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Messages - Styg

Pages: 1 ... 132 133 [134] 135 136 ... 139
1996
Suggestions / Re: Modding
« on: September 20, 2012, 02:04:58 am »
I'd like to support modding at some point in the future, but don't expect it at release. I'm already on a very tight schedule as it is.

1997
As jimy suggested you'll be able to do this through special attacks, there's already a couple of those (aimed shot, kneecap shot, execute, snipe) and there will be more to come.

1998
General / Re: how do you re gen PSI
« on: September 20, 2012, 02:01:16 am »
I'm considering adding psi regeneration. Alternatively, I might expand the psi pool and the amount of psi that the drugs restore without changing the psi costs so that the player doesn't need to constantly shoot up, but still retain the psi boosters as a necessary resources.

We'll see.

1999
True. Another problem is collateral burst / grenade damage among allied NPCs. I'll be looking into a better way of handling this instead of immediately registering hostilities.

2000
General / Re: Initiating combat
« on: September 14, 2012, 01:36:20 am »
I'm aware of this issue and will be addressing it at some point soon.

For now you can manually start turn-based combat by pressing ENTER.

2001
Development Log / Dev Log #3: Alpha Funding Model
« on: September 14, 2012, 01:25:06 am »
I've hinted earlier that I'm considering alpha funding for Underrail and now I've officially made up my mind. I originally planned on launching a crowd-funding campaign but that turned out to have too many limitations based on where I was located, so I decided alpha funding is a better option.

The game will be available for purchase in its alpha stage on a couple of digital distribution websites, and who ever purchases alpha version will, of course, receive the final game at no additional cost when it's done. Also, I plan on releasing regular content updates throughout the game's development.



I'm currently working on the next major update that will be the first purchasable version of the game. It will include a major new quest hub (sneak peek above), a new "dungeon" area, more weapons, utilities and other items, new character skill, some updated game mechanics, and more.

I'm expecting the update to be ready sometime in October. Stay tuned for more info on the new stuff.

Also, check out this cool Underrail title screen fan alternative by Jason Seow:


2002
General / Re: Underrail First Impressions video
« on: September 12, 2012, 09:57:31 am »
Hey, I'm glad you like the game. :)

2003
Suggestions / Re: Character system
« on: September 12, 2012, 09:50:34 am »
Thanks, glad you've liked it. :)

Regarding the skills. As you said, it does make the game easier to balance (because skills often scale damage) and it also encourages making a versatile character.

2004
General / Re: Running under Linux?
« on: September 12, 2012, 09:47:19 am »
.NET 4.0.30319 is what the game was built on. I think that's the SP1 for .NET 4.

2005
General / Re: A bigger thing...
« on: September 06, 2012, 09:31:46 pm »
I sure hope so. ;)

2006
Suggestions / Re: Loot-key
« on: September 06, 2012, 09:30:52 pm »
Good idea.

2007
General / Re: catching hoppers
« on: September 06, 2012, 04:17:08 pm »
You can drag it do the action bar and left click it there or right click it in the inventory.

2008
Suggestions / Re: XP not calculated for all combat kills
« on: September 05, 2012, 11:49:11 am »
The XP thing will be fixed in the future.

Player notes is also a feature that might be implemented at some point.

2009
Suggestions / Re: Companions?
« on: September 05, 2012, 11:47:46 am »
No, the game is designed with single character in mind and the engine doesn't currently support multiple playable character either.

Perhaps in some other game in the future. ;)

2010
General / Re: Stuck at GMS
« on: September 05, 2012, 11:45:37 am »
SPOILER ALERT!

There's a trap door in the bottom corner of the map on the second level. The key to open it is in the central room of that level.

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