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Messages - Styg

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1666
Could you try running this program before starting the game:

http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx

And then once it crashes copy the log from DebugView and send it to me (admin et underrail dot com).

Thanks.

1667
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 19, 2013, 01:42:01 am »
@Sakuragi: New feats are coming very soon.

@Lazy monk: While 1% per stat doesn't sound impressive, if you are stacking dexterity for knife/unarmed specialization it can add up to be a nice bonus. I'll probably add more stuff influenced by dexterity in the future.

@Unlimited:
- Conditioning applies to the damage you receive once it goes through your armor, so yeah you could say it's multiplicative. I prefer my format of description btw. :P

- Extra damage from force projection is on hit and it cannot crit (I think).
- You can increase crit multiplier through feats such as Sharpshooter. There will be more of those.

- Nimble will apply the dodge/evasion bonus after it applies the encumbrance reduction, so the the first bonus counts when determining whether you get the second bonus. I'm not sure I agree that every non-heavy armor character will want it, you haven't seen all the feats yet. ;)

1668
Suggestions / Re: Things I'd like to see
« on: April 19, 2013, 01:31:59 am »
I think Styg said in a Facebook update that he added running outside combat. I don't see the reason to change the sprint feat into a running option though because it doesn't actually make you sprint, it just increases your movement points temporarily.

I never said that. I just increased the base movement speed for player character.

And to answer the rest:
- Local maps probably, it's kinda implemented but has some problems. There will also be one or two global metro maps.
- No resting
- Collectable journals/documents was something I considered in the past, but decided against as it would be too much work; just writing dialogs keeps me pretty busy. Also, I'm not disclosing what happened to the world yet

1669
General / Re: Will I like this game?
« on: April 19, 2013, 01:13:37 am »
thx:) does the alpha build contain all the story?

No. It doesn't contain much of the main story-line at all, but there's a lot of stuff to learn about the world in the content that is in right now.

1670
What version of Windows are you using?

And just to make sure, you have Media Player installed as a windows feature right?

1671
Suggestions / Re: some suggestions after about 5 hrs
« on: April 18, 2013, 12:43:21 pm »
Saving/loading takes a bit too long atm and I'm aware of that.

The reason it probably takes long for you to transition is because you have 'save on transition' turned on.

Could you check if that's the case?

1672
Development Log / Dev Log #16: Pickpocketing and Feats Changes
« on: April 17, 2013, 05:20:10 pm »
Hey, guys, sorry for the delayed update. I was out of country for a while on a vacation of sort. I'm back in the development chair now and here's what I've been doing.



First of all I revamped the pickpocketing mechanics as I promised. The way it works now is that when you are stealing items from an NPC you are filling up their permanent "suspicion meter". If you fill up this meter to the max you will be detected and the combat will ensue. The game will indicate how much stealing a certain item will raise the suspicion meter.

The rate at which you fill this meter will depend on the ratio between your pickpocketing skill and the victim's detection. Since the detection scales off of character's level and perception, this basically means that you'll have to continue investing points in the pickpocketing skill (and ideally dexterity as well) in order to be able to steal (or steal more) from progressively higher level NPCs. Also, some items are harder to steal than others (e.g. heavy weapons and armors in comparison to smaller stuff like ammo and hypos).

The way this system is set up it means that, unlike lockpicking and hacking, the outcome is not binary. Depending on your skill-to-detection ration and the difficulty modifier of the item, you may be able to steal zero, one or more items from a given target. So investing more skill into pickpocketing will always be useful. Because there's no dice involved in the calculations, this will also eliminate the need for save scumming.

Pickpocketing does not require stealth, unless of course you're trying to steal from a hostile NPC.

* * * * *

The other major change I made is reducing the frequency of acquiring feats from one every level to one every two levels. The reason for this is that when I originally decided that you should get a feat every level I was planning on having the max character level set to 20, which would put you at 22 feats (+ some story extras), and since the total number of feats will be around a hundred having 22/100 feats seemed about right. It would mean you wouldn't be able to get every feat in the game you wanted/needed in one playthrough and the number of feats per character to the total number of feats ratio seemed like it would allow for a variety of different builds.

However, since I've increased the leveling rate a bit and decided to eventually change the max character level to 30, that would put the character at the max level up to 32+ feats. Now this is no longer a comfortable ratio, especially considering there might be expansion packs and the like that could raise the max character level. You'd be practically able to take every third feat in the game.

So now you get two feats at the start like before and one more feat each even level, which will put you at 17 leveling feats which is much closer to what I originally intended. I've also went back and buffed/reworked existing feats that were somewhat lackluster in order to make them a more desirable choice in this new feat economy:
  • Burglar - Reduces the time it takes to pick and hack locks by 75%, but also add +10 bonus to stealth when in controlled areas
  • Nimble - Reduces encumbrance by 15%, but also grants 15% bonus to dodge and evasion when on zero encumbrance
  • Ninja Looter - Reduces pickpocketing time by 50% and also reduces suspicion raised when pickpocketing by 25% when hidden from the target
  • Conditioning - Increased the damage reduction to 10% + 1% per constitution above 5, but also added requirement of having at least 5 points in constitution
  • Opportunist - Upped the damage bonus agains slowed targets to 20% (up from 15%)
  • Recklessness - Grants 10% increased critical chance with all weapons, but also increases the chance of you getting critically hit by 3% (up from 3%/2% I think)
  • Yell - Reduces enemy offensive skills by 35% of your intimidation skill (up from 25% I think)
  • Snipe - Increased the base damage bonus from 100% to 125%

* * * * *

And here are some other smaller, but not necessarily less significant changes I've made:
  • Bugs
    • Fixed the game crashing when loading 0.1.6.0 saves. It's still not recommended to play the old saves, but it shouldn't crash now hopefully.
    • Fixed the problems with Cliff's quest when he would die at inopportune times
  • Tweaks
    • Reduced weapon degradation significantly. The starting pistol should now be good for over 100 shots
    • Melee weapons no longer degrade on missed attacks
    • Reduced the cost of energy pistols
    • Dexterity now increases critical chance of melee attacks by 1% for each point above 5
    • Added "Already known" label to blueprints you... already know
    • Added more items to the SGS commoners to be stolen!
    • Reduced the pickpocketing cooldown to 5 seconds (down from 10)

Let me know what changes you guys like and disliked and why.

1673
Why don't you just set the resolution to that which is native to your monitor?

1674
General / Re: Abrams second mission...
« on: April 17, 2013, 04:16:45 pm »
He doesn't say at first. You'll be contacted later on (about 1 hr later I think) if you pass near the Junkyard entrance or near the hobos that gave you the first message.

1675
Bugs / Re: Game crashes on start
« on: April 17, 2013, 11:09:58 am »
If it's the demo version you need to run it as admin.

Let me know if that helped.

1676
Announcements / IndieFort's Spring Bundle
« on: April 15, 2013, 10:51:13 am »
Underrail is a part of Indiefort's new Spring Bundle. This is a good opportunity to pick it up at a discount with some other cool games if you haven't already:
http://www.gamersgate.com/indiefort-bundle

A cool feature of this bundle is that you can assign extra payment to the devs if you see fit and it goes directly to them without GamersGate taking a cut.

1677
General / Re: Underrail wiki?
« on: April 12, 2013, 01:16:22 pm »
Had to disable account creation because of the bot invasion.  >:(

PM me or post here if you want to contribute and I'll create an account for you. I know it's not ideal, but it's all I can do until I deal with this.

Btw, does anyone know a good way to nuke all these bots?

1678
General / Re: How do I save game progress between alpha versions?
« on: April 08, 2013, 07:18:05 pm »
It depends on your playstyle, but I'd say most would complete it in 15-20 hours.

1679
General / Re: Padding quality values?
« on: April 08, 2013, 07:16:39 pm »
Not sure there's a cap on that particular component (there is on some as they get replaced by higher tier stuff, e.g. cave hopper -> rathound leather). I'll check when I get home, currently on the road.

In any case even if there isn't a hard cap on quality of an item, it's still limited by the random generation parameters of the area. That is higher level areas usually give higher level loot, some areas give higher levels of certain stuff, etc.

1680
Announcements / Re: Underrail on Steam Greenlight
« on: April 07, 2013, 10:00:08 am »
I managed to get 12 more peeps to vote:)

Awesome. Thanks. :)

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