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Messages - Styg

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1876
Bugs / Re: Experience bug
« on: December 29, 2012, 11:24:59 pm »
Sometimes, when mob dies from burning, char didn't get an experience.
I checked log twice, but after message about mob's death there wasn't message about +exp.
Dog, hit with incendiary bolt.

I'm aware of this. It'll be fixed (next update probably).

1877
Suggestions / Re: Allowing traders to get new stock?
« on: December 29, 2012, 11:24:22 pm »
I agree that a trader's stock should change over time. Not in a wholly random way but in a manner that conveys the idea that the trader is trading with other traders. The likes of Jack Quicksilver and other wandering traders etc. Traders should probably have a particular array of item and component types that they'll carry with min / max amounts of each object. At certain points the trader's inventory chanegs within these bounds. It may be that they should also only buy items off the player that fit into these broader categories but this might be too prescriptive.

For me the problem lies with the idea that there is no 'time' in underrail yet. Having time and the passage of time as a game mechanic would help with this sort of thing. Maybe the trader's inventory changes once a week as a trade caravan passes through. This could be implied or it could be written into the game in a manner similar to the wandering caravans in Fallout 3. After so many days you actually see a travelling trader who deals in medicines show up and spend some time with Doctor Pasqual, restocking Pasqual's supplies. If you happen to be there at the time then you can trade directly with the traveller. If not then you can trade with Pasqual who's inventory has changed.

I think Styg's already working on respawn timers but making time a more concrete part of the game would allow for more creative uses and also make the environment feel more alive.

If I was to introduce the passage of time in the way you suggested then I need to also implement other features (or change current ones) that would rely on it, otherwise there's no point in implementing it in the first place, as you undestand. The game is already feature packed and I'd rather spend my time now creating content.

1878
Suggestions / Re: Allowing traders to get new stock?
« on: December 29, 2012, 11:19:32 pm »
Here is a simple and perfect solution

* Traders replenish their stock ever 1-2 hours of gametime
* Traders stock better items after certain main story events ( as well as some other modifiers if wanted)

I'm leaning towards this solution atm.

1879
It's for Desura and it's a GUID. PM the code and I'll see what's wrong with it.

1880
Other Games / Re: What games are you playing?
« on: December 24, 2012, 03:27:21 pm »
2-man NWN 2: Storm of Zehir coop.

Not the best NWN module ever, but it's fun.

1881
Other Games / Re: Dwarf Fortress
« on: December 24, 2012, 02:24:42 pm »
Animal dissector, hmm? I can roll with that.

1882
Site Feedback & Suggestions / Re: captcha & question after every post?
« on: December 24, 2012, 02:22:48 pm »
We had an invasion a couple of weeks back so I had to tighten the anti-spam measures.

I hate captcha too, but not much else I can do right now.

1883
As long as you add a skill to shoot people in the crotch and drop them to the floor like a sack of spuds then I will be happy....

Does kicking do anything for you? Cause that's in. :)

1884
General / Re: Playing a burglar: is it possible?
« on: December 24, 2012, 02:19:27 pm »
There's no way to get there anymore. It's just something I forgot to remove from the area. :P

1885
General / Re: My questions after finishing alpha build.
« on: December 24, 2012, 01:53:46 pm »
Hi

Bought the alpha ( here's wishing I'm one of many ), finished it and there are a few things I'd like to ask:


1. Crafting: I know you're working on that, but would it be possible to add highlighting to components usable in the current schematic? The icons get a bit small at 1920X1080 and  when there's a lot of them (even with category filtering) it gets a bit tricky to find the right ones. Or at least make the text description clearer?
2. Locations: Any insights into plans how many you want to include?  In terms of city hubs, dungeons, not separate maps.
3. Lockpicks: They'll break only on a successfull pick, right?
4. Map  (normal, not minimap ): Will there be one? I actually had no problems navigating  the tunnels, but with more locations it may become an problem. (found the answer, sort of
)
5. Merchants: Will they restock goods? Right now they're a bit limited. I couldn't sell all the stuff I amassed from travels and genocide as I already got every schematic, stygian coin, ammo or stim I wanted. 
6. NPC's: I assume that later on most named NPC's will have a story/quest behind them? Like the VERY old (and tough, luckily not fireproof) person from depot A.

Overall I really liked it and I'm eagerly  awaiting the next build.


Oh, I encountered one bug: I got rid of all raiders at the GSC station stealthily (attacking from shadows, damn turret would steal my xp), the boss+2 cronies with a grenade and the prisoners stayed in "There are still bandits around" state. Not really game-breaking, but I tried twice and it repeated itself.

1. Next time I sit down to write some UI improvements I'll address that as well.
2. I don't want to promise anything here. I usually start with planning too much and then cut stuff as I go until I end up with something realistic.
3. Yep.
5. They will, but I haven't decided on all the things that should trigger the restocking.
6. Well, not all of them, but yeah there will be more of that stuff in the future.

The raider thing is a bug that will be fixed in the next update. Basically it messes up the count if you kill multiple raiders with the last shot.

1886
Announcements / Underrail entered Groupee's Build a Greenlight Bundle
« on: December 24, 2012, 01:45:29 pm »
If you haven't still picked up the game, here's an opportunity to get it cheap with some other games during this week with the latest Groupee's bundle.

Also, if you haven't already, please greenlight the game on steam.

Cheers.

1887
General / Re: After the Armadillo [SPOILERS]
« on: December 22, 2012, 04:22:11 pm »
It is customary at the end of each playthrough to go on a murderous rampage. ;)

1888
General / Re: Problem with Ventilation Shafts
« on: December 22, 2012, 04:21:05 pm »
What's your strength? I think it requires 7 or 8 to bust the vent shafts with a crowbar.

1889
General / Re: Playing a burglar: is it possible?
« on: December 22, 2012, 04:19:22 pm »
You can finish most quests without killing stuff, I think.
I'm not sure on how much XP you'd miss out on there, I never went for a pacifist playthrough.

You'd still get some XP for lockpicking, hacking and detecting secrets. And of course, you'd get bunch from quest completion.

If you decide to give it a go, let me know how it went.

Cheers.

1890
Bugs / Re: Junkyard Surprise bug
« on: December 22, 2012, 04:14:05 pm »
Not sure I understand.

What's your base lockpick skill (points invested)?

What's your base dexterity? 3?

So when you lost 3 dexterity, your dexterity was actually 0?

What's your modified lockpick skill in all three cases (base dexterity, +3 dex, -3 dex)?

Thanks.


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