« on: July 30, 2013, 03:25:14 pm »
Just curious about some aspects of this gear.

If say you pick up a riot suit or craft it with a shield, can you store the shield in your inventory when you want to use a weapon bigger than a pistol?

Wouldn't it be better if the shield was an individual item to be equipped in one hand?

It would be better, I agree. But since I haven't planned on having a shield slot (not counting the energy shield :P ) this was easier to implement.

1574
Hello
When you Steal the KEYCARD from Elwood from gambling den, and you go to OPEN his HOUSE in other area ("you opened the doors with Elwood keycard") the kEYCARD DISAPEARS , if you LOOT his HOUSE before going to EDDY , you cant advance the QUEST i think, maybe if you kill Elwood ,but thats risky with all guards around in gambling DEN you will get the keycard but i STOLE it first.

so:
- steal keycard
- dont show it to EDDY
- opening Elwood House before showing it to EDDY (keycard opens the door and disapears) cant advance the quest.

BUG.

Will be fixed in the next update. Thanks.
http://underrail.com/forums/index.php?topic=547.0

1575
General / Re: Rating on Desura/Some Love from a Fellow Game Dev
« on: July 30, 2013, 03:22:24 pm »
Thank you very much. I'm glad you're enjoying the game, and also for much the same reasons I enjoy making it. :)

Also ratings on Desura really exceeded my expectations and make me happy. :)

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