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Messages - Styg

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211
Bugs / Re: The humanoid/human thing
« on: December 28, 2020, 02:29:23 pm »
Fixed all for the next update.

212
Bugs / Re: Spliting items in combat can cause the never ending turn glitch.
« on: December 28, 2020, 10:24:10 am »
Does this require a lucky timing or can it be reproduced reliably? And if so, how?

213
Bugs / Re: Crash when throwing grenade in water
« on: November 16, 2020, 11:19:18 am »
Works fine for me, both in Debug and on Steam.

What platform are you playing on? GOG or Steam?

214
Bugs / Re: Bug - Game Crashes When Opening Oddities
« on: November 12, 2020, 09:54:09 am »
This seems like a corrupt installation. Have you tried reinstalling it?

Btw, are you using the Galaxy client or a standalone installer? Are you running the game on Windows?

215
Site Feedback & Suggestions / Re: The Great Purge
« on: October 14, 2020, 12:23:31 pm »
Also, the forum and wiki software has been updated.

Forums should now support all kinds of crazy characters so your posts are less likely to be cut short.

216
Site Feedback & Suggestions / The Great Purge
« on: October 14, 2020, 12:20:16 pm »
I deleted bunch of bot accounts. While it's unlikely that any legit accounts were caught up in the purge, it's a possibility.

All accounts that have posts or PMs should be safe. If some account with these happens to be deleted, please e-mail me at admin@underrail.com and I'll take a look.

217
General / Re: Rust Maker
« on: September 18, 2020, 02:27:55 pm »
The on hit effect is secondary and is mostly just for consistency. The fact that the weapon has part of it base damage be non-mechanical (acid) is that is supposed to be interesting about the weapon.

Also, you forget that the rusting acid has increased damage and machines.

218
You could just go to the official YouTube channel and see how it used to look.

https://www.youtube.com/user/StygSoft/videos

219
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: September 03, 2020, 06:35:42 pm »
The models look great, but I do think the stealthy tactical overcoat does look a bit off when compared to the original. But that's just personal preference.
Well he is wearing the metal pants there. ;)

We'll try to keep the look of the iconic armors faithful to the originals.

220
Development Log / Re: Dev Log #68: The Psi Question
« on: August 31, 2020, 11:25:12 pm »
I try to keep the busywork at a level where it doesn't become tedious (though, that is subjective, I guess).

I did not, nor do I plan to address every complaint, that would be futile. You are many and I'm just one. But, since I'm here already: I reject the premise that it does make "tons" of psi abilities useless. It makes SOME psi abilities that were already undesirable even less desirable. But that can be further addressed with improving upon those abilities, but it is also fine for some abilities to be very niche.

There will be no updates to Legacy branch. I will not maintain two code bases. It's not a perfect solution, I know, but it's some kind of compromise at least.

221
Development Log / Re: Dev Log #68: The Psi Question
« on: August 31, 2020, 10:52:12 pm »
Well, that is certainly quite the investment into keeping everyone happy.  :o 
It took like 10 seconds to make a new branch.

222
Development Log / Dev Log #68: The Psi Question
« on: August 31, 2020, 10:37:53 pm »


Hi guys,

On September 7th the psi update will be release on the main branch, but before that happens I want to briefly address this controversial change again and also offer a compromise.

First I'd like to restate that the reason the psi was reworked was not primarily because of its power, though it will reign that in a bit as well. I will not list all the major arguments I've given in the previous dev log here again, but the sum of it is that the psi is too cheap to spec in, in comparison to what it offers, and that there is no way to expand upon it without even further overloading it with combat versatility. There were multiple ways to address it and I went with what I think fits well. I went in a bit too hard with the restrictions, which I have since eased on a bit (check out the patch notes for details), but the point of the experimental build was to tweak these numbers and mechanics anyway. I think it's in good place now, where both the (now somewhat nerfed) pure psi wizards and hybrids are viable, though they will require more management in terms of resources and psi selection.

Now in terms of adding more management to the psi build, one could argue that this is adding unnecessary tedium, but if look back at the history of Underrail's development you will find that we do tend to add these sort of complexities and restrictions to our mechanics as we flesh them out. Player is intended to have to pay attention and do some busywork in order to keep his character going. There used to be time when we had no weight restrictions, no selling restrictions, and at one point guns didn't even require ammo, though, to be fair, that was before the game was even available to play to the public. So you may not like this part of our design approach, but it is not at all inconsistent with what we did in the past.

The difference here is, however, that the game has been released for a long time and that the way the psi currently works has been something that's been firmly established. I will concede to the argument that it may not be fair to change it at such a late time. I should have done it way sooner, back when I added the last batch of psi abilities in the late early access stage, but I didn't and I don't have a good excuse. I do, however, still maintain that this is a good and necessary change that will benefit the game in way of build diversity, especially in the long run, even if it comes a bit late.

But for those that are firmly against this change, or maybe just want to finish their current cave wizard rampage, I've made a separate Legacy branch (on both platforms) that will permanently host 1.1.1.6 version of the game. It will receive no updates and no other version of the game will ever be preserved in this way in the future (don't worry, no further major mechanical changes are planned anyway). If you do hop between the version be advised that, as always, saves of a higher version are not compatible with older version of the game. So if you intend to keep playing on this version (either temporarily or permanently), you can switch now.

I hope that this compromise will be agreeable to most of you.

Cheers.

223
Development Log / Re: Patch Notes
« on: August 31, 2020, 09:11:20 pm »
Version 1.1.2.4

Tweaks
  • Changed the value of Psi Inhalant to 500 (up from 250)
  • Changed the value of Small Oxygen Tank to 275 (up from 150)
  • Added static psi inhalants to a few early game dungeons, and Pasquale now gives you four inhalants instead of two
  • Electric creep in Water Treatment Plant Facility will now reset when you exit the zone
  • Buffed Gorsky
  • Added a few agility checks to the Core City sewers
  • Core City warehouse defenders will now stay in the room they're in and won't run out into the larger area and get themselves overwhelmed
  • All Arena participants (including the player) will automatically turn on their shields at the end of match cutscenes and not the beginning
  • Added a couple of stronger creatures to the Arena on higher difficulties
  • Dangerous water shallows in the new dungeon will no longer deal damage but will instead either be passable or impassable depending on what jet ski you're riding
  • [Expedition] Renamed Magnar's shield bash and increased its damage
  • [Expedition] Staggered the temporal distortion triggering sound a bit so they do not overlap too much
  • [Expedition] Added the ability to lower UPCCS Armstrong shields once aboard
Bugs
  • Enarge should now properly lasts 2 turns max as stated in the original update
  • You can no longer AI-scramble Dreadnoughts
  • You can no longer bandage force field
  • Fixed the bug that caused turrets (including those manned) to fail to target force field when it blocks the firing line to the player
  • Fixed the bug that would sometimes cause vanishing powder to crash the game when used in real-time, also your turn should no longer automatically end as if you have no more action or movement points after using it when you've enabled "Automatically end turn" in gameplay options
  • Fixed Lucas' new quest sometimes not completing properly
  • Fixed being able to bring certain items into the Gauntlet. Also suited up the player before the intro cutscene; looks better then walking around in your underpants
  • Fixed various minor things related to new waterway dungeons/events
  • Fixed Otto's jetski missing engine
  • Fixed an issue with faction hostility regarding the members of Drag 'n' Drop
  • Fixed Pagos store not accepting any currency
  • [Expedition] Fixed Protectorate Cruiser patrols using Aegis Patrollers instead
  • [Expedition] Fixed Zoner Ma and dumpster-diving hobo not taking money from the player even if their dialog states so
  • [Expedition] Fixed Reef Glider selling price
  • [Expedition] Fixed musical cypher text being unintentionally bolded at certain places
  • [Expedition] Fixed the bug that would cause Naga protectors fusion cannon explosion to go through the force field
  • Minor global map fixes
  • Minor dialog and map fixes

224
Post the crash log. You'll find it in: Documents\My Games\Underrail.

225
Bugs / Re: No way to activate headlamp on mining helmet
« on: August 28, 2020, 02:06:36 pm »
I considered moving the NVG to the new way of activation since it's a lot more convenient, but there are some complication with the already existing items. I might, at some point, just implement a new exact ability for all the newly crafted NVG that will then be activated through the invoker.

In any case, I'm aware of the inconsistency, but it's not as easy to fix.

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