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Messages - Styg

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1786
General / Re: How does encumbrance and armor requirements work?
« on: March 08, 2013, 05:56:35 pm »
Keep in mind that metal armor encumbrance depends on the type of metal used (tungsten steel is heavier than regular steel). There aren't any lighter metals in the game at the moment, but there will be in the future.

Also, I'm planning to introduce a medium encumbrance armor soon-ish(tm).

1787
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 06, 2013, 03:19:55 pm »
Inventory limitations might happen at some point. I'm still thinking about the best way to implement it and how it should affect the dungeon crawling and the game in general.

f anything was to be done, I would have it so you have a set number of tiles in your Inventory, and some things take up more tiles. Would also allow for some cool looking flashy sprites for the bigger items as well.

This is one thing that's sure not to happen as that would require redoing a lot of graphics among other things.

1788
Suggestions / Re: GMS Compound, Lower Level
« on: March 04, 2013, 02:40:50 am »
I may revisit GMS at some point in the future.

1790
Suggestions / Re: Additional Strategic Elements.
« on: March 04, 2013, 02:38:50 am »
As WolveNZ said, there's already some stuff in the game that you can place on the ground to change the dynamics of the battlefield (caltrops, acid). More is to come. As long as it only adds to the existing terrain, it's not that difficult to implement.

There's no animation for getting up so there won't be any knockdown effects in the game.

Using temporary combat assistants such as mini-turrets and various bots is something that I have considered in the past and it may happen, but no promises.

There will be more traps in the future, but there won't be any additional triggering mechanisms.

1791
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 04, 2013, 02:27:17 am »
Alright, guys, I'll be careful with buffing the junkyard encounters. I will test the changes thoroughly with some less optimal builds before release. I never had problems with those myself, nor anyone I've watched play.

WolveNZ, I find it kinda strange you had trouble with AR build. Did you get full-auto feat?

Screeg, item degradation only starts affecting combat when below 35%. With weapons it reduces chance to hit and with armor it reduces the resistances it provides.

JohnyCrown, difficulty settings are a possibility in the future.

Major_Blackhart, items made from higher quality components (which also means higher skill requirements) do sell for more.

1792
General / Re: Destroying boulders?
« on: March 04, 2013, 02:14:49 am »
You can't damage them with anything currently available in the game.

You'll have explosive chargers later on that you'll be able to use to clear some of these passages.

1793
General / Re: How does encumbrance and armor requirements work?
« on: March 02, 2013, 08:27:51 pm »
Wearing armor without meeting its strength requirement will reduce your action points.

Encumbrance (which is not influenced by your stats) will reduce your movement points, dodge, evasion and stealth by the specified amount (but will not reduce your action points).

1794
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 01, 2013, 12:19:20 pm »
The game is not really balanced around having a complete non-combat character, nor is that in the plans. You should still get plenty of benefit from going crafting, but you won't be able to generate money from nothing.

As for Old Junkyard areas, I never really saw anyone struggle there. I think the major problem was the low movement speed of mutants and some glitches in their AI so that should change now. Btw, what build were you use when you fought them?

1795
Development Log / Dev Log #14: Taking from the Rich
« on: March 01, 2013, 12:35:43 am »


I'm still working on the new content for next release (v0.1.7.0), but I also took a break from that to address more balance issues.

Now, before I hit you with a big list of changes, let me give you a brief intro about the subject at hand.

Looking at the current release version, the biggest issue with the game currently mechanics-wise is that it gets increasingly easier once the player gets past the early stages. One of the main reasons for that, which I've already addressed in the previous dev logs, is the (over)power of grenades and other AoE attacks. The biggest issue, however, is the game's economy. Namely, that the player quickly gets rich from the insane amount of loot that he can acquire. This dev log focuses primarily on that, as well as on re-balancing some other abilities/items that I've found to be a bit too good.

The biggest change here is that I've reduced the amount of loot that is available through scavenging significantly. The biggest offenders were mid-late game dungeons (I didn't mess with the starting areas, they are fine) and also somewhat corners of urban areas that were way to easy to plunder with impunity. For the most part I haven't removed any stuff from the loot table, but have rather reduced the amount of items you get (ammo, weapons/armor and especially components) and significantly reduced the chance. So basically most places that you've looted before still have some chance of holding loot in future games (very few containers are fixed to be empty), but they won't give you large amounts of loot every time like they do now.

This, coupled with item durability cost penalty should make the game more challenging and force you to manage your resources more carefully as you should no longer have unlimited amounts of grenades, special blots/ammo, psi points, batteries, etc. When it comes the time to release the new version, I'll have to test this new economy carefully with a couple of playthroughs, though, to ensure that I haven't gone too far or not far enough. After that, I'll be very interested to hear from you guys as to what your experience was in this new economy.

Also, I've increased the difficulty of some encounters in the Old Junkyard (Depot A) and also did some bug fixing. In any case, here's the full list:

  • Economy
    • Reduced the amount of loot significantly (mainly from dungeon areas and lightly guarded urban areas)
    • Wheeled bots and turrets leave loot now (ammo, scraps and sometimes more valuable things)
    • Reduce leather drop chances across the board
    • Reduced the value multiplier for certain crafted items (e.g. leather armor) in relation to their components; purchasing components from vendors and crafting them into finished items and reselling them should not be profitable (this would either force me to reduce the amount of components the merchants have or to reduce the restocking frequency and I don't want to do either); finding components and crafting them into items before selling them is profitable
    • Increased the cost of special bolts
    • Item cost penalty based on durability changed from linear function to power function; meaning that lower less and less durability and item has, the faster its value drops
    • Psi boosters now cost 5 mindshrooms to make
    • Increased deterioration rate of melee weapons by 50% to somewhat balance out them not requiring ammo
  • Misc
    • Added more mutated dogs to Old Junkyard because why not
    • Player now leaves a corpse after dying instead of turning into a backpack
  • Balance
    • Reduced the amount of skill points the player gets (-15 at the start, -5 per level)
    • Added activation cost to night vision goggles
    • Increased value of distance factor when calculating weapon to-hit chance
    • Weapon precision penalties (melee, on move) will now correctly be deducted at the end of to-hit chance calculation (it's no longer possible to mitigate these penalties through skill)
    • NPCs now have natural dodge and evasion bonus equal to twice their level (factor subject to change pending testing)
    • Reduced damage of shock, incendiary and acid bolts across the board; they should still be good but won't 2-shot most things in the game anymore
    • Precision bonus with special bolts removed from Marksman feat
    • Increased Pyrokinesis cooldown to 3 turns (up from 2) and reduced damage slightly
    • Premeditation now reduces the cost of your next psi ability by 50% instead of 100%
    • Increased the health of Mutated humans and restored them their normal movement points (was too easy to kite them)
    • Mutated human's AI tweaked to correctly use acid spray even when close to player if something is preventing them from engaging in melee
    • Increased mutant dog health
    • Resist chance calculations for everything (stun, entangle, etc) was previously bugged and couldn't drop below 20% no matter how powerful the attack/ability was and how bad the defense was. Also capped all resist chance at 65% (down from 80%), might change pending testing.
    • Reduced Neural Overload the damage that can be mitigated through resolve. It's also capped at ~40%.
    • Increased base psionic power of psi beetles and their synergy bonus; also their armor and health a bit (hopefully I get to watch them actually kill someone now)
    • Added some acid resistance to wheeled bots and turrets
    • Change trap detection mechanics to favor players investing in Traps skill in addition to having good perception; traps are also not revealed automatically if you beat the skill check but instead have a chance to be revealed every "tick" in real time / end of turn in turn-based mode; this will make traps a bit more dangerous than they are now for all characters
    • Changed stealth detection indicator colors for NPCs again: slowly fading in-and-out silver eye again means true-seeing again, while slowly fading in-and-out red eye means "stealth too low to hide from this NPC"; should be more intutive this way. If you don't know what I'm talking about, check out the stealth changes I made a while back (http://underrail.com/forums/index.php?topic=128.0)
    • You can no longer set traps, disarm traps, lockpick or hack in turn-based mode
  • UI
    • When placing traps with AoE effect, their range will also be displayed; this should make it easier for players to prevent chaining their own traps and blowing themselves up Wile E. Coyote style.
    • Toggling between all feats and only available ones should now correctly update the scroll bar
  • Bug fixes
    • Fixed the bug that caused players to die during transition and return as vengeful undead if they transitioned in turn-based mode with a damage over time effect that is about to kill them
    • Fixed lightning in some areas (GMS, Elwood's house)
    • Killing someone in a single turn will now correctly propagate hostilities to their nearby friends

Alright, this is about all the major balancing, bug fixing, etc, I was planning to do for this update. Unless I come across something major, of course. The economy will probably need more balancing closer to new version release, but until them I'll be focusing on new content.

1796
Suggestions / Re: More dialogs, more quests, more life !
« on: February 27, 2013, 03:15:02 pm »
While I respect your enthusiasm and some of those ideas that you've presented are pretty good, the reason this sort of stuff is not in the game ain't lack of ideas. While the amount of quests, flavor dialog, background info, and such will increase over time (especially in SGS areas) do not expect it to reach near-simulation level of realism where every quest is linked to every other and everyone will react to everything you do. Nothing near that is viable.

As for fan-made content, I do not accept any volunteer work as a rule (though I might steal your ideas!). We talked before about some minor stuff like misc. documents and minor background stuff the fans could offer to the game, so that might happen but I'm not sure. We'll see.

1797
General / Re: Any cheats available?
« on: February 27, 2013, 03:00:22 pm »
Documents\My Games\Underrail\saves

1798
General / Re: End of Alpha ? [Spoliers]
« on: February 27, 2013, 12:12:47 am »
The armory guard is the unofficial last boss currently.

1799
General / Re: Load times
« on: February 25, 2013, 01:07:43 pm »
Hi !

Try to desactivate the "save on transitions" in the options. The saving time is long and it adds to the loading zone time.

Worked for me :)

See if this helps you. Game saving is a bit too slow at the moment and I'll be working on fixing that in the future.

1800
General / Re: End of Alpha ? [Spoliers]
« on: February 25, 2013, 01:06:31 pm »
That's the end of the main quest line.

Burrower's are optional.

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