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Messages - Styg

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1966
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 02:21:34 am »
Am I reading this right that durability doesn't degrade over time/with damage/whatever but is just set when the item is spawned and if you repair it, you're good to go? Can you equip broken stuff?

Forgot to point this out, but the weapons and armor do degrade with use. You can equip broken stuff but it will not work as well. Armors will give reduced resistances if too low on durability or no resistances if they are completely broken. Weapons will have reduced chance to hit if low on durability.

1967
Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 02:19:36 am »
Very interesting changes, I actually like the durability/cost relation that you have introduced, but for the scraps: are these just 'scraps' (as in an item on its own) or is there different components that you extract from salvaging equipment, like plates, padding; scopes and handles from weapons etc? And how will the scraps develop as a resource within the game, like how many different purposes are scraps useful for, and stuff like that?

Scraps are their own item (there are three types: metal, electronic and fabric). For now, they are only used for creating repair kits, but I have another use in mind that I might implement soon.

1968
General / Re: Underrail wiki?
« on: January 28, 2013, 11:17:15 am »
Ok, guys. I'll look into setting up the wiki and doing the basic layout.

I'll keep you posted.

1969
Announcements / Pressing It Forward
« on: January 26, 2013, 04:24:02 pm »


Underrail just became a part of Pressing it Forward campaign, which is a marketing effort by us couple of smaller indie developers to gain more press attention and general visibility.

So if you're enjoying Underrail, you might want to check out the Pressing it Forward website for other games you might also like (don't forget to vote for them on Steam Greenlight).

Also, spread the word where you can and help us get more attention.

Cheers!

1970
Development Log / Dev Log #12: Grenade Changes and Item Durability
« on: January 25, 2013, 11:04:39 pm »
Two important changes to game mechanics in this update.



A lot of you have been complaining of how overpowered and game changing the grenades are due to how easy it currently is to deploy them exactly where you want even with no points invested in the skill, so I made some long overdue changes:
  • "Grenades" skill has been renamed to "Throwing". It will now be used when calculating precision of all throwing actions (such as tossing flares and using throwing nets).
  • Grenade cooldown no longer decreases with skill. A cooldown reduction feat will probably be introduced in the future.
  • Grenade range no longer increases with skill.
  • Throwing precision now increases with skill and decreases with throwing distance. The less precise you throw the farther the grenade will land from the targeted location (up to 3 tiles away).




I've introduced item durability for weapons and armor pieces (helmet, torso armor and boots). Now, some of you might not like this but hear me out first.

My main motivation for introducing degradable equipment is to reduce the amount of money the player can accumulate past the early game. As you start delving into "dungeon" areas of the game, you start finding more and more loot. And there has to be plenty of loot because different characters need different things and you have to give every type of character a decent chance to find a weapon/armor that he can use. Furthermore, whenever you kill an armed NPC (or a bunch of them) you get to loot their weapons and armor.

So very quickly you find yourself with a bunch of spare weapons and armors sets that you can just trade for a heap of money and whatever your heart desires. It's not supposed to be that easy. So now whenever you find a weapon or armor in a dungeon or loot it from a corpse it will have reduced durability and hence the cost. You can then repair the item and use it yourself, you can sell it for a percentage of its total value depending on how damaged it currently is, or, if you are crafty enough, you can recycle it for "scraps" that you can then use to create repair kits. You can also purchase repair kits from merchants, they will be plentiful.

There are three types of durability - mechanical (firearms, crossbows, metal armors, etc), electrical (energy and electroshock weapons) and fabric (leather armors, tactical vests). Depending on the item's durability type, the skills used to recycle the item (and then create repair kit from scraps) are mechanics, electronics and tailoring respectively.


* * * * *


And now I'm done messing with game mechanics for a while. Next up, new areas and quests.

1971
General / Re: Results of alpha funding?
« on: January 25, 2013, 01:56:23 am »
Yeah, I did have one feature at RPS in the past but at that point the game wasn't really ready to reap the full benefits of that.

I don't have that much time for marketing so I can't say I've done everything I can to get the game out there, but I am poking and prodding game journalists and the like on regular basis (and you feel free to do so as well ;) ).

It's an ongoing process and the game will gain more and more visibility over time, I'm sure.

Keep spreading the word, guys, it can only help. Cheers. :)

1972
Suggestions / Re: One more generic suggestion
« on: January 25, 2013, 01:48:44 am »
But I think it would be good to play around with some kinda Identifying system to show if your skills are decent or not. As theirs no Current context to your Stats at all, so you dont know when you start the game if your Lockpicking is decent, or rubbish, can get pretty annoying and may discourage players

You mean at the very start? Character creation? If you really want to be good at lockpicking just max out it at the start. It's not like spending a few extra points in something that you maybe didn't need to will make a useless character.

1973
General / Underrail wiki?
« on: January 25, 2013, 01:45:37 am »
Wiki is at stygiansoftware.com/wiki.

If you want an account, PM me on forums or on Discord.

1974
Suggestions / Re: One more generic suggestion
« on: January 25, 2013, 01:35:05 am »
Regarding what affects what: I usually put that in description. E.g. it says in description of weapon skills how they affect gameplay. For most things it's pretty clear how they work for people who played a couple of RPGs before, and some take a bit of figuring out (but that's also a part of fun in playing a complex game).

I do not provide exact formulas inside the game as design decision. They are not as straight forward as you might expect and would look very ugly.

1975
Bugs / Re: Crash in Old Junkyard
« on: January 23, 2013, 10:12:58 pm »
If you are able to reproduce it, could you mail me a save just before the combat?

1976
Bugs / Re: Crash in Old Junkyard
« on: January 23, 2013, 08:46:55 pm »
Which version are you playing?

Were you playing in windowed mode? It's known to freeze in that mode on some systems.

1977
I definately dont have a new keycard and I cant close the quest with eddy - either its a random bug, ive sold the card, or taking on the wormhole missions from the other gang have caused it but i know not.

You shouldn't be able to sell the card. I'll look into possible bugs.

1978
General / Re: Results of alpha funding?
« on: January 23, 2013, 05:18:42 pm »
Here's a copy-paste of answer I gave to that question on another forum:

Quote
I didn't really know what to expect there. Outside of few extreme cases of alpha funding I didn't really have any info on how well it works out for most (decent) games.

I'm ok with how much it sells at the moment, considering the lack of "press" attention. Most people that tried the game enjoyed it and I think there are plenty more people out there that would gladly buy it but just haven't heard of it at all. That's why one of my mission critical objectives is to get it greenlit on Steam.

It didn't earn me as much as I would have asked for in a crowd-funding campaign. Not yet, anyway.

1979
General / Re: Completely Stuck (Possible Spoilers).
« on: January 23, 2013, 02:55:01 am »
Gonna go back and find that Monilth thing now! :D

ok, just did it, got +30 max PSI, no doppelgangers O.o
Bug or what?

It's not a bug. You unpowered a monolith and gained some vague insights (also PSI). It's Will based, btw.

1980
General / Re: My feedback after playing through Alpha 0.1.6.0
« on: January 23, 2013, 02:51:49 am »
Cheers for the feedback.

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