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Bugs / Re: when choosing another window in windowed mode game stops responding
« on: January 05, 2013, 07:30:30 pm »
I'm aware on this problem. For now play in full screen mode if possible.
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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.
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.
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?
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)?
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 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.
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)