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Messages - Styg

Pages: 1 ... 104 105 [106] 107 108 ... 139
1576
General / Re: item infobox templates!
« on: July 30, 2013, 03:18:06 pm »
One of the problems with the generated/crafted items such as weapons and armors is that their stats are not constant but rather depend on the quality of the items used when crafting them (or generating them in the background which uses the same process). I guess on the pages for those items there could be a few samples of the variations and a link to the blueprint page where there would be explanations how each component influences the resulting item. I could fill up the latter.

When components are concerned quality of each of these falls into certain ranged, e.g. Cave Hopper leather caps at 25 quality or something. I can fill up this exact range when you guys make a page for the component.

I recalled you saying something like that, and that gave me an idea - I made an automatic maintenance category for items with example stats, so locating pages that need attention should be easy. This should be helpful in the future.

And I completely agree with your ideas - weapon/armor pages should probably keep the examples and leave the detailed explanation to blueprint pages, while component pages could use the exact stat ranges since they only have small variation (quality, required skills, value) and that can be easily added into the template.

Cool.

I (and anyone who wants to) can create example items for generated items (crafting results), while the components don't need them since the only variation is the quality level.

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.

1577
General / Re: Playing without buying anything?
« on: July 30, 2013, 03:09:32 pm »
Theoretically you can play without buying anything, but unless you're character is very versatile you'll likely run out of the specific resource you need (such as certain ammo types). Also, it's probably going to be a lot harder since you won't be able to equip yourself with the right tools for the job.

1578
General / Re: Map?
« on: July 30, 2013, 03:07:18 pm »
The caves are below the Lower Underrail - that is, the elevator moves downwards when going "up" through levels. Just put a minus in front of the level number and it'll make sense. :)

As for the map, the area I see missing beside what's already mentioned is the siphoner pools (north of the caves that are north of the abandoned building on the road to Junkyard).

Btw, prepare to expand that Lower Underrail map soon. :)

1579
Bugs / Re: Eddy Quest Bug
« on: July 30, 2013, 02:59:16 pm »
Ok, changed the lock to not consume the key anymore (since having it is the condition when talking to Eddy).

Cheers.

1580
Suggestions / Re: I wish this game would come out
« on: July 16, 2013, 09:28:17 pm »
Spreading the word is the best thing you can do for the game aside for purchasing of course. :)

You don't have to worry about the game being cancelled. While it's a lot of work and will probably take more time than I estimated, it's not in any danger of being discontinued.

1581
Development Log / Re: Dev Log #19: New Armor Type
« on: July 16, 2013, 09:25:19 pm »
Well, there is a Bio suit already, and it's hugely useful in the old junkyard. Or would be if it protected against anything else.
I always wondered why I can't wear a carrier vest underneath. :)

The current bio suit is quite useless actually and is only in the game because there's an armor model for it for flavor purposes. It only shields against bio damage, but only bio damage currently in the game is poison and it bypasses armor.

1582
General / Re: I want to help support the wiki more!
« on: July 16, 2013, 09:23:59 pm »
Heya and thank you for your interesting the wiki.

I PMed you the login details.

Before you start adding stuff, you should check out this thread to make sure the content fits into the established templates.

Cheers.

1583
Development Log / Re: Dev Log #19: New Armor Type
« on: July 16, 2013, 12:56:06 pm »
That sounds like the low weight armour we've been waiting for.
Interesting choice on protecting against both bullets and melee attacks.
I suppose the shields resistance, if it triggers, will be affected by the threshold multipliers? Well, or not, but at least it should add up then.  ;D
With the buff to boots, this kind of armour could work great with a hammer. Or with springs.
I still wonder what Force Fields will do in the future, and how that'll work with with the different armours.
Will we get ABC suits and special armour against Energy weapons at some point, too?

Blocking is a separate mechanic so it won't be affected by the threshold multiplier. However it does stack with the armor's damage threshold, that is you can still resist the damage you didn't block.

There won't be a specific anti-energy armor since that will be covered by energy shields. There will be certain materials (probably just metals) that will be more effective at resisting energy based attacks, though.

I plan to introduce a biohazard suit once toxins get into play (probably in the Deep Caverns), but it will probably be a non-combat armor with fixed properties (not variable or craftable).

1584
Development Log / Dev Log #19: New Armor Type
« on: July 15, 2013, 12:42:30 am »
Hi guys, I'm still down in the cellar working on the Lower Underrail. Things have been a bit quiet and slow recently, but these times come and go and are nothing to worry about. To break the monotony of working on barren hostile areas all the time, I've added a new armor type.



Riot Gear armor is a medium encumbrance armor that specializes against firearms and melee attacks (+100% damage threshold vs. firearms and +50% damage resistance and threshold vs. melee attacks). Like the tactical vest, it's crafted from a carrier vest and a ballistic panel and an optional overcoat fabric. You can also add metal plates to include a shield as well (will add other materials for this purpose at some point) which will increase encumbrance, but will give you a 20% chance to block certain amount of mechanical melee damage (depending on the quality of the material used). While using a riot gear armor that includes a shield you can only wield one handed weapons though (pistols, knives, crowbars).

Also here's a couple of minor changes and bug fixes:
  • Increased duration of thermodinamicity to 2 turns
  • Reduced damage of spikes and blades when mounted on a metal armor suit, but increased their damage when mounted on boots
  • Fixed spikes of doom bug
  • It's no longer possible to refresh the duration of stun, fear and short-circuit effects
  • Fixed the scaling of Bilocation psi ability

In the next couple of weeks I'll add few more items and creatures and probably do some AI work. After that I plan to release a new version. The Lower Underrail is not fully ready yet, but it should be fun to snoop around nevertheless.

1585
General / Re: Don't noob, but need help with quest
« on: July 11, 2013, 12:22:45 am »
In the lower section of the Old Junkyard (Depot A, the place with the muties) you'll find a cave by going through the vents (it's in the southeast aka bottom corner of the map).

Hope this helps.

1586
Development Log / Re: Dev Log #18: Lower Underrail and Mad Hattering
« on: July 02, 2013, 12:42:03 pm »
How are things getting along, Styg? New dev logs coming up soon perhaps? :)

Yes, I'll try to get one out this week. Sorry for being a bit quiet lately.

1587
General / Re: Bought the game off Desura and..
« on: July 02, 2013, 12:40:57 pm »
Upload one of the saves you can't load to dropbox and I'll take a look.

1588
General / Re: GOG
« on: June 04, 2013, 02:50:47 pm »
Possibly once it's finished.

1589
Suggestions / Re: Boots recepie
« on: June 01, 2013, 09:04:40 pm »
Sure. I guess I missed it.

1590
Yeah, I meant to say it can decrease psi cost. But some future component might increase it as a negative side effect.

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