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Messages - Styg

Pages: 1 ... 115 116 [117] 118 119 ... 139
1741
General / Re: Underrail wiki?
« on: March 21, 2013, 07:51:25 pm »
Cool stuff, guys. :)

I'll help out as soon as I get done with this patch.

Ideally, I'd like to host the wiki on my site and customized the theme and all, but since I really don't have the time to do all that stuff this might be good alternative.

1742
Other Games / Re: Might and Magic X?
« on: March 21, 2013, 06:04:04 pm »
By the looks of this announcement video it seems that it will at least be a party blobber:
http://www.youtube.com/watch?v=FqkVS7csnm4

1743
General / Re: Steam Keys?
« on: March 20, 2013, 11:05:05 pm »
I just saw Steams early access feature, is this something you will consider if the game gets greenlit?

There's a thread about this on Steam Greenlight. Feel free to hijack it to promote the game. :D It will inevitably descend into flamewar anyway.

http://steamcommunity.com/workshop/discussions/-1/810919691025655547/?appid=765

1744
General / Re: Burrowers question
« on: March 20, 2013, 09:51:32 pm »
Are you implying that burrowers are not cool?

1745
I think I'll go unarmed-psychokinesis-grenades for starters. Unarmed definitely needs some love. :)

1746
General / Re: Steam Keys?
« on: March 20, 2013, 09:24:26 pm »
I just saw Steams early access feature, is this something you will consider if the game gets greenlit?

Yeah, for sure. Sounds good to me.

1747
General / Re: Steam Keys?
« on: March 20, 2013, 02:07:44 pm »
If the game gets greenlit it is my intention to provide Steam keys to those who already purchased it elsewhere.

However, it's ultimately up to Valve, Desura and others involved whether or not they will allow this, so I cannot say with 100% certainty.

1748
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 20, 2013, 07:56:00 am »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

The random items are generated first time you enter the area.

1749
Perception/agility based sneaky guns+grenades sniper. Don't use automatic weapons. See how well it goes with "one shot, one kill" mentality.

Build's viable and should be good for testing grenades since those are its only source of AOE and CC.
And as of 0.1.6.0, Aimed Shot with Sharpshooter outperforms Snipe even with max stealth, stealth armor and a cloaking device. Snipe could use a precision bonus or something to make it feel special, rather than just a weaker AS on a different cooldown.

Snipe needs 75 stealth to break even with sharpshooter crits and that shouldn't be that hard to get really. I think my friend had like 100+ last time he went for that build.

It's still a bit too close, though. What I think I'll do is change sharpshooter a bit. Maybe to give +50% bonus crit damage to all three weapon types.

1750
Bugs / Re: Report spelling/grammar errors
« on: March 20, 2013, 01:31:32 am »
Fixed all above. Thanks a lot guys for taking the time to post this.

1751
Suggestions / Re: Suggestion/question
« on: March 20, 2013, 01:17:32 am »
Yes, and this costs both money (animator time) and also inflates the game size quickly. I'd rather add more armor types and creature models.

1752
Bugs / Re: Components sorting bug?
« on: March 20, 2013, 12:15:48 am »
Alright, this item was weird in more than one way.

Fixed it so that now it's sorted correctly, its price scales with quality (800+15 per quality), and its quality is relevant in all its crafting recipes.

1753
The content for the new patch (0.1.7.0) is almost done and I'm nearing dedicated internal testing phase.

This basically means my friend and I sit down and play through the entire game once or twice and I fix the bugs we encounter, but also tweak the mechanics sometimes.

So I want you guys to suggest what kind of build I should go for. I'm going to use grenades for sure as a lot of balance/mechanics changes involved those. If there's some build you feel is currently underpowered or just straight up not viable let me know and I'll give it a go so I can see for myself what the problems are.

1754
Suggestions / Re: Ideas for tactics
« on: March 19, 2013, 10:17:07 pm »
I just can't count the number of times I'm getting ganged up on, and it would have been really nice if I could have used a smoke bomb for a few turns to at least even the odds, then by the time it cleared, I'd at least have a fair fight, lol. Tactics aren't always a viable option when entering a room immediately initiates combat (referring to you, GMS trap door. >.>) Plus, escapes are always a more viable option then too, lol.

Try using flashbang.

That said, the suggestions aren't bad. I might implement the camera thing.

The smoke grenade is something I'm already planning on introducing if/when I get the gas mechanics done.

1755
Suggestions / Re: Cover system
« on: March 19, 2013, 10:06:43 pm »
This was something I've considered in the past, but you pretty brought up the problem I ran into - "how one would determine whether it is low enough to see over". Because the game was not designed with this from the get go, it would take a lot of work to introduce the necessary properties to the objects and relate them to their position (which is not always centered on the tile) for this work.

So no, concealment modifiers from terrain won't be implemented. However, they might be implemented for other stuff such as smoke.

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