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Messages - Styg

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1816
General / Re: Already stuck
« on: February 10, 2013, 02:34:18 pm »
Heya. You can open your notes if you're unsure what you're supposed to do (hotkey: N).

If you're still stuck you can take a look at this playthrough video: http://www.youtube.com/watch?v=M4XY7uuSaZQ.

1817
Site Feedback & Suggestions / Re: the accountlist
« on: February 07, 2013, 09:23:52 pm »
http://puu.sh/1YVlc

Today alone, just about all that is bot.

:s

There are ways to remove the bots, but I don't recall what kind of forum this is.

It's "Simple Machines".

1818
General / Re: Underrail wiki?
« on: February 07, 2013, 02:43:04 am »
How's the wiki coming along? :)

It's in the queue. Don't worry, I haven't forgotten about it.  :)

1819
Discussions / Re: Fan Music for Underrail!
« on: February 04, 2013, 10:24:44 pm »
Do you think I could make music for you, Styg? I messaged you. :3

Replied.

By the way, I tweeted and posted the second track on the Facebook. Hope it gets some attention. ;)

1820
Site Feedback & Suggestions / Re: the accountlist
« on: February 02, 2013, 11:55:58 pm »
Yeah, but it's getting kinda silly now.

I'll look into ways to automatize their removal. Anyone know any good plug-ins of this type for SM forums?

1821
Other Games / Re: Dwarf Fortress
« on: February 02, 2013, 11:54:32 pm »
Tell me the truth, guys, is my animal dissector still alive?

1822
Discussions / Re: Fan Music for Underrail!
« on: February 02, 2013, 11:53:28 pm »
Thanks for the music, CS. I'm flattered. :)

Btw, guys, I do intend to introduce more urban music to the urban areas in the future to give them a bit more flavor.

Funny thing, the mystery/horror drones that I used for the dungeons/tunnels were initially only meant to work as placeholders, but turns out most people like them and want them to stay.

1823
Suggestions / Re: BACKFLIPS AND UNICORNS AND BROADSWORDS!!
« on: February 02, 2013, 11:43:55 pm »
More wildlife and faction struggles are coming.

New weapon types - probably not. It's very expensive adding those in for the reasons I already explained a couple of times: it inflates the number of armor-weapon-combination sprite files that the game requires which affects the game's size considerably (95% or more of the game size is this). Secondly, retrofiting all those animations costs money and artists time and I don't got much of either.

This doesn't mean though that there won't be special weapons in the existing categories in the vein of Shock Sledgehammer. However, something that would require new weapon animations is not likely to happen.

Btw, you can invest in dodge to avoid melee attacks and evasion to avoid ranged attacks (to a lesser extent) and reduce AoE damage.

1824
Bugs / Re: wall missing on demo verson 0.1.4
« on: January 29, 2013, 09:23:52 pm »
just to make sure if i find anything else. do you want me to report anything else i find in the demo version?

Can't hurt, but as nackidno said a lot of bugs have been fixed since the demo.

You can always do a quick forum search to see if it was already addressed and report it otherwise.

Thanks.

1825
Bugs / Re: wall missing on demo verson 0.1.4
« on: January 29, 2013, 07:38:26 pm »
Thanks for reporting. This was fixed in the later versions, though.

1826
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 02:21:34 am »
Am I reading this right that durability doesn't degrade over time/with damage/whatever but is just set when the item is spawned and if you repair it, you're good to go? Can you equip broken stuff?

Forgot to point this out, but the weapons and armor do degrade with use. You can equip broken stuff but it will not work as well. Armors will give reduced resistances if too low on durability or no resistances if they are completely broken. Weapons will have reduced chance to hit if low on durability.

1827
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 02:19:36 am »
Very interesting changes, I actually like the durability/cost relation that you have introduced, but for the scraps: are these just 'scraps' (as in an item on its own) or is there different components that you extract from salvaging equipment, like plates, padding; scopes and handles from weapons etc? And how will the scraps develop as a resource within the game, like how many different purposes are scraps useful for, and stuff like that?

Scraps are their own item (there are three types: metal, electronic and fabric). For now, they are only used for creating repair kits, but I have another use in mind that I might implement soon.

1828
General / Re: Underrail wiki?
« on: January 28, 2013, 11:17:15 am »
Ok, guys. I'll look into setting up the wiki and doing the basic layout.

I'll keep you posted.

1829
Announcements / Pressing It Forward
« on: January 26, 2013, 04:24:02 pm »


Underrail just became a part of Pressing it Forward campaign, which is a marketing effort by us couple of smaller indie developers to gain more press attention and general visibility.

So if you're enjoying Underrail, you might want to check out the Pressing it Forward website for other games you might also like (don't forget to vote for them on Steam Greenlight).

Also, spread the word where you can and help us get more attention.

Cheers!

1830
Development Log / Dev Log #12: Grenade Changes and Item Durability
« on: January 25, 2013, 11:04:39 pm »
Two important changes to game mechanics in this update.



A lot of you have been complaining of how overpowered and game changing the grenades are due to how easy it currently is to deploy them exactly where you want even with no points invested in the skill, so I made some long overdue changes:
  • "Grenades" skill has been renamed to "Throwing". It will now be used when calculating precision of all throwing actions (such as tossing flares and using throwing nets).
  • Grenade cooldown no longer decreases with skill. A cooldown reduction feat will probably be introduced in the future.
  • Grenade range no longer increases with skill.
  • Throwing precision now increases with skill and decreases with throwing distance. The less precise you throw the farther the grenade will land from the targeted location (up to 3 tiles away).




I've introduced item durability for weapons and armor pieces (helmet, torso armor and boots). Now, some of you might not like this but hear me out first.

My main motivation for introducing degradable equipment is to reduce the amount of money the player can accumulate past the early game. As you start delving into "dungeon" areas of the game, you start finding more and more loot. And there has to be plenty of loot because different characters need different things and you have to give every type of character a decent chance to find a weapon/armor that he can use. Furthermore, whenever you kill an armed NPC (or a bunch of them) you get to loot their weapons and armor.

So very quickly you find yourself with a bunch of spare weapons and armors sets that you can just trade for a heap of money and whatever your heart desires. It's not supposed to be that easy. So now whenever you find a weapon or armor in a dungeon or loot it from a corpse it will have reduced durability and hence the cost. You can then repair the item and use it yourself, you can sell it for a percentage of its total value depending on how damaged it currently is, or, if you are crafty enough, you can recycle it for "scraps" that you can then use to create repair kits. You can also purchase repair kits from merchants, they will be plentiful.

There are three types of durability - mechanical (firearms, crossbows, metal armors, etc), electrical (energy and electroshock weapons) and fabric (leather armors, tactical vests). Depending on the item's durability type, the skills used to recycle the item (and then create repair kit from scraps) are mechanics, electronics and tailoring respectively.


* * * * *


And now I'm done messing with game mechanics for a while. Next up, new areas and quests.

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