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Messages - Styg

Pages: 1 ... 107 108 [109] 110 111 ... 139
1621
General / Re: Spikes and Blades (and Armour)
« on: May 15, 2013, 01:07:18 pm »
Interesting sidenote: Metal Armor is significantly better against high powered shots than ballistic vests. I think that's kinda odd?

You do understand that mechanical damage threshold (flat damage reduction number) is tripled against firearms for tactical vests?

1622
Bugs / Re: Uberspikes?
« on: May 14, 2013, 11:00:30 pm »
Yes, the damage raised after every hit, to unknown heights.
It was a walking nuclear meltdown.
Testing shows it seemed to be just actions, repairing certainly didn't reduce the damage.
What part of the save do you need?
Or just all of it?
It happens to be 22+ megs, which is larger than I can send with my mail provider.

Just export the character and send me that.

1623
Bugs / Re: Saving Taking really Long?
« on: May 14, 2013, 10:59:49 pm »
I'm aware that the saving times grow quite long once you get further into the game. I will look into optimizing this in the future.

1624
Bugs / Re: Computer Stops Responding on Startup
« on: May 14, 2013, 10:58:49 pm »
Good to hear you got it running.

1625
Suggestions / Re: Noob Question
« on: May 14, 2013, 10:57:36 pm »
I would like to give some randomness to the encounters outside of urban areas. One idea that I'm entertaining is to have random unique bosses that might spawn in certain areas. Also there's a possibility of adding random encounters when travelling by train or boat (since there's no fallout-style world map here).

But no promises. I'm keeping the above in the "maybe" basket for now.

1626
General / Re: Spikes and Blades (and Armour)
« on: May 14, 2013, 10:51:07 pm »
Yeah, I have at least two types of power fists planned atm.

Spikes/blades on armor are meant to boost melee damage of heavily armored characters. I'm aware that's not an option for someone who wants to go with lots of evasion and dodge type of build. You can still use the boots as you can mount those on any type of boots (but I need to look into the damage ratios there as you suggested).

Regen vests are rare, but they will be more common later in the game when you get access to more higher level stuff in the stores. Same with tungsten armors.

Shields are whole 'nother aspect we'll discuss when I implement them. ;)

1627
Bugs / Re: Computer Stops Responding on Startup
« on: May 14, 2013, 04:23:40 pm »
That's weird, don't recall that happening to anyone yet.

One thing you can do is make sure you have Media Player installed as windows feature. Also you might want to reinstall the game?

Did you use Desura client or stand-alone installer? If it's the latter make sure you use setup.exe to install it (not .msi).

1628
Bugs / Re: Uberspikes?
« on: May 14, 2013, 04:22:04 pm »
 :o

Are you telling me that the damage increased all by itself between the kills?

Might have something to do with degradation.

Could you mail me the save to admin et underrail dot com?

1629
General / Re: Junkyard Surprise
« on: May 14, 2013, 04:19:54 pm »
It should be consumable. I'll fix that. Also I think I'm going to nerf it a bit. It was never meant to be that big of a steroid, more just a flavor dish. :P

1630
General / Re: Spikes and Blades (and Armour)
« on: May 14, 2013, 04:18:13 pm »
Regarding your comment on acid resistance and boots - it is not relevant from what piece of armor you get resistances in regards to what part of the body you incur damage.

Spikes/blades should apply on special attacks as well as on regular attacks, so I'll fix that.

They are indeed a separate hit which I think is fine otherwise they might become more-less mandatory for every character. What are your thoughts on this?

I'm thinking spikes/blades on boots should be stronger than the armor ones because of their limited use (unarmed only). You're saying this is not the case right now from pure damage amount perspective?

Heavy punch is only the first step in making unarmed viable. There's still special gauntlets to come.

1631
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 14, 2013, 04:09:54 pm »
Thanks for the info guys. I will look into it.

@Unlimited Are you telling me that full metal boots offer less mechanical protection or just less protection overall?

1632
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 14, 2013, 11:07:23 am »
What level are you and what's the base damage of your electrokinesis?

This ability was meant to be one of the primary psychokinesis damage dealers, so I won't be adding cooldown. Damage, range and AP cost might need to be tweaked in the next update though.

1633
I nerfed the early rathound encounters a couple of times (reduced their numbers, their stats and so on).

I'm happy with the difficulty it's at right now. What I'll probably do with the next patch, however, is give player some more meds and ammo at the start of the game to better deal with early game enemies, as I'm aware that managing resources early game can be a bit tricky at times.

Did the last update made the first encounters easier .... I mean did you add the stuff that helps you out? :)

Yes, you stat with an extra hypo, bandage and 30 more bullets. Also you get a repair kit at the start for free.

1634
General / Re: Adding/Removing Items from the Barter Window Quickly?
« on: May 13, 2013, 07:24:42 pm »
Ctrl+left click should work too.

1635
Bugs / Re: Question - Windows
« on: May 13, 2013, 12:40:54 am »
They are indestructable.

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