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Messages - Styg

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1936
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.

1937
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.

1938
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.

1939
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.

1940
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.

1941
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.

1942
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.

1943
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.

1944
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). :)

1945
General / Re: Alpha game - save game location
« on: January 08, 2013, 11:43:50 pm »
I've said too much already...  :-X

1946
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.

1947
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?

1948
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?

1949
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.

1950
Np. Glad you got it working.

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