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Messages - Styg

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1846
Suggestions / Re: Simplify the trade and weapon reloading option
« on: January 19, 2013, 01:42:53 am »
Concerning the reloading. Hold SHIFT and the quick reload buttons will appear instead of your utility buttons (red ones).

1847
Suggestions / Re: Feats
« on: January 18, 2013, 11:32:13 am »
I agree with the trade off on Recklessness not really being worth it, so I'll be changing that feat a bit sometime in the near future.

1848
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 17, 2013, 04:03:15 pm »
Hi Styg!

Can we open old saved games with this new build??

The 90 minutes are "real life" minutes?

I mean, If I want more stuff from the merchant I'll have to leave the game on for all this time?

Keep up the great work!

Cheers

Yes to all of those questions.

1849
Bugs / Re: Junkyard "Thugs" aggro Bug
« on: January 16, 2013, 06:03:59 pm »
Thanks for reporting. I'm aware of this bug, though. It will be fixed soon.

1850
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 16, 2013, 01:17:09 pm »
New version is available now on GamersGate and Groupees as well.

1851
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 15, 2013, 03:24:30 am »
Awesome thanks for the ubdate. Whats the max level one can achieve for the finished product?

I haven't decided yet. Currently it's capped at 20, but I'll probably increase that at some point.

That is awesome. I would also like to know about the feats. Will we have more of them later?

Yes, there will be plenty more feats.

1852
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 15, 2013, 03:24:07 am »
Hello,

First i want to thank the developper for this very promising game he made. I'm looking forward the final release :)

For those of us who have it on gamersgate, what would be the timeframe for the new version to show?

Thank you!

Should be up tomorrow, I hope.

1853
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 14, 2013, 12:12:11 pm »
Neat!

And with changes most of my workarounds are null again.

Also does respawn timer work only in game time, or is it two hours in RL? (may be a stupid question, but still somebody needs to ask this :P).

It only counts the time you spend in game.

1854
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 14, 2013, 12:11:45 pm »
Any teasers as to when new storyline material will be coming out?

I'll be adding more side quests in the next update. As for the main plot, you'll have to wait a bit longer as I need to fix a couple more game mechanics/balance things first.

1855
Development Log / Re: Dev Log #11: Version 0.1.6.0. released
« on: January 14, 2013, 12:57:48 am »
Awesome thanks for the ubdate. Whats the max level one can achieve for the finished product?

I haven't decided yet. Currently it's capped at 20, but I'll probably increase that at some point.

1856
Development Log / Dev Log #11: Version 0.1.6.0. released
« on: January 14, 2013, 12:24:08 am »
The game is updated to version 0.1.6.0 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 two dev logs.



  • Added creature respawning. Creatures in most places will respawn every two hours. Some bandits will also respawn, but most of the human enemies in the current areas will not respawn (since it wouldn't make sense in the context of these areas).
  • Merchants will now refresh their inventories every 90 minutes.
  • Reduced the frequency of base stat point gain. Player character will now gain an extra base stat point every four levels, instead of every two.
  • Fixed the problem with indirect kills not giving the player XP - all damage over time effects, ground effects and explosive barrels will now properly credit the player with XP.
  • Experience gains are now calculated against character's "potential level" which takes into account all XP gained to that point even if you stayed off leveling up.
  • Opening and closing doors in combat now cost 25 action points (up from 10) so no more open-shoot-close tactics!
  • Locked doors and containers will now display the difficulty rating on attempted use. Lockpicks and haxxors will display the max. lock difficulty they can handle in hands of the player character.
  • SGS merchants will now accept stygian coins (charons).

That's it for this patch. Be sure to let me know what you think of the changes and the new stuff once you get the chance to check it out.

1857
Suggestions / Re: Grenades And Grenade Skill
« on: January 13, 2013, 07:36:33 pm »
Yes, this is how I plan to rework the grenades (and some other things) in the near future.

1858
Bugs / Re: resolution settings
« on: January 12, 2013, 08:22:18 pm »
Delete this file:
Documents\My Games\Underrail\config.dat

That will reset all configuration properties to default.

1859
Announcements / Re: Underrail on Steam Greenlight
« on: January 11, 2013, 12:18:57 am »
January 15th is the date the next batch of games gets greenlit on Steam and though I doubt we'll make it in this round, it's prime time to spread the good word and get more people to upvote Underrail. So get on your favorite forums, facebook, twitter and other social thingamajigs and spam away!

Cheers.

1860
Suggestions / Re: Animals in the game
« on: January 09, 2013, 12:33:27 am »
Yeah was hoping to see those mentioned "Devourers" from the GMS compound which i think would be the equivalent of Deathclaws. Anyway bought the game when i saw it was like fallout three days ago and played through it. Extremely good for an alpha version and keep up the good work.

You mean burrowers?

Anyways, you guys will be glad to know that there are two more creatures currently in the works and will be part of an update in the near future (not the next one though). :)

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