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Messages - Styg

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1951
I'm aware on this problem. For now play in full screen mode if possible.

1952
General / Re: bot/spammer
« on: January 04, 2013, 11:28:03 pm »
Banhammered. In the future, please use the "report to moderator" function.

Cheers.

1953
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.

1954
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.

1955
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.

1956
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.

1957
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.

1958
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.

1959
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.

1960
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).

1961
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.

1962
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.

1963
It's for Desura and it's a GUID. PM the code and I'll see what's wrong with it.

1964
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.

1965
Other Games / Re: Dwarf Fortress
« on: December 24, 2012, 02:24:42 pm »
Animal dissector, hmm? I can roll with that.

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