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Messages - Styg

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31
Development Log / Re: Patch Notes
« on: June 23, 2022, 11:34:12 am »
Version 1.1.5.10

Items
  • Added Waist Pack and Large Wait Pack (belts)
  • Added a new unique knife
  • Added a new pair of unique boots
  • Added new damage reducing drug
  • [Expedition] Added Javelin, a non-unique early mid-game spear that's good for throwing
  • [Expedition] Added a new unique sword
Tweaks
  • Added support for 2880 x 1800 resolution
  • [Expedition] Oddity requirement for veteran levels will now be rounded down to an even number, because oddity XP bar doesn't support odd numbers; this will result in ever so slightly faster leveling
Bugs
  • Blast cloth will now work against explosive ammo's explosion
  • You can no longer set UI to large on 1152x864 resolution (it won't fit)
  • Fixed a rare dialog text wrapping bug
  • All grenade and mine case blueprints are not classified as "intermediate"
  • Dehumanizer properly classified as serrated knife instead of dagger
  • Fixed the bug with certain wicked device applying your current weapon on hit effects
  • Fixed a certain collar not being collected from dead Arena enemies at the end of a match
  • Fixed not being able to tell the Faceless near Foundry about a certain group of people if you took the Phreak route in Core City
  • Fixed Coretech PNT1 (damaged) device not getting removed fron NPC's inventory upon getting repaired
  • Fixed several mutated dogs found in random location from indefinitely respawning
  • Fixed Abo*****'s re**** logic to prevent him from getting stuck upon res****
  • [Expedition] Fixed mutants in some dude's home not taking proper cold damage when the gas is released
  • [Expedition] Future Orientation and Psychokinetic Elasticity feats now require you to have Psi Empathy feat first
  • [Expedition] Fixed Small Crab loot table
  • [Expedition] Fear immunity no longer blocks cerebral acidization
  • [Expedition] Fixed being able to get a reward for finding naval mines from both Aegis and Grim Jetters
  • [Expedition] Fixed not being able to bring Todd to Port Ceto in some circumstances
  • [Expedition] Fixed some missing options when talking to Six about the shard
  • Minor dialog/zone fixes

32
Is it just that one mine, or every mine that you place with QT? In any case, drop me a save so I can take a look.

33
Bugs / Re: Controls bug: NUMKEY maps to Quick Button
« on: June 20, 2022, 10:41:22 am »
Here's the bug: I have Quick Button 1 mapped to NUMPAD 1, so to reload my weapon I should hold SHIFT+NUMPAD1 right? Doesn't work. The SHIFT+Quickbuttons selection doesn't seem to work with NUMPAD Quick Button assignments.
Yeah, it seems to be the function of windows or something to treat numpad as arrow keys when shift is down, so that's how they get sent to the engine as well.

As for the rest, I might take a look at it later when I have more time.

34
Bugs / Re: Lake Mushroom
« on: June 20, 2022, 10:22:59 am »
Speaking of classification bugs, in the crafting menu:

Frag grenade case is sorted under the "Grenades" tab, whereas Thin grenade case is sorted under the "Intermediate" tab. The cases should *both* be under intermediates.

Further, frag mine cases are also sorted under "Grenades" while Thin mine cases are under "Intermediates". All mine cases should be under intermediates, it especially makes no sense for frag *mine* cases to be organized with grenades.

v1.1.5.9 steam, win10x64.

Fixed for the next update.

35
Bugs / Re: Lake Mushroom
« on: June 20, 2022, 10:20:45 am »
...is sorted as a consumable, and not in crafting. We can't eat it, beat it. Zed is ded. Arrivederci.
It's consumable, just not by humans. It's not a crafting component, so no reason to put it there.

36
Well, you left them in the other belt.

On a serious note, it would be non-trivial to handle this because how the item swapping works, so you'll have to live with it.

37
Bugs / Re: Immunity to fear blocks cerebral acidization
« on: June 20, 2022, 10:16:24 am »
No. Fixed for the next update.

38
Bugs / Re: Experience bar visual bug
« on: June 20, 2022, 09:56:13 am »
Fixed for the next update.

39
Bugs / Re: Certain status effects still apply when in Stasis
« on: June 20, 2022, 09:48:14 am »
Yes.

40
Bugs / Re: Stretched out dialogue box
« on: June 20, 2022, 09:47:07 am »
Fixed for the next update.

41
Bugs / Re: Small crab bugs
« on: June 20, 2022, 09:15:33 am »
Fixed the loot. Some already spawned crab might still drop the old loot, though.

As for the aggression, I don't know, they're just generally crabby.

42
Bugs / Re: Psi feats missing requirements
« on: June 20, 2022, 09:10:48 am »
Fixed for the next update.

43
Bugs / Re: Explosive Ammo resistances
« on: June 20, 2022, 09:09:10 am »
Evasion should not work there, but blast cloth should.

Fixed for the next update.

44
Bugs / Re: Addition of additional resolutions? (2880x1800 etc.)
« on: June 20, 2022, 08:55:47 am »
Added to the next version.

45
Development Log / Dev Log #4: Laying the Foundations
« on: May 31, 2022, 02:13:45 pm »
Hi guys,

As we promised with the last Underrail dev log, since February we've been focused exclusively on the Infusion project. Here's a little update on how that's going.

We're still ways off from having anything resembling an actual game, as I'm still working intently on the engine and the tools. Much of the old engine is either being changed or scrapped and replaced and it's going to take some time before we can get the new stuff operational.

I'm going to give you now a quick overview of some of the engine work done, and then perhaps we'll get into more detail about these various systems at a later point. A quick note for those of you who have grown accustomed to our standard Underrail (1) dev logs which are usually centered around some upcoming update or a specific set of features: these in turn will be a bit more free-form and will cover whatever we're focusing on currently. They are there not to get you hyped or present you with a polished product preview, but rather to just give you some insight into the game's development and assure you're it's actually taking place.



Firstly, I redid the entire dialog engine and editor and we're now sporting a neat flowchart editor instead of the old tree-based one. I've also added some new technical features that are going to allow us to more easily write more robust dialogs.</p>



Secondly, I've decided to redo the AI from scratch. This time, I'm implementing it as a full-fledge state machine that I'll actually be able to debug properly. We want to add all kinds of proactive and reactive behaviors (inside and outside combat) to our NPCs and to do that we need a robust system such as this. I'm going to go into more details about this in some future dev log.

Next, for the purpose of the first two features, I implemented a simple scripting language that we can use to quickly embed code within our systems without having to write C# functions in Visual Studio. This should make the development much more agile in some areas.

Finally, there are some visual features that have had to be revamped, such as the 3D model renderer. We're now using physics based rendering. I've post any new character renders right now, though I will leave you with that beauty at the end.

I don't have any new fancy environments to show you either, and actually we have regressed with the amount of environmental assets that we have, as we increased the sprite resolution in the meantime and need to re-render the old stuff. This was a necessary step in future-proofing the game, so by the time it comes out, it won't be completely outscaled by monitor resolutions like with our first game.

I'll quickly mention that projectile and particle systems are operational, but are currently lacking (any) content.

That's it for now. I haven't given you much content to comment on, but let us know your thoughts anyway. I've created new General section for discussing Underrail: Infusion on the forums, so feel free yo post any thoughts and the like there, as well.

Cheers.


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