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Messages - Styg

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1966
General / Re: History and Lore
« on: November 10, 2012, 02:08:59 pm »
Did you consider asking people to write short storie to publish in your game? In form of journals, memos, etc? Maybe after new build and few more areas will be uncovered? Also it would make naming NPCs more fun if afterwards there was an option to read their memos, e-mails and even last will.

Hmm, I'll have to think about this. Maybe once I get more of the world lore structure down. I haven't even talked much about the main factions. It's not a bad idea overall, though. :)

1967
Development Log / Dev Log #7: More Quests and Feats
« on: November 10, 2012, 02:00:35 pm »
I'm almost done with quest implementation for the new areas. There's still a couple smaller ones to go, as well as some support scripting and dialog to do, but that shouldn't take more than couple of days. After that I'm going to start the work on the next 'dungeon' area and that will be the last bit of content for this release.

I do intend to revisit these areas post-release and add more quests, but for now this will do.



I've also added some new weapons and armors:
  • One new model of each firearm type: pistol, SMG, assault and sniper rifle
  • One new crossbow type
  • Knives and sledgehammers made of tungsten steel
  • Tungsteen steel armor
  • Regenerative vest that slowly restores health but consumes energy (can be used in creation of tactical vests or steel armors)
  • Acid resistant leather armor (this will be useful in the upcoming dungeon)

Then there are couple of new feats I got to implement. It's not much because this release I'm more focused on new areas, so expect a lot more in the future updates. I implemented a couple of melee feats because they were sorely missing in the demo:
  • Pummel - sledgehammer attack that takes the target off balance, negating dodge and evasion for 2 turns
  • Crippling Strike - unarmed or knife attack that deals 125% damage and reduces target's strength by 2 (stacks 3 times).
  • Dirty Kick - Unarmed attack that deals damage and stuns the target for 1 turn (double that if the target is human male)
  • Hit and Run - After you kill an enemy, your movement points are restored to 25 (or your maximum, whichever is lower)
  • Yell - You attempt to reduce offensive skills (guns, corssbows, melee and grenades skills) of all surrounding enemies by 20% of your intimidation skill
  • Shroomhead - You regenerate psi points in presence of mindshrooms when below 35% of your maximum psi
All in all, this version is nearing completion and it will be done by the end of this month for sure. Can't say exactly when it will be release for alpha purchase, as I don't know what the process for that will be, but it can't be far off now.

1968
Suggestions / Re: Animals in the game
« on: November 06, 2012, 01:08:06 pm »
There will be plenty of creatures in the game. Actually, one of the major points in the world's lore is the development of mutagens and how they were used and misused throughout the Underrail's history.

Just keep in mind, that while Underrail is not a hard sci-fi, don't expect wacky stuff like talking dogs and the like. :)

Btw, large herbivores don't make much sense for an underground environment to me, so probably won't see any of those. More along the line of: insects, rodents, reptiles and amphibians.

1969
General / Re: History and Lore
« on: November 06, 2012, 12:55:46 pm »
Initially I wanted to have stuff like electronic documents and journals in the game and I did write the code for that. But as I started producing content, I realized that even just writing dialog was a lot of work and that I wouldn't have time for more narration feeds so I cut it all out. So in short - narration will mostly be done through dialog.

1970
Bugs / Re: Game crash upon 'New Game.'
« on: November 02, 2012, 10:01:42 pm »
(i hope this isn't necro...) but i have this problem, but when i open properties and go to the bottom and click 'advanced' (im on vista) the check box for 'run as admin' is greyed out and i cant do anything about it. and when the other person asked, you didn't give an answer, so tell me one?

Are you logged on as an administrator on that machine?

1971
Bugs / Re: Inventory Glitch...and a few other things.
« on: November 02, 2012, 08:29:33 am »
Hi, I fixed the item duplicating bug (with the scrolling) and the snipe AP cost.

I don't think I've ever managed to actually delete an item from the inventory by accident, so I'll look into that. If you can remember how you managed to do that, let me know.

Thanks.

1972
Hi, I'm glad you're enjoying the game. :)

I pretty happy how the feat based special attacks work. While the fallout system was also fun, I prefer this approach for Underrail and won't be changing that in the future.  Btw, you can bind your special attacks to the action buttons so you can activate them with a press of a key instead of using the quick invoker.

As for death animations - while I agree it would be a nice touch, adding more animations is just too expensive.

1973
Come to think of it, I would really love to see a feat that allow the player to make silent shots with crossbows that does not break stealth, because as it is right now, my crossbow stealth character can't kill enemies efficiently enough. These shots need long cooldowns though for them to balance.

I'm considering implementing some type of limited stealth combat in the future. Btw, I've improved the crossbow play significantly since the demo (http://underrail.com/forums/index.php?topic=125.0) so using it as the main weapon should be viable in the future releases.

1974
Suggestions / Re: A map
« on: October 29, 2012, 08:56:12 pm »
First off I want to say that I'm absolutely loving this game so far and I've been a great fan of the Fallout series for a long time as well as the Forgotten Realms titles. So real big kudos to you Styg!

And I also want to make a suggestion about maps, I'm cool with the idea of a "world map" (if you could call it that) in sacrifice of a local one, but another thing that would be really useful is a zoom feature that allows you to quickly toggle a 0.5x zoom of your area, that way you easily erase the tedious 'slowly scrolling around the map method' that's in the game now.

Yeah, I get what you mean.

Actually there was an Infinity Engine style map screen implemented, but I had to disable it because of some technical issues when I transitioned to XNA 4.0. I might bring it back at some point in development.

1975
General / Re: how do you re gen PSI
« on: October 29, 2012, 08:53:22 pm »
I made some changes to the psi in this update: http://underrail.com/forums/index.php?topic=128.0

I have no plans to add passive psi regeneration at this moment, but I'm considering some form of restoring psi besides using psi boosters.

1976
General / Re: Really loving the game so far
« on: October 29, 2012, 08:51:18 pm »
Hi nackidno. I'm glad you're having fun with the game. And thanks for the feedback :)

1977
Bugs / Re: Game crash upon 'New Game.'
« on: October 25, 2012, 10:06:51 am »
I'm having the exact same problem, except that I'm using Windows Vista instead of Windows 7. Do you have any solutions for me?

Doesn't Vista has essentially the same privilege system? Did you try the solution in the second post?
Yes, otherwise I wouldn't be posting here. I've been able to access the properties, but my problem is that it won't allow me to activate the running of Underrail in administrative mode

Hi.

What exactly do you mean it won't allow you? Do you mean it doesn't allow you to check 'Run this program as an administartor' property?
Yes, that's exactly what I mean.

Are you logged on as an administrator on that machine?

1978
Development Log / Dev Log #6: Food and Balance
« on: October 25, 2012, 09:56:38 am »
I'm currently mostly working on area designs for the new release. By the end of the week I should have most of it in place (except the new dungeon which I'll tackle later) and then it's time for quests implementation.








* * * * *


I've added food to the game. You can consume different meals to gain (and sometimes also lose) different base stats for 5 minutes. You can only have one type of food buff on your character at any given time. Here are the meals I've prepared so far:
  • Rathound Barbecue: +1 strength
  • Cave Hopper Steak: +2 agility
  • Burrower Burger: +2 constitution
  • Eel Sandwich: +2 dexterity
  • Junkyard Surprise: +(1-3) random stat, -(0-3) random stat
* * * * *


I've also added a couple easy but important changes to game balance and mechanics.

First of all I changed a bit how stealth works. You'll still be detected over time depending on your stealth skill, enemy's detection, lightning and positioning like before, unless your stealth skill is too far behind the enemy's detection in which case you won't be able to hide from them at all. This will be indicated with a silver eye above the detecting character and the true-sight is now represented by a golden eye (previously silver). The problem was that even the non-stealthy characters were using stealth excessively to move around undetected (and have guaranteed combat initiation) and it worked as long as they didn't stay too close too long because of the way the revealing speed is capped. This change should prevent that while not changing how stealth mechanics work for stealthy characters (those who invest in stealth skill and wear light armors).

Also another minor tweak to stealth - I've added a notification when you bump into other characters and fall out of stealth for that reason. Some people were confused as to what was happening, but keep in mind that if they can't see you their pathfinding won't tell them to go around you.

I increased health scaling with levels, for both the player and non-player characters. Previously, the damage from weapons and other sources was far out-scaling the character health as you progressed in levels which ended up in very volatile fights. This change should ease that up a bit while keeping the early game unchanged. Keep in mind, though, that damage is meant to out-scale health to a certain degree because characters also have access to tougher armors and other protective stuff as the game progresses. Because of this change I've also increased the amount of health that hypos and bandages restore.

I've also doubled the psi point pool as well as psi restoration from psi boosters (also psi boosters now require three mindshrooms to make). This will allow the player focusing on psi abilities to have more sustain in combat. Some people felt like psi points need to regenerate over time, but I want it to be a resource you have to manage just like ammo and batteries. I'm considering adding other ways to restore limited amounts of psi outside of using boosters, though. We'll see.

I've significantly increased based damage multiplier of snipe ability so it should now be more powerful than aimed shot in the early game as intended (since it's a one time opening ability requiring stealth). This attack can no longer critically hit, though.

Keep in mind that none of this is set to stone. These are the changes I've arrived at by watching other people play and from hearing the feedback on the forums. Once the new version is released I will continue to keep an eye out and make changes for the sake of fun and balanced gameplay as best as I can.

1979
Bugs / Re: Game crash upon 'New Game.'
« on: October 22, 2012, 01:33:16 pm »
I'm having the exact same problem, except that I'm using Windows Vista instead of Windows 7. Do you have any solutions for me?

Doesn't Vista has essentially the same privilege system? Did you try the solution in the second post?
Yes, otherwise I wouldn't be posting here. I've been able to access the properties, but my problem is that it won't allow me to activate the running of Underrail in administrative mode

Hi.

What exactly do you mean it won't allow you? Do you mean it doesn't allow you to check 'Run this program as an administartor' property?

1980
Announcements / Re: Underrail on Steam Greenlight
« on: October 18, 2012, 01:53:12 am »
Voted!  Looking forward to having this game on Steam!

Thanks. :)

It's well within top 100 so I'm confident it will get greenlighted by the time it's ready for the final release.

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