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Messages - Styg

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1636
General / Re: Noob Question(s)
« on: May 12, 2013, 07:20:41 am »
You were playing the demo version.

You won't be able to keep the progression, but in the commercial version you can export/import your character.

1637
Bugs / Re: [spoiler] Bloomberg's key
« on: May 11, 2013, 08:41:05 pm »
You need to retrieve the key card from Bloomberg's room. It's in his locker (that you use his key to unlock).

1638
General / Re: Status Effects
« on: May 11, 2013, 05:59:52 pm »
You can attack the stunned target without removing the effect, while attacking an incapacitated target will remove the effect allowing it to act again.

Also, you should be able to re-stealth in front of incapacitated targets without them noticing.

1639
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 11, 2013, 05:21:30 pm »
So "tick" is a number of targets Pyrokinetic Stream can hit?

Btw, Styg did you think about managing with Item Degradation rate in other way than Repaire Kit?
I mean, skill solution - something like Maintenance in System Shock 2?
Or, don't want to rework all skill system, some hidden parameter\formula, based on Intellect\Dexterity\Agility\Mechanics, mix of all this?

No, the number of ticks is the number of times the streams hits all its targets.

There aren't any changes to repair system planned. It's already skill-based since recycling items and creating repair kits requires mechanics, electronics, or tailoring respectively depending on the type of item/repair kit.

Btw, you also needed maintenance/repair kits in System Shock 2.

1640
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 11, 2013, 03:54:57 pm »
Quote
  • Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
What is "tick" in Underrail's mechanic? Need to know to translate it correctly for update review.

It's just a term used to describe that the stream hits multiple times. It all happens in the invoker's turn during the invocation.

1641
Suggestions / Re: Blackmoor's Money Suggestions
« on: May 10, 2013, 10:35:30 pm »
It's still possible to steal weapons and other heavy stuff, although its harder. You cannot steal equipped stuff or from the merchants inventories, though the latter might change in the future.

I really don't understand how you guys are so broke. I was able to gather more than enough money in each iteration of the game, even when the weapon degradation was very severe and I never invest into bartering skill.

1642
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 09, 2013, 10:01:40 pm »
That looks nasty.
Not sure if I should redo my melee or psi character now, neither got too far before I decided to wait for the next version.
Well, once I get a hard drive fixed.
Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
Got a question about the above.
Multiple, to be precise:
1.) In game, it shows a 30% damage bonus, as opposed to the 20% you mention here.
2.) With the reduced crit chance add up with metal helmets? Same for detection.
3.) What about unarmed attacks? Are they weapons? Or will they get their own feats?

1) It's 30%, made a mistake in the dev log.
2) Crit reduction stacks additively, detection stacks multiplicatively.
3) Unarmed attacks are considered weapon attacks, strangely enough :P

1643
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 09, 2013, 09:46:21 pm »
I made a sort of melee dagger and psychokinesis hybrid. At level 4 you get Electrokinesis just good for the GMS compound. I gotta say it is so awesome against those 4 drones at level 2. Got them come to me and just cast it like three times to destroy all 4 of them.

Maybe you should increase the psi consumption since there is no cooldown and maybe take off the 1 sec stun.

I might tweak other parameters, such as AP and psi cost and damage, but the stun will stay. It's the trademark of electrical attacks in the game.

1644
General / Re: The value of perception
« on: May 09, 2013, 07:04:20 pm »
There are any stealthed enemies right now, but there will be in the near future.

If you aren't going to use ranged weapons then I wouldn't invest that much into it. If you want to find hidden passages perception of 5 + snooping feat should work well.

1646
Suggestions / Re: Skin tones
« on: May 07, 2013, 07:59:19 pm »
You'll be able to pick from a variety of portraits and probably import your own as well.

You won't be able to customize your in game model though because that would require me to prerender every possible combination of skin and hair with every possible combination of armor and weapon which would bloat the game ridiculously.

1647
Development Log / Dev Log #17: Version 0.1.8.0 released
« on: May 07, 2013, 07:10:18 pm »
The game is updated to version 0.1.8.0 on Desura and GamersGate, soon to be updated on Groupees as well. You'll find all the new stuff listed here and in the previous dev log.



As promised, I've added a number of new feats and psi abilities. With feats I mostly focused on melee combat and grenades, both of which were sorely lacking in that department.

In regards to new psi abilities you'll notice I've added an extra thought control ability. This means that there's now an equal number of psi abilities across all psi schools. You can learn most of the new psi abilities from the existing teachers (this might change in the future), with the exception of Bilocation for which you must look elsewhere (those who played through the whole game before will have a good idea where to go ;) ).

So without further ado, here's the list of changes since the last dev log:

  • New feats
    • Heavy Punch - Unarmed attack that deals 200% for 250% AP
    • Bone Breaker - Critical hits from your blunt melee attacks break ribs if they deal at least 4% of target's maximal health through mechanical damage. Targets with broken ribs receive additional 25% mechanical damage from all sources. This effect stacks up 2 times.
    • Cheap Shots - Increases critical damage bonus of your melee attacks by 50% and gives your unarmed attacks 15% chance to incapacitate the target for 1 turn.
    • Paranoia - Detection increased by 20% and chance to get critically hit reduced by 3%. Also your weapon damage is increased by 20% against stealthed targets (will be useful at one point).
    • Uncanny Dodge - Grants you an ability that when activated will cause you to dodge the next regular or special melee attack targeted against you.
    • Evasive Maneuvers - Converts all remaining movement points into twice the evasion for 2 turns.
    • Grenadier - Reduces the cooldown of fragmentation and high explosive greandes by 1 turn and special grenades by 2 turns.
    • Three-Pointer - Gives your damage dealing grenades 10% chance to critically hit. This chance is increased by 2% for each point in dexterity above 7.
    • Trap Expert - Reduces time required to arm traps by 70% and increases the detection difficulty of the traps you set by 25%.
  • New psi abilities
    • Pyrokinetic Stream (metathermics) - Creates a stream of fire towards the targeted location, damaging everything in its path for X heat damage every tick. The stream lasts for three ticks plus an additional tick for every 10 spare action and psi points remaining after the initial invocation.
    • Electrokinesis (psychokinesis) - Deals X electrical damage to the primary target and stuns it for 1 turn before jumping to a nearby target. It can jump up to four times, but the damage decreases by 15% of the original amount with every jump. It can strike the same target multiple times, but it needs at least two targets to jump between. Only the primary target is stunned.
    • Bilocation (thought control) - Creates a doppelganger of a human target bent on their destruction. The doppelganger is immune to all physical attacks and deals X mental damage that bypasses all shields and resistances. Last for 4 turns.
    • Mental Breakdown (thought control) - Incapacitates the target for up to 3 turns and reduces its resolve by 50%. If a detrimental thought control psi ability is invoked against the target during this period it will have double the effect, but will end the mental breakdown.
  • Changes
    • Game generates a crash log now in Documents\My Games\Underrail folder when it crashes.
    • Increased the amount of health hypos, bandages and ammo the player receives at the start of the game. Player can also find a mechanical repair kit in its room at the start.
  • Fixes
    • No longer possible to place the fishing rod on top of yourself
    • Game will no longer crash when attempting to disarm triggered traps
    • Game should work properly with windows on-screen keyboard now
    • Junkayrd gambling house staff and nearby Black Eels will no longer turn hostile after the attack on Scrappers

Let me know how you liked these changes and the new stuff.

1648
General / Re: Getting the word out about Underrail
« on: May 05, 2013, 05:22:52 pm »
The game's received good coverage on the RPG sites and decent coverage on the mainstream ones, and this reflected on the sales positively.

I don't agree with the statement that the game is bare boned. It's far from finished, but it got most systems in place, a decent amount of content and there are not that many placeholders left (mostly music and portraits).

My primary marketing concern currently is the Steam Greenlight campaign (http://steamcommunity.com/sharedfiles/filedetails/?id=92962826) especially since the changes to the approval process that kinda work against these sort of niche games.

As blackmoor suggested, you can help the game by spreading the word through the social media. If you have a YouTuber that you follow and think would be interested in the game, let them know it's there. The game could definitively use more cover there.

For those who missed it, you can find the links to Underrail's social channels on the front page (http://www.underrail.com/).

1649
Bugs / Re: Crash on Launch
« on: May 01, 2013, 09:20:09 pm »
Make sure you installed the demo using setup.exe, that will install the prerequisites (.NET and XNA).

Make sure you have Media Player enabled as a windows feature.

Run the game as admin if you have UAC enabled.

1650
Bugs / Re: Level 9 - Cave Tunnel Exit: Door Bug (Game Breaker)
« on: May 01, 2013, 12:43:19 pm »
The doors are activated by triggers which have nothing to do with stealth, so that's weird. I'll look into it.

If you really want to continue from your previous save, mail it to me (admin et underrail dot com) and I'll unstuck you.

You should be more careful in the future and save in different slots.

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