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Messages - Styg

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1861
General / Re: Alpha game - save game location
« on: January 08, 2013, 11:43:50 pm »
I've said too much already...  :-X

1862
General / Re: Stuck at GMS Compound (3rd Level)
« on: January 07, 2013, 03:57:19 am »
"Save often and in different slots." like Baldur's Gate used to say. ;)

Since you're stuck, you can try this easy cheat: Find your save game's folder (Documents\My Games\Underrail\Saves\SaveGameName) and delete these files (put them in recycle bin so you can restore them if something goes wrong):
GammaCompound2_L1.uzl.
GammaCompound2.ap

That should reset all the bots on that level.

1863
General / Re: Stuck at GMS Compound (3rd Level)
« on: January 07, 2013, 03:04:42 am »
Ugh, all four of them are waiting for you upstairs?

Even if you had stun immunity from "locus of control" I doubt you can survive the burst.

If you don't have an earlier save, I'm afraid you're stuck. Do you have an earlier save?

1864
Bugs / Re: Junkyard Bug
« on: January 07, 2013, 02:20:15 am »
I just purchased this game last night. and I have to say you've got atmosphere down really well. It's enjoyable so far though I think my character is doomed to fail. Seems that you can't really go through with melee, getting gunned down left and right. But I've managed to get this far with grenade use.
But anyway. I'm in the junkyard now and I'm encountering an unpleasant bug.
Whenever i throw a grenade at the mutant dogs on the surface after going through the wormhole. The sound goes to static for about halfa  second, then dies entirely, even if I load the game, the only way to fix it is to restart the game.
Not sure what the issue is. I've got the Alpha version off of Desura.

Using an updated version of Windows Vista as well, not sure that I got 7 on here though.

I'll take a look at it. Which grenade are you throwing?

1865
Bugs / Re: Report spelling/grammar errors
« on: January 05, 2013, 10:40:36 pm »
This may have already been pointed out, if so I apologize, just thought I'd mention it anyways.  I am currently playing as a female character and there have been few cases where other characters will say 'his' instead of 'hers' when referring to me.  I'm sorry I can't remember exactly where it occurred, but I know it happened at least twice in my play-through so far.

I know where one of the occurrences is at least.

If you run into it again please let me know who were you talking to.

thanks.

1866
Np. Glad you got it working.

1867
I'm aware on this problem. For now play in full screen mode if possible.

1868
General / Re: bot/spammer
« on: January 04, 2013, 11:28:03 pm »
Banhammered. In the future, please use the "report to moderator" function.

Cheers.

1869
Development Log / Dev Log #10: Wrapping up the Crafting Stuff
« on: December 31, 2012, 05:51:54 pm »
I've finished all the crafting updates for the next release:



  • Renamed the "Extract Toxin" blueprint into "Extract Humour". It can now be used to extract various bodily fluids from organs of dead animals
  • Creatures will now drop organs when killed. Different types of creatures (animals, insectoids) drop different organs. Harder to kill creatures have greater chance of dropping organs (e.g. rathound alpha has a better chance of dropping adrenal gland than the regular rathound)
  • Added health hypo blueprint. You'll need to extract substances from both animal (cave hopper, rathounds, dogs) and insectoid (psi beetle, burrower) organs in order to create those.
  • Added adrenaline shot blueprint. You can extract adrenaline from adrenal glands which are a rare drop on most creatures.



  • Added chemical blob trap blueprint you can use to create acid blob traps which entangle the victim causing high damage spread over a couple of turns.
  • Added acid bolts that you can create from the existing chemical bolt blueprint.
  • Added caltrops blueprint. When deployed caltrops deal small amount of damage to anyone who moves over them and drain additional movement/action points. They can also be coated in poison.



  • Added plasma pistol. It can be created from the existing energy pistol blueprint. Plasma pistols are high-damage energy weapons, but consume a lot of AP and energy when used which makes them a good
  • power attack weapons (aimed shot /execute), but not the best damage per turn weapons. They deal equal amounts of energy and heat damage.


* * * * *


I've also added Morphine Shot to the game. It reduces damage taken from any source by 50% for 3 turns, but after it expires the user will take damage equal to 50% of their missing health. Basically, you can use it to absorb good amount of damage over 3 turns, but you better make sure to stabilize before it expires. It's also a good way to survive between health hypo usages in difficult fights.


* * * * *


I will be tackling the creature respawning feature next, and then I'll fix the problem with certain kills not giving XP to the player (damage over time effects, explosive barrels, etc). After that there's a couple minor tweaks and bug fixes to handle and the next release will be ready.

Happy New Year everyone and see you in 2013.

1870
General / Re: GSM Compound help (spoilers)
« on: December 31, 2012, 04:14:53 pm »
That fight used to be even harder, but I nerfed the archer a bit during alpha release testing. As suggested, try stunning one of this with psi of flashbang.

1871
Bugs / Re: Error on game start
« on: December 31, 2012, 03:35:14 am »
i have this problem on the demo too and I'm fairly certain media player is installed as a feature but just in case can someone help me and tell me how to make it a feature just in case i am wrong.

Try running the game as admin explicitly. Let me know if that helped.

1872
Bugs / Re: Some text cut off in char creation
« on: December 30, 2012, 11:34:02 pm »
Is 1920x1200 your desktop resolution?

I found that when I play with desktop resolution in windowed mode this strange interlacing happens. Don't think I can do anything about this.

If you want to play windowed try picking a resolution slightly lower than your desktop.

1873
Bugs / Re: Some text cut off in char creation
« on: December 30, 2012, 11:10:17 pm »
I'll take a look. If you have time, please mail me the screenshot at: admin at underrail dot com.

Cheers.

1874
General / Re: Played through a couple of times
« on: December 30, 2012, 11:08:31 pm »
This game really takes me back to games like fallout and xcom.  That being said there are some modern changes I would like to see go in.  The ability to rotate your camera so you can see from multiple angles.  Stealth not just being a proximity detector but a factor of light, sound and skill.  Enemies that chase you into different zones.  Random encounters in zones you already cleared.  These are just a few things I would like to see come into the game.

Hi cane and thanks for the feedback.

As was said, rotating camera (or rather 4 different viewpoints cycling, real rotating camera isn't even possible) will not happen as it would require a lot of graphical work.

Things that affect stealth are: distance, lightning (can be negated through darkvision), sneaker's stealth skill, seeker's detection.

I'm already working on creature respawning mechanics for cleared area and I'm also planning on adding random encounters once the metro system is in place.

1875
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: December 29, 2012, 11:29:10 pm »
About importing character, would it be possible to allow player to reset character level/stats/skills/perks etc. at import while maintaining the xp so we could try out various character builds?

No, you gots to earn it! ;)

Also would it be possible to change quickslot behaviour with stackable items in a way that we choose item in slot and when we use the slot it uses sane items in our inventory untill all of them run out instead of until the stack we put in slot runs out (so if I had say 30 grenades of same kind in inventory, I could use the quick slot 30 times)?

Actually, most quickslot items have limited stacking, so that you can bring a limited amount into the battle. I don't think that currently there are fights where you can deplete grenades or that stuff from your quick bar if they are maxed, but that's the idea anyway.

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