Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: 1 ... 131 132 [133] 134 135 ... 139
1981
Development Log / Re: Dev Log #5: Improving Crossbow Play
« on: October 12, 2012, 11:10:34 pm »
Good, powered up crossbow.  Maybe add a warhammer-style crossbow into which PSI users are able to channel their psychic energies. The bolt unleashes a deadly charge on impact [into the victims body], causing more damage to monsters or stunning people. 

This warhammer-style crossbow is quite mundane in the hands of non-psi users of course. Only gets powered up, glowing with a blue light and crackling with psychic energy in the hands of psi-users.

Also one use of this crossbow could be Vampiric Channeling - upon successfully hitting the enemy the projectile instantly establishes a psychic link through which the attacker is able to suck out the life-force of the victim: like in the movie Life Force.
http://www.imdb.com/title/tt0089489/

You do know this is sort of a sci-fi game, right? :P

1982
Development Log / Re: Dev Log #5: Improving Crossbow Play
« on: October 12, 2012, 11:07:53 pm »
Yeah! That is some change that I like!

Exploding bolts would be cool too. And like I wrote (like before) about potential for special damage should be fully utilized. I'm mainly talking about special shots targetting limbs (I know there are already such skills, but weapon differentiation would be great - like greater chance for such skill to apply or even a tiny chance to condition appear on it's own, which could give crossbow different flavor from guns).

These are of course only suggestions, but I'm glad that work is still being done as I'm afraid that the forum is slowly dying.

I don't see a reason why crossbows specifically would be allowed to target specific limbs? As I mentioned already these sort of things will be available through special attacks, most of which will be available to crossbows as well.

Exploding bolts are something that I'll probably add at some point, it's just low priority right now as there are already grenades and mines in the game.

I wouldn't worry about the forum, I think it's just that people have played and provided feedback on all there is in the demo. I'm sure the things will pick up once the new version is released. ;)

1983
Development Log / Dev Log #5: Improving Crossbow Play
« on: October 11, 2012, 01:44:44 am »
    One of the common complaints in the demo, and one of the things that I personally wasn't very happy with, is how the crossbows were playing out. Using crossbows as primary damage source was practically impossible, so I've taken some steps to bringing the crossbows up to par with firearms and making them a viable alternative.

    First of all I've increased base damage of crossbows, so their straight up damage per turn potential is now about the same as 7.62mm pistols (which is another weapon class with 2 attacks per turn). Originally I kept the crossbow damage lower as I wanted to emphasize their special bolt attack strengths, but I went a bit too far there and they ended up being too weak, especially in the early game before the player could pick up any special bolts. Also, because crossbow attacks already incur more of mechanical damage resistance (125%) and have no way of overcoming that in regular attacks (no armor piercing rounds) there is no need to penalize them further by assigning them lower base damage.

    The second problem was a lack of multi-target special bolts, so now I've added two of those. They fulfill similar roles but in different ways.

    • Shock Bolts - These bolts inflict additional electrical damage to the primary target, stun it (works on machines as well) and then jump to nearby targets dealing smaller chunks of damage (no stun on secondary targets) in similar fashion as strikes from Shock Sledgehammer.
    • Incendiary Bolts - These bolts deal heat damage to the target and have a chance to set it on fire, dealing more heat damage over next couple of turns (and, of course, panicking the living targets), but the bolt also burns everything it comes near on its flight to the primary target, dealing smaller chunks of heat damage. Keep in mind that this bolt is doubly useful against enemies that fear fire (such as rathounds).
    As for the price and drop rate of these bolts, that's something I'll have to fine tune through testing.[/li]

Both of these type of bolts can also be crafted if you have enough skill points in electronics or chemistry respectively.

And the last thing I've added is the Special Tactics feat which gives you the ability that you can activate while you're out of combat to make your next special bolt attack cost no action points. The point of this is to give crossbows some burst potential in fights that you initiate.

I hope you guys like these changes and that they'll get more of you trying out crossbows in the future.

1984
General / Re: First Impressions
« on: October 08, 2012, 10:59:26 am »
Hi Femlob

Thanks for the compliments and feedback. :)

1985
General / Re: How much gameplay is left after you hit the burrowers?
« on: October 08, 2012, 10:56:47 am »
That's the last area of the demo.

1986
Development Log / Re: Dev Log #4: New Skill: Traps
« on: October 01, 2012, 07:00:06 pm »
Should both be nice additions.

Any idea when the next release will be ready?

Probably by the end of October.

1987
Development Log / Re: Dev Log #4: New Skill: Traps
« on: October 01, 2012, 06:59:46 pm »
Nice! Traps are always good. They add a flavor to fights. And EMP ones will be probably most useful against patrolling robots - like on Omega station.

Will stealing also considered a crime in controlled sections? And hiding? How it will be tackled?

Stealing will still be handled like it is now. You either get caught during the action or you don't, zone control doesn't factor into it.

1988
Development Log / Dev Log #4: New Skill: Traps
« on: September 28, 2012, 12:19:35 am »
Originally I planned to add traps to the alpha demo but ended up postponing that to get the demo out earlier. They're in now, though.



There are currently three types of land mines you can rig up: frag, high-explosive and EMP. When they're triggered they have same effects as their grenade counterparts. You can also craft these yourself if you have high enough chemistry/electronics. There will be more traps in the future and not all of them will be mines.

Except rigging up the area before a battle and luring your foolish enemies into minefields, I figure trapping will also be very useful in eliminating patrolling enemies. At least those not skillful enough to spot and/or disarm your traps.

Speaking of NPC behavior, I've also introduced a new concept to the game called zone control.



I was thinking of how the game should handle player criminal behavior such as murdering people through various means. And more specifically, I thought about how NPCs should react to you placing traps everywhere and turning their private quarters into mine fields.

I want to prevent exploits such as carpeting an area with traps and killing off high level non-hostile NPCs in the middle of their home base without triggering hostilities and then promptly looting their kickass gear. But on the other hand I want to sometimes allow player to use traps as an assassination mechanism where it's actually appropriate as I think that can be a lot of fun. Ideally the NPCs would be very smart and once a trap has been set off they'd start an investigation and look for a culprit, etc. However, Underrail is not a simulation game and that kind of AI programming is way out of the scope of the game.

So I went with a simpler solution which is to tag each area with certain control level - full, partial or none, which indicates how safe it is for the player to mess around with traps (and in the future murdering, etc) and how the controlling factions of the area will react to your shenanigans.

The UI shows the zone control indicator in the upper right corner and you can mouse over it to see what sort of action you can get away with and what is too risky in the current area.

As far as traps are concerned:
  • In fully controller areas (such as SGS station) if someone from the controlling faction detects your trap, you'll immediately get in trouble with that faction;
  • In partially controlled areas you'll only get in trouble if someone from the controlling faction sets off your trap
  • In uncontrolled areas you can set traps as much as you like and if someone happens to set it off and get killed, no one will be able to trace this to you
One thing to keep in mind though that regardless of the zone control level, if you try placing traps too close to someone, they will take offense, or at least disarm them if they have appropriate skills.

1989
Site Feedback & Suggestions / MOVED: Congratulations
« on: September 25, 2012, 10:44:46 pm »

1990
Discussions / Re: [Exchange of ideas] If you think about UnderRail, you ...
« on: September 25, 2012, 10:44:03 pm »
You'll be able to blow up rocks in the future to clear up passages to new areas.

1991
Bugs / Re: Game crash upon 'New Game.'
« on: September 25, 2012, 10:43:04 pm »
When exactly the game becomes unresponsive?

1992
General / Re: Very nicely done - some questions?
« on: September 25, 2012, 10:41:37 pm »
Hey, thanks for checking out the demo. :)

1) Most of the narration will be done through dialog.

2) That's something I'd do if I was doing crowd-funding, but since I've given up on that I have no plan to monetize this right now.

3) It's .NET + XNA. Most of the data files are in format specific to the the game's custom engine.

4) Not at the moment.

1993
Bugs / Re: Game crash upon 'New Game.'
« on: September 20, 2012, 09:25:57 am »
Hi.

Here's how you set up the game to run as admin. I'll assume you're running Windows 7, so let me know if your running something else:

- right-click on the "Underrail Alpha Demo" shortcut on your desktop and choose Properties
- go to the "Compatibility" tab
- near the bottom there's "Privilege Level" section with an "Run this program as an administartor" option. Make sure that option is checked
- Click OK
- Run the game by using the shortcut on your desktop

Let me know if it worked for you.

1994
Site Feedback & Suggestions / Re: Forum customization in progress
« on: September 20, 2012, 02:09:15 am »
Thanks for letting me know. I'll check it out.

1995
Suggestions / Re: Graphics to not look so clinically clean
« on: September 20, 2012, 02:07:18 am »
Hopefully sometime in the future I'll be able to hire a real artist. Until that you'll have to put up with my programmer art. :P

Pages: 1 ... 131 132 [133] 134 135 ... 139