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Messages - Styg

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406
General / Re: So what improvements would benefit Underrail 2?
« on: August 25, 2019, 06:13:27 pm »
This is something I'm quite puzzled by and I searched the forums and didn't come up with anything so here goes:

Muzzleflashes? Where are they? For a game with such an enormous amount of gunplay I would think they would be included in some capacity. I know Styg has said it was never his intention to go for realism in UR and I respect that, but it breaks my immersion when engaged in a large scale firefight to never see any muzzleflashes whatsoever. I'm not expecting things to look like a John Wick movie, but witnessing (tens of) thousands of total rounds fired over my playthrough(s) without a single flash occurring is just sorta weird. I'd love to see them included in the sequel. Aesthetics matter a lot in role playing games, at least to me. Thoughts?
You might get this sooner than you think.

407
General / Re: Natives/ Ferryman
« on: August 25, 2019, 06:06:45 pm »
There is. You need either high intelligence, melee or intimidation (I don't know the numbers off the top of my head) and you also need to be careful what exactly you say and do at what times. Best of save before starting the dialog.

408
General / TEAM VACATION UNTIL SEPTEMBER 9th
« on: August 16, 2019, 01:34:59 pm »
Hey guys,

We're all going on vacation until September 9th, so while we might still have some presence on the forums and Discord. We won't be doing any development, bug fixing or nerfing until then. So have fun and good luck!

Cheers,
Styg

409
Development Log / Re: Patch Notes
« on: August 14, 2019, 04:08:41 pm »
Version 1.1.0.13

Tweaks
  • Fence door made a bit easier to click
  • Reduced the maximum combat and movement speed up while in turn-based mode to 500% (down from 1000%) to avoid it glitching out some abilities
UI
  • You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
Items
  • Changed the value of .44 JHP bullet to 52 (up from 20). No idea why it was so cheap before.
  • Fishing rod made a bit easier to click
  • Fishing rod's   range has also been increased, making it possible to fish from some elevated platforms
  • Dismantling the fishing rod will now be done by right clicking and choosing that option
Bugs
  • You will no longer be able to export your character while riding a vehicle
  • When casting electronic imprint on a "melee" trap, such as bear or blob trap, the trap will no longer jump to your location to trap you, but instead be destroyed in a regular manner; However, in addition to this, the electronic imprint will also automatically backfire in case you attempt to place it on top of any trap and apply its damage and stun to the invoker
  • Fixed the bug that would sometimes cause the game to crash when fighting t-lings in DC
  • Fixed the bug that caused the Expose Weakness tooltip to sometimes show the wrong reduction value when specced into it
  • Fixed transition problems with the rocks gap on the Forsaken Island
  • Kareem and Freddy now also sell fish
  • [Expedition] Fixed the bug that allowed the special ability of a certain unique armor to be turned on even when not wearing it
  • [Expedition] Fixed the bug that caused Razor to become invisible when using the shotgun
  • [Expedition] Fixed the bug that would cause multiple paranormal entities to spawn from a certain corpse instead of just one
  • [Expedition] The expedition will now leave the items from the player's locker behind upon undeployment
  • [Expedition] Fixed Ethan being able to teach the players temporal manipulation abilities without them having psi empathy
  • [Expedition] Fixed a certain agent not recognizing you gave him Something Important(tm) in certain instances
  • [Expedition] Fixed some minor ending slides issues
  • [Expedition] Fixed an instance in which a certain kidnapping event can occur even when it shouldn't
  • minor dialog and map fixes

410
Discussions / Re: Ezra
« on: August 14, 2019, 10:15:42 am »
By this point, people have pretty much ascribed all the male characters of interest to my self-inserts.

Beyond a small inconsequential joke in the early game, no character in the game represents me.

411
Bugs / Re: Razor in port Crag becomes invisible and untargetable
« on: August 14, 2019, 09:23:21 am »
Fixed for the next update.

412
Suggestions / Re: Better Ambush Indicator (Please)
« on: August 13, 2019, 10:23:17 pm »
How about I do the following instead:

You will now see which targets qualify for Ambush feat proc based on their and your current location. The indicator will be placed left of the target's health bar.
?

413
Bugs / Re: Transition Bug in 1.1.0.12... Again...
« on: August 13, 2019, 09:33:59 pm »
Lol. I just looked at the character sheet.

Dude, stahp...  :o

414
Bugs / Re: Transition Bug in 1.1.0.12... Again...
« on: August 13, 2019, 09:15:47 pm »
Here's the fixed save: https://www.dropbox.com/s/l3afjf2oimgf028/hellvisNewCrashFixed.rar?dl=0

Why is this weird stuff happening to you? Are you going some crazy stuff with Cheat Engine or something similar that might corrupt the save states like this?

415
Suggestions / Re: Spear Throw: Action Points Change
« on: August 13, 2019, 09:01:47 pm »
Thank you for the analysis. I'll look into spear throw specializations again for sure in the near future.

I also don't particularly like the tiChrome+tabi changing the number of attacks per turn for medium and heavy melee weapons, so I might do something about that as well.

416
Bugs / Re: Special reload/ammo buttons and numpad numbers
« on: August 13, 2019, 02:36:45 pm »
There's probably a way to do it on lower level, but I just use XNA stuff for all the keyboard and mouse input. Not really worth going into it too much as it's not a big issue.

417
Bugs / Re: Handful of bugs.
« on: August 13, 2019, 02:34:48 pm »
Ok, fixed for the next update.

418
Bugs / Re: Ending won't activate.
« on: August 13, 2019, 02:05:52 pm »
Shouldn't it have been fixed during the closed alpha/beta?
In an ideal world...

419
Bugs / Re: Ending won't activate.
« on: August 13, 2019, 11:14:29 am »
What version are you playing?

420
Bugs / Re: Crafting Screen carryweight bug.
« on: August 13, 2019, 11:13:03 am »
It's a known bug and not that easy to fix. The exploit is very limited too, so it's low priority.

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