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Messages - Styg

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1891
Bugs / Report spelling/grammar errors
« on: December 22, 2012, 04:11:04 pm »
In this thread you can report spelling and grammar errors that you encounter (dialogs, item descriptions, etc). I'll update this post to note which ones I corrected, so please check it out before posting an already reported one. Forget it, can't be bothered to keep a list, so feel free to double post.

Thanks for the suggestion, Spinewire. ;)

1892
Suggestions / Re: Complete walkthrough with 1st level character
« on: December 22, 2012, 04:01:21 pm »
Thanks for posting this Fenix. Here's some of my thought and reasoning on the subject(s):

- Investing skills in ranged weapons also increases damage, not just chance to hit.

- Snipers and stealth rely on stealth skill heavily so that improves with leveling as well.

- Problem with grenades is that throwing them precisely where you want is too easy, expect that to change in the future.

- In the next update the experience calculation on kills will change to take into effect your total XP instead of your current level, so staving off leveling while progressing with gear won't be effective anymore.

- Why do you find Will to be useless when you said that psi abilities scale quite clearly with skill (and will influences all of them)?

- Chance to hit with zero skill has been brought up before elsewhere and I did test it myself. The thing is its directly related to the targets evasion and not all targets have the same amount of it. Try hitting dogs for example and let me know what the chance you had there. In any case, this is still subject to be tweaked in the future of course.

1893
General / Re: Thoughts and Questions
« on: December 22, 2012, 03:04:26 pm »
Hi,

Thanks for the support. I'm very glad you're enjoying the game that much.

I do almost all the work on the game myself, including drawing tilesets. I do have an editor I use and as a matter of fact I did make a video of assembling an area once not long ago but never got around to uploading it, so that's something I might do at some point.

The characters are 3D pre-renders and that's about the only thing I don't do myself. Mark, a freelance 3D artist does all the work on them - modelling, texturing, animating, rendering. As for weapon-armor variations, there really isn't any smart way to go about it (as far as I know), you have to render out all the combinations, and that's the reason why the game is so heavy (800+ MBs) and will get even heavier in the future.

1894
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: December 22, 2012, 01:40:13 pm »
Just my thoughts as far as the lockpicks go, wouldn't it make more sense that a failed attempt would break a lock pick, but a successful attempt would let you keep it. Just my thoughts.

The reason for this is not to entice save scumming.

At least give us maybe a blueprint for multiple use lockpick device (like omnitool),  it could use battery as well.

The main reason for this change is to turn both lockpicks and haxxors into resources. There might be something like a "skeleton key" further down the road.

1895
General / Re: Problem with Ventilation Shafts
« on: December 20, 2012, 01:08:17 pm »
To use the crowbar, as far as I can tell, you have to equip it in your hand and also drag it to the quick bar at the bottom. Then, you have to select it as the active weapon and then use it and that should let you try to open the vents. It's probably the most tedious thing in the game right now. I wish you could just drag it to the quickbar and use it straight from there without putting it in your hand.
I did it before I wrote my first post here but is not working abyway. Bug?

Did you equip the same crowbar to your action bar and your weapon slot?

1896
Suggestions / Re: De-Crafting
« on: December 19, 2012, 07:56:04 pm »
This is something I've considered in the past and it might still happen. It's tied into another game mechanics I'm still considering as well.

1897
General / Re: Purchased the Alpha
« on: December 19, 2012, 07:54:39 pm »
It'd be great if you could up the font size for the tooltips and stuff I'm legally blind so it'd be great for me :D

I'm even further into the game now and I gotta say it is literally amazing :D

Thanks, I'm glad you're enjoying the game. :)

I'll add options for bigger tooltip font for sure in the next UI update.

1898
General / Re: After the Armadillo [SPOILERS]
« on: December 19, 2012, 07:53:32 pm »
No new quests in the next release. It will be mostly focused on crafting (new items and blueprints).

1899
General / Re: Problem with Ventilation Shafts
« on: December 19, 2012, 07:51:56 pm »
Vents are 100% optional. ;)

1900
Development Log / Re: Dev Log #9: Importing Characters and More Crafting
« on: December 18, 2012, 11:10:48 pm »
Oh  God... ACID GUN! I love it. I wonder if acid gun could be combined with a perk to make it hit head of the enemy... blinding it and covering in yucky, deadly stuff :D. It would be neat all right. And something like helmet would defend from that! Just a thought.

Never got around to implementing blind effect, though it was in the plans. If I ever get that done, sure why not. ;)

1901
Development Log / Dev Log #9: Importing Characters and More Crafting
« on: December 18, 2012, 10:38:57 pm »
Alrighty, now that the stuff around alpha release finally settled down a bit I was able to get some real work done again.



I've added export/import character options so that you can restart the game with an existing character (and all their equipment) in the future updates. This ties up to what a lot of you have been asking about - the saved game compatibility between releases. Well, the saves usually won't be 100% compatible. I won't prevent you from loading your old saves, but your saved state might miss a dialog/quest flag, an object you should have picked up earlier, a new NPC that have been added to an area you already visited, etc. So in short, you can load an outdated save game and mess around with it (it shouldn't crash or anything), but if you for some reason can't progress with the quests, I won't be able to help you with that.



Next, I've added an option to autosave on transitions for those who sometimes forget to save for a long time and die 5 areas later, losing all of the progress. I don't advise you to use this feature at the moment, because saving is a bit slow right now, especially when you get later into the game and you'll be changing areas frequently. But if you want it it's there. Also, you'll now have the option of using 'rolling saves' which means that the game will retain your (one) previous quicksave and autosave instead of overwriting it.



Now some gameplay changes.



I've changed the way the lockpicks and haxxors work. Lockpicks are now spent on successful lockpicking, so they work as a resource. They have distinct power levels and icons (+0, +5, +10) and are stackable. Haxxors work similarly like they did before, but also have distinct power levels and icons and require energy (batteries) to use.



Next up is the blueprint for chemical pistols that you'll be able to use to craft guns that fire various chemicals in various forms, if you have sufficient chemistry skill that is. A chemical pistol has two major components - collector, which determines the type of substance you can load into the weapon, and dispenser, which determines the way the gun fires the substance. For now you'll only be able to create Acid Blob Pistols, but there will be more in the future. There's also "Chemical Ammo" blueprint to accompany this. If you have sufficient biology and chemistry skills you'll be able to extract acid from acid mutants and make ammo from it.


* * * * *


I'm aiming for a new release somewhere around New Year. Not sure if it's going to be before or just after though, we'll see. It'll focus mainly on crafting. I'll be adding blueprints for new interesting gadgets as well as some existing stuff that you can't craft at the moment, such as health hypos.

Another major change will be adding respawn timers on creatures in certain areas. This will serve two purposes. First, if you ever find the yourself too weak to progress further with the quests, you can spend some time and hunt through the lower level areas. Now, I'm not saying this is something you'll have to do. The game won't ever require you to grind anything. However, the combat in this game tends to be a bit hard at times, so if you're not that good at it, you'll have this option. And secondly, you'll be able to return to previously visited areas to obtain crafting materials if you're missing on some of them (like you already can with the mushrooms).

That's it for now. Let me know what you think of these changes.

1902
General / Re: Purchased the Alpha
« on: December 18, 2012, 11:23:43 am »
You can increase dialog font in the options menu. At some point I'll add this for tooltips and other stuff as well.

If you're using a non-native resolution on an LCD that will always look bad, it's just how they work.

1903
General / Re: Purchased the Alpha
« on: December 18, 2012, 02:39:04 am »
Are you playing on your monitor's native resolution?

1904
General / Re: Raiders and Hoppers? SPOILERS
« on: December 18, 2012, 02:38:40 am »
When you exit the SGS into the tunnels turn right (your character's right) before the building where Old Jonas is and follow the tunnels from there. You'll eventually come across a lake where you'll find hoppers.

1905
Suggestions / Re: Combat A bit too hard?
« on: December 14, 2012, 08:43:57 pm »
Yeah, I'll be looking to fix that in the future.

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