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Messages - Styg

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286
Bugs / Re: Possible issue with the Blazer jetski
« on: April 28, 2020, 09:39:45 am »
It does have turbo.

287
Bugs / Re: Transition Error--Junkyard DEPOT B & Gang Showdown
« on: April 28, 2020, 09:35:30 am »
It seems your save got corrupted somehow.

Btw, don't post multiple threads for the same bug and necro other threads from several years ago with similar subject. Just clutters up the bugs section.

288
Bugs / Re: Game refuses to launch
« on: April 28, 2020, 09:20:57 am »
Dammit, Karen, give him back his kids!

It does look like there's something hell bent on preventing underrail.exe from running on your system. You might have overlooked some security program.

Usually if it's XNA issue, the game will at least start with a black screen.

289
Bugs / Re: Probable explosive barrel bug
« on: April 28, 2020, 09:10:13 am »
Apparently no explosive barrel was triggering the mines. It's weird no one reported this so far (or at least I haven't seen the report). This also applies to all other instances where this common explosion code was used.

Anyway, fixed for the next update.

290
Bugs / Re: Some bugs I've found
« on: April 28, 2020, 08:10:18 am »
Can you upload the save where you have that unknown item?

Fixed the bug that caused you to get stuck on hives after destroying them.

291
Bugs / Re: Port Zenith quest bug?
« on: April 28, 2020, 08:04:03 am »
Hm. I don't know if I do well unearthing this topic (sry moderation), but I'm stuck at port Zenith entrance and don't know what to do.

I must failed an check with the superintendant long time ago, I don't remember.
But now I have Bob's card and armor, 181 effective persuasion, 234 effective intimidation, play a psi bomber in riot armor (lol lockpiking ? What is it ?) and can't enter. Doors are simply "locked", superintendant doesn't want to talk to me, Lloyd attacks me after all dialogue choices (maybe 'cause I play a girl, so Bob's card...), pass by the water on jetski doesn't works neither.

May I just abandon this quest ?
You don't have to finish it, it's not required for the main story progress.

[EDIT] I also can craft hi-quality shields emitters. Can I try this way to equip the scrubs ? :P
We really ought to add this option at some point.

292
If you're just looking to zoom the game in with simple upscale, you might just be wasting your time come next content update... ;)

293
General / Re: Changing DOMINATING economic modifiers?
« on: April 09, 2020, 08:35:29 pm »
I don't think I'll add configurable difficulty to the current game, but I am leaning towards it for Infusion.

294
General / Re: Sooo....uh...modding tools?
« on: April 09, 2020, 08:32:26 pm »
I never gave any specific timeframe when those tools might come, just that it might happen at some point. I don't have any concrete plans for them right now and I'm quite busy currently upgrading the engine. The first thing I'd like to do when I get around to mods is probably tools for translating the game. That one would probably be easiest and quickest to implement.

295
Bugs / Re: Crashing during final boss battle
« on: March 23, 2020, 08:57:15 am »
Post the crash log. You'll find it in Documents\My Games\Underrail.

296
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 11, 2020, 07:24:32 pm »
Are you still planning to re-implement zoom or was that dropped in favor of making everything bigger?
We're probably going to still implement it in Infusion, but I'm leaving that for further down the road.

297
Development Log / Dev Log #65: Codename Infusion
« on: March 11, 2020, 06:16:03 pm »
Hi guys,

Back in October I mentioned that we started working on a new standalone Underrail campaign. This is still true, but we've also decided that we're going to give the engine a major upgrade which will help us create a much better game, both visually and mechanically. The thing is - there are certain design and technical decisions that were made early during the development of Underrail that are very limiting to us now, but are not easy to change just due to the amount of content that would have to be redone. So instead of taking a hammer to our beloved game, we're going to improve upon all these things (that we yearned to do for years) in a fresh stand-alone game that will still be based on the same engine core and gameplay mechanics. We call this game Underrail: Infusion.

I'm not going to list all the things that we intend to change/improve upon in Infusion, but I will say that they include both the visuals, as well as mechanics and world design. I'm going to try to post more frequent dev logs, as I did back in Underrail's alpha days, as to keep you guys in the loop. All that you see in these early days you should consider to be work-in-progress. I don't expect we're going to enter full production any time soon - not this year, for sure, as for now we're just focusing on improving the engine, the toolset and optimizing the content pipelines.

First thing I want to show you are the new environment graphics. Keep in mind that Infusion will be taking place in a completely different part of Underrail, so this is not a rework of any existing tile set, but a new one.



I've done a lot of work on the rendering engine and the way the assets are organized and rendered which allows Mac to more easily produce and organize a bunch of different variations of the same object, and also to easily animate them or give them other visual properties and behaviors without having to go into the gameplay code. Inversely, gameplay stuff can now be easily implemented before the assets themselves are made as they are only loosely coupled. This is going to greatly improve our efficiency when churning out new content. Technically, we're sticking with the same tile size (96x48) but we're going to make the tile relatively smaller in regards to objects, that is, everything is going to get bigger, which will increase the graphical fidelity. This is going to affect various combat mechanics as well, but we're discuss this at a later date.

That's it for now. We have more exciting stuff that we've been working on in the meantime as well, but it's not quite ready to be shown still. Let us know how you guys like the new visuals.

Also, in a few months you can expect the new content update for Underrail. This one is probably going to be released on experimental branch first and will stay there for a while, just due to the nature of the gameplay changes I've made. I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.

Cheers.

298
Bugs / Re: Protactorate Dreadnought bug
« on: March 06, 2020, 09:03:53 am »
Could not reproduce this. What do you mean by step 3 - do you initiate a new exiting sequence or is it the previous one completing despite the move cancel? Does it require a special timing?

Could it maybe be the case that you got stuck on some terrain (which would still be a bug)?

299
General / Re: Calling all psionics
« on: February 14, 2020, 04:57:54 pm »
That type of Forcefield nerf would be truly hilarious, a total switch in how it works after 7 years, just for the hell of it. It really should be put to a vote or something, because I'm pretty sure the majority of players would consider it a random and stupid change, and would prefer effort put in to provide psi balance that doesn't destroy the old metagame, instead of some kind of hilarious troll in the guise of a patch.

Underrail has always been an evolving game and as such, it's metagame evolves as well. Just because we left something as it is for years doesn't mean we're happy with it.

While not everybody like every change we make, I do believe that overall the game continues to improve.

300
General / Calling all psionics
« on: February 12, 2020, 11:03:53 am »
Hey, guys, I'm doing a little harmless experiment. Could you share your psi wizard saves for the sake of science?

I'm especially interested in optimized overpowered psi generalists, for no particular reason.

edit: use dropbox or some such

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