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Messages - Styg

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1966
Site Feedback & Suggestions / Re: captcha & question after every post?
« on: December 24, 2012, 02:22:48 pm »
We had an invasion a couple of weeks back so I had to tighten the anti-spam measures.

I hate captcha too, but not much else I can do right now.

1967
As long as you add a skill to shoot people in the crotch and drop them to the floor like a sack of spuds then I will be happy....

Does kicking do anything for you? Cause that's in. :)

1968
General / Re: Playing a burglar: is it possible?
« on: December 24, 2012, 02:19:27 pm »
There's no way to get there anymore. It's just something I forgot to remove from the area. :P

1969
General / Re: My questions after finishing alpha build.
« on: December 24, 2012, 01:53:46 pm »
Hi

Bought the alpha ( here's wishing I'm one of many ), finished it and there are a few things I'd like to ask:


1. Crafting: I know you're working on that, but would it be possible to add highlighting to components usable in the current schematic? The icons get a bit small at 1920X1080 and  when there's a lot of them (even with category filtering) it gets a bit tricky to find the right ones. Or at least make the text description clearer?
2. Locations: Any insights into plans how many you want to include?  In terms of city hubs, dungeons, not separate maps.
3. Lockpicks: They'll break only on a successfull pick, right?
4. Map  (normal, not minimap ): Will there be one? I actually had no problems navigating  the tunnels, but with more locations it may become an problem. (found the answer, sort of
)
5. Merchants: Will they restock goods? Right now they're a bit limited. I couldn't sell all the stuff I amassed from travels and genocide as I already got every schematic, stygian coin, ammo or stim I wanted. 
6. NPC's: I assume that later on most named NPC's will have a story/quest behind them? Like the VERY old (and tough, luckily not fireproof) person from depot A.

Overall I really liked it and I'm eagerly  awaiting the next build.


Oh, I encountered one bug: I got rid of all raiders at the GSC station stealthily (attacking from shadows, damn turret would steal my xp), the boss+2 cronies with a grenade and the prisoners stayed in "There are still bandits around" state. Not really game-breaking, but I tried twice and it repeated itself.

1. Next time I sit down to write some UI improvements I'll address that as well.
2. I don't want to promise anything here. I usually start with planning too much and then cut stuff as I go until I end up with something realistic.
3. Yep.
5. They will, but I haven't decided on all the things that should trigger the restocking.
6. Well, not all of them, but yeah there will be more of that stuff in the future.

The raider thing is a bug that will be fixed in the next update. Basically it messes up the count if you kill multiple raiders with the last shot.

1970
Announcements / Underrail entered Groupee's Build a Greenlight Bundle
« on: December 24, 2012, 01:45:29 pm »
If you haven't still picked up the game, here's an opportunity to get it cheap with some other games during this week with the latest Groupee's bundle.

Also, if you haven't already, please greenlight the game on steam.

Cheers.

1971
General / Re: After the Armadillo [SPOILERS]
« on: December 22, 2012, 04:22:11 pm »
It is customary at the end of each playthrough to go on a murderous rampage. ;)

1972
General / Re: Problem with Ventilation Shafts
« on: December 22, 2012, 04:21:05 pm »
What's your strength? I think it requires 7 or 8 to bust the vent shafts with a crowbar.

1973
General / Re: Playing a burglar: is it possible?
« on: December 22, 2012, 04:19:22 pm »
You can finish most quests without killing stuff, I think.
I'm not sure on how much XP you'd miss out on there, I never went for a pacifist playthrough.

You'd still get some XP for lockpicking, hacking and detecting secrets. And of course, you'd get bunch from quest completion.

If you decide to give it a go, let me know how it went.

Cheers.

1974
Bugs / Re: Junkyard Surprise bug
« on: December 22, 2012, 04:14:05 pm »
Not sure I understand.

What's your base lockpick skill (points invested)?

What's your base dexterity? 3?

So when you lost 3 dexterity, your dexterity was actually 0?

What's your modified lockpick skill in all three cases (base dexterity, +3 dex, -3 dex)?

Thanks.


1975
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. ;)

1976
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.

1977
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.

1978
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.

1979
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?

1980
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.

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