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Messages - Styg

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1726
Development Log / Re: Dev Log #15: Version 0.1.7.0. released
« on: March 24, 2013, 03:28:59 pm »
I'm wondering though, do you have any plans for redesigning the quest log? It's pretty cluttered right now, especially after completing lots of quests.

No plans atm. I might segment it a bit more in the future to avoid large lists.

1727
General / Re: Stealth, Pickpocketing, and a few other things
« on: March 24, 2013, 04:24:32 am »
My crafting has gone overboard on this current level 13 character I got, and goddamn I am loving it.
I have a regenerative anti-rifle vest with a normal mechanical value of 13 (doubled against bullets) and bam, I'm actually pretty damn high up on the food chain.

I find the tactical vest have a bit too high encumbrance (65%) for it's use and I am a little more worried about melee damage then ranged. So went all out on making a regen tungsten steel armor instead. Mechanical value at 21 (Mechanic skill 69 to make).
While making this armor I found a bug, by moving the high quality steelplate from first optional slot to second then third lowered the skill requirement, 78 - 74 - 69. The stats remained same.
I haven't engaged in many battles with the armor yet to make my mind if its useful enough, but I am really missing my normal movementpoints. I had a little hope that my boots of Strider would still give me the extra movementpoints but they didn't.
I usually end my playthroughs with killing Wyatt and in this same playthrough I found the TNT blueprint for the first time ;)
Reading the dev log for 0.1.7.0 now I know why my Telekinetic Punch was so weak. All my previous game I had Metathermics as my main PSI. I tried without Metathermics this time, really miss the Pyrokinesis. Back to Telekinetic Punch, I was trying to use it with the Execute feat, but it doesn't seems to work, can't see the 250% damage it's supposed to do.

Sorry for being off-topic.
Now waiting for the latest patch on GamersGate....

Will check out the bugs you mentioned. Btw, tactical vests is only so cumbersome if you add anti-rifle plating.

1728
Bugs / Re: [0.1.7.0] Getting stuck with a Fishing Rod
« on: March 23, 2013, 05:30:42 pm »
I'm aware of this. I'll fix it in the next version.

1729
Bugs / Re: [0.1.7.0] Transition crash problems
« on: March 23, 2013, 05:29:33 pm »
I'm using an existing save and the areas I have problem with are: Caves, Old Jonas place and before entering GMS compound (talking to guard).

-FireLite

If you're using the old save from 0.1.6.0, there's no guarantee of compatibility.

1730
Bugs / Re: [0.1.7.0] Transition crash problems
« on: March 23, 2013, 01:54:35 pm »
Hi, after the 0.1.7.0 update I get transition crash problems in several areas. Also, I cannot save the game in these areas.

-FireLite

Did you load your existing save or did you start over? Which areas are these?

1731
Development Log / Re: Dev Log #15: Version 0.1.7.0. released
« on: March 23, 2013, 02:08:07 am »
Does the game still freeze when ALT+TABBING or when in windowed mode?

Was hoping for a hotfix to resolve this.

Haven't been able to reproduce it yet on my machine in debug. Going to have to install dev tools on a different PC that runs x64 Win 7. I think that's where the problem occurs.

1732
Development Log / Dev Log #15: Version 0.1.7.0. released
« on: March 23, 2013, 01:33:14 am »
The game is updated to version 0.1.7.0 on Desura, soon to be updated in other places as well (GamersGate and Groupees). You'll find all the new stuff listed here and in the previous three dev logs.



The new patch is ready. As mentioned in previous dev logs, I focused on re-balancing the economy and area of effect attacks (primarily grenades). But I've also added new quests and areas, mostly in the vicinity of the Junkyard.

These quests should hopefully paint a clearer picture of the Underrail politics and tell you a bit more about some of the major factions, while still leaving many questions to be answered later in the game. They will also allow you to actively take part in faction struggles.

Without wanting to spoil too much for the players, I'll just say that one of the quests results in a larger scale combat encounter. I'm not particularly happy with this event for a number of reasons. First, the AI isn't very good in handling multiple enemies, it's been written so far to simply fight the one character that is the player and not to coordinate group fights. So you will see your companions and enemies alike to stupid things from time to time. Secondly, waiting time are just too long because I control only one characters in a fight with many participants. And lastly, in the real time sections before and after the fight there's too much pathfinding calculations going on that it can stagger the game a bit.

But despite all of this, I'm still including the encounter because it's a nice change of pace and because omitting it, or automatically resolving it somehow, would be very anti-climatic. But don't expect these sort of fights to be common in the future. The game was built with single character in mind and it shows.

Anyway, here's the full list of changes since the last dev log:

  • General
    • More quests added to Junkyard areas
    • Two new mini dungeons added
  • Economy
    • Toned down item degradation a bit
    • Melee weapons no longer degrade faster than ranged weapons
    • Reduced the base merchant price modifier from 425% to 350% to better suit the other changes to the economy; so basically everything will be a bit cheaper
  • Mechanics
    • Caltrops have a chance to miss the targeted tile in the same way the granades do
  • Balance
    • Change the mutants and mutated dog health up, down and all around; can't tell if it's more or less than what it used to be but it's balanced now I think
    • NPC natural dodge/evasion changed to 1 per level
    • Off-balanced, stunned, frozen and incapacitated enemies have their dodge and evasion reduced to zero
    • Rooted enemies have their evasion reduced to zero
    • Increased the damage of crippling strike and reduced the AP cost
    • Critical crippling strike applies 2 stacks of the debuff
    • Restored health modifier to all commoners to 100% (up from 50%/80%)
  • Fixes
    • High-density foam padding price now scales with quality and quality is also made relevant in all its crafting recipes
    • Fixed Telekinetic Punch to scale off of Psychokinesis instead of Metathermics
  • UI
    • Disabled Trade button when nothing is set to be traded
    • Turn-based combat path visualization should now work properly in all cases

1733
General / Re: Underrail wiki?
« on: March 22, 2013, 10:17:07 pm »
I don't have time right now to make templates, etc.

I'm just asking if you're guys going to the trouble of doing it anyway, could you do it on MediaWiki that I hosted.

@epeli About point 2. do you know for a fact that MediaWiki can integrate with SMF or are you assuming?

1734
Played with unarmed blind psionic monk (melee+psychokinesis+max defenses+nimble+opportunist) and it went kinda ok.

I had to switch to sledgehammer for armored opponents, but I could kill everything else. Not as easily as other builds, though.

Here are the conclusions:

- unarmed needs a more powerful attack that costs more AP (something like 200% dmg for 225% AP cost, no cooldown)
- unarmed needs fist weapons to add some non-mechanical damage or just boost single target damage for certain encounters (got some ideas there already)
- there are no strength-based unarmed feats
- strength doesn't have high end feats like other damage scaling stats (will, perception)
- dexterity needs to affect more than just its related skills; right now it just feels you need to spend certain amount of points there for sole purpose of unlocking feats

Anyway, patch is being uploaded. Available Monday probably.

1735
General / Re: Stealth, Pickpocketing, and a few other things
« on: March 22, 2013, 08:24:40 pm »
Here are my thoughts regarding the OP.

Snipe attack scales with stealth, so in addition to the obvious advantage of picking your fights, stealth also helps you in combat directly if you go for sniper or crossbow build.

In 0.1.6.0 crossbows are so damn powerful. In the new version I had to nerf the special bolt damage across the board.

Melee is pretty ok for sledgehammers and knives I think. It doesn't have enough feats to support it well yet, but it is more than viable atm. Unarmed needs love, but I'll talk about that later (in another thread).

I beat the three bandits you mentioned unarmed melee + 1 grenade no problem, but I agree that this encounter might be a bit too hard for how early you can reach it.

Crafting will help you a lot in the new economy (0.1.7.0), also there will be stuff in the future (such as weapon/armor mods) that will only be available through crafting.

Social skills are hard to balance (except mercantile) as they require specific content to be useful. I'm trying to integrate them in some of the mechanics of the game as well to boost their usefulness. Bear with me on this one.

Stealing is broken, I'm fixing that soon, I promise.

@Major_Blackhart It's bonus 200%, or in other words 3x. And that's some sick armor you've got there :)

1736
General / Re: Underrail wiki?
« on: March 22, 2013, 07:56:22 pm »
I don't have them in separate files but I can split them into that. However, some icons are multi part with variable transparency so  that you'd have to get from the game directly.

Game text is a bit all over the place, unfortunately, and you won't be able to extract it that easily because I don't use XNA's default pipeline for anything but sound and graphics I think.

Btw, how much does Wikia actually help with creating content/layouts? I have MediaWiki installed on my site if you guys would rather work with that.

1737
General / Re: STUUuuuckk.... *tear*
« on: March 22, 2013, 03:43:48 pm »
Thanks for the responses guys

@Styg - Cheers. If i buy the alpha (i'll be buying the game at some stage either way) am i able to transfer the saves over and just keep playing from the same point?

No, sorry. Saves are not fully compatible between major releases.

You can read more on that here: http://underrail.com/forums/index.php?topic=228.0

1738
General / Re: STUUuuuckk.... *tear*
« on: March 22, 2013, 01:32:44 pm »
If you're playing the demo version, that's all there is to it.

1739
Other Games / Re: Might and Magic X?
« on: March 21, 2013, 08:29:51 pm »
I saw that. Could be it, but we can't really say for sure until we see more footage. Here's hoping it has free movement, I freaking hate that grid stuff. Why would you go for first-person 3D without capitalizing on its strengths?

1740
Other Games / Re: Might and Magic X?
« on: March 21, 2013, 08:06:05 pm »
Grid-movement? Really? They did that in the 80's and early 90's because they didn't have the technology to support full 360 movement at the time. i think grid movement in modern gaming is a gimmick and it grew old with Grimrocks release. If they decided to make it like M&M 6-8 then I would be happy but.. *sigh*

Where did you see or read about grid movement? Did I miss something?

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