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Messages - Styg

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2011
Yeah, that was causing some confusion. I changed it so the items automatically unbind from action bar when you no longer posses them.

2012
Development Log / Re: Dev Log #2: Steam Greenlight; Bug Fixing
« on: September 04, 2012, 01:33:57 pm »
Well done!

I have one question as well: For now the game world is small, but we can already purchase the best weapon & armor after some hours of playtime. With the new changes it will obviously get harder, still I wonder if there will be more items in the final game. This kind of bothers me. I played Fallout 2 some time ago and it took me ages to get some decent weapon, which is of course a good thing for such games.

There will be a lot more items in the final game. Though I have been somewhat more generous with item selection at the very start of the game in the demo for the purpose of showcasing it, the items you could purchase are far from best in the game.

2013
That's the only one in the demo.

2014
Development Log / Re: Dev Log #2: Steam Greenlight; Bug Fixing
« on: September 03, 2012, 10:12:12 pm »
I'm not against it. Actually, I'm working on setting up alpha funding model right now.

I'm just saying there won't be any more content added to the free demo.

Anyway, stay tune, I should have more info on this soon.

2015
Development Log / Dev Log #2: Steam Greenlight; Bug Fixing
« on: September 03, 2012, 09:06:59 pm »
First let me just remind everyone who hasn't seen it yet that Underrail is up on Steam Greenlight now. So if you'd like to see it released on Steam eventually please hop over there and up vote and favorite the game.
 
These last couple of days I made a number of changes to the game, based on the feedback and my own observations. This is not the definite list of changes, though, but these are all the changes that will eventually get into the updated demo release, whenever that may be. Unless I uncover some critical game breaking bug I won't be updating the demo build beyond this. And of course there will be no additional content added to it. So here are the changes:

Tweaks
  • Buying prices are much higher than selling prices now so you won't be able to get rich quickly anymore; this also make mercantile more useful
  • Ammunition and some other resources are more expensive and scarce now
  • You cannot start combat immediately after transitioning into another area (5 second cooldown added); this should prevent most of the transition exploits
  • Critical hits are better distinguished in the scrolling combat text
  • Batteries now restore more energy, but are also more expensive
  • When attacking a passive object in real time the attack will stop after a single hit (no more auto-attacking)
  • Added more blueprints as static (non-random) merchant inventory
  • Improved some quest text to be more specific (number of outposts, barracks location, shooting practice)
  • Player movement speed slightly increased
  • Grenade damage increased
  • Flashbang duration increased to 2 turns
  • Enemy remains are now visible through walls at all times (don't have to hold down TAB or Z); this should also prevent them from being stuck behind a door or other usables
  • Added inventory sorting (merchant inventories are sorted now as well)
  • Added more item filtering categories
  • Items are unbound from action bar when they are all used up, dropped and such
  • Help option will now blink until you open it (so many people missed it completely)
  • Dragging items/ability off the action bar is made a bit less sensitive now so you shouldn't have that much trouble clicking abilities while the action is unlocked
  • A number of abilities are automatically bound to your action bar at the start of the game
  • When you mouse over an equippable item in your inventory it will highlight the slots in which the item can be equipped (this should help with the special bolts confusion among other things)
  • You can double click items to equip them / put them into the trading window
  • When mousing over an item you wish to purchase it will show the purchase value instead of the nominal value
  • Only currency will be used during auto trading
  • Auto trading will no longer try to trade currency for currency

Bug fixes
  • Saves and user configuration are now stored in Documents\My Games\Underrail so the game will no longer require admin privileges to run
  • Saving while transitioning out of SGS into the caves will no longer get you stuck between the two gates
  • Killing the sentry near the Mushroom Cove will no longer mess up the factions
  • Attacking SGS sentry bots will no longer mess up the faction and turn your own electroshock sledgehammer against you (it was dealing electrical damage on hit to you as well)
  • You no longer remain in stealth after attacking a camera or other passive object
  • Item duplication bug fixed
  • Rathound Alphas should now properly use their Rend ability
  • Lockpicking is no longer instant with Burglar feet, but this feet has been improved to reduce lockpicking and hacking times by 75% (up from 50%)
  • You can now power up outposts in the caves after turning in the quests
  • You can no longer acquire the Sprint ability without picking the feat
  • Reloading from quick reload bar will now load up the weapon with as much ammo as you have regardless of how it's split in the inventory
  • No more blue flashes on saving the game
  • Removed "computer skill" references
  • Path estimation in turn-based combat should now be drawn properly in all cases
  • Minor AI bugs
  • Other minor map bugs

That's it for now. Now I'm going to get back to making some new content.

2016
Suggestions / Re: Minor complaint: Save logging option when game is saved
« on: September 03, 2012, 06:41:04 pm »
Sure, makes sense.

2017
Bugs / Re: Enemies sometimes fail to attack
« on: September 03, 2012, 06:39:11 pm »
I've seen it happen sometimes as well, yeah. Haven't been able to pinpoint the exact cause yet, but it's something I'll be keeping an eye on.

2018
Bugs / Re: Bugs report
« on: September 03, 2012, 12:54:17 am »
1- When you use autosave ( F5) negatives effects disappear (icon AND effect)

Could you give an example? I haven't had any luck reproducing this so far.

2019
Bugs / Re: Blue flash on saving
« on: September 02, 2012, 09:50:56 pm »
Fixed it now.

2020
General / Re: Steam group for UnderRail
« on: September 02, 2012, 06:37:15 pm »
Fixed the link to the steam group in your post, SgtFopper. I could have sworn it worked before.  :-\

2021
Suggestions / Re: Quick travel
« on: September 02, 2012, 06:32:25 pm »
Game will eventually have a functional metro system you will be able to use to travel between stations. Besides that I'm also considering adding other ways of fast-travel.

Expect to hear more on this subject in the future.

2022
Suggestions / Re: More hacking options
« on: September 02, 2012, 06:26:34 pm »
There will be more hacking options in the future for sure.

Also those power boxes that you mention are actually functional, so if you could reach one (which you can't in the demo) you could turn off power for an entire sector.

2023
Suggestions / Re: Rotating screen
« on: September 02, 2012, 06:22:46 pm »
That's not possible, being that the game is made of sprites that are drawn/rendered in fixed perspectives.

2024
Bugs / Re: Item duplication Bug
« on: September 02, 2012, 03:08:34 pm »
Thanks for taking the time to record it. I'll be sure to fix that bug as soon as possible.

2025
General / Re: Steam Greenlight
« on: August 30, 2012, 09:57:02 pm »
Ok, here's the real thing I entered right now.

WARNING! Be careful which entry you up vote. Because of the total lack of moderation, Underrail already has at least one illegal entry entered by someone else. Follow the link above to the one true entry.

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