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Messages - Styg

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676
Bugs / Re: Punching bags bleed
« on: October 09, 2017, 07:07:24 am »
It's a known issue.

677
Bugs / Re: Pickpocket suspicion doesn't go down
« on: October 09, 2017, 06:58:04 am »
Yes.

678
Bugs / Re: Phyllis and the chemistry of the universe
« on: October 07, 2017, 07:37:07 am »
They've already learned from the Mainframe that there are no such thing as atoms and it was just a silly 20th century theory. I don't know why Phyllis is pulling your leg, though, we'll fix that.

679
General / Re: The Future of UnderRail and it's main storyline
« on: October 07, 2017, 07:27:24 am »
Styg, I know you've got plenty of other stuff to think about right now, but maybe after the expansion is out you could give us an overview on where Stygian is headed. Allow those of us with excessive attachment to scale our expectations appropriately.

I will do this.

680
Bugs / Re: My usual bunch of glitches\bugs.
« on: October 06, 2017, 10:38:21 am »
All 3 pipes are like that.

Fixed for the next update.

681
General / Re: The Future of UnderRail and it's main storyline
« on: October 05, 2017, 10:25:15 pm »
There isn't much point discussing the potential Underrail 2 at this time, but if we do make it, you will almost certainly be playing from scratch (for many reasons).


682
Bugs / Re: My usual bunch of glitches\bugs.
« on: October 03, 2017, 08:48:14 am »

683
Bugs / Re: Minor error: tactical vest/super steel sheet
« on: September 27, 2017, 03:26:07 pm »
Fixed for the next update. Will not be applied retroactively to already crafted items, though.

684
Suggestions / Re: Feats...
« on: September 11, 2017, 02:02:31 pm »
I like the force user suggestion. Having deflection work for evasion as well would make it a bit too useful, though. We have other stuff for that.

685
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 08, 2017, 07:11:38 am »
Thanks, guys, it's always good to hear from people who are as enthusiastic about the game as we are.

For making energy shields more interacting, they could be dropped as barriers that you can circumnavigate around to shoot, something that you drop on ground and use as cover/barrier against others. They could be squares or triangle or dome shaped or just a big line that slowly deteriorate when it is being shot until it is gone. Using it, could eat a chunk of your energy making another barrier pop, they would also be pass through by anything that walks over them.
The AI would need some tinkering around, but i'm sure it shouldn't be hard to tell them to hide behind the shields after shooting at the player or between picking the priority of shooting the energy shield down or go around for the player.

I'm not looking to do such a radical change, they will still remain attached to the player.

686
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 06, 2017, 07:07:15 am »
When is the new content being released? I feel like it's been forever and people are losing interest.

It's likely to come out on public test branch at some point before release, but I cannot say exactly when. I don't like this long time between updates either so this is something we'll be avoiding in the future. It's just that we touched so many parts of the game with this update so far that it will require a good amount of testing before it's safe to release it in full.

687
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 04, 2017, 03:07:28 pm »
Ah well, it was a good try.

A question I may actually get an answer for: is there going to be new unique weapons for the base game weapon classes?

There are a few thematic ones, but we're mostly focusing on new weapon types.

688
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 04, 2017, 11:21:30 am »
I heard the voice of Tchort today... It said, "Christmas 2017".

But what does Styg say? ;)

I'll remain quiet until the hour has come, this time. ;)

689
Bugs / Re: XAL-001 and corrosive acid vials
« on: August 24, 2017, 10:17:03 am »
Fixed. The self attack is now a separate attack that does not inherit damage, crit and on hit effects of the original attack (against the enemy) and it should now work properly with all special attacks. Also it should no longer spawn extra acid.

Btw, in the next version, you will be able to unload chemical pistols.

690
Shields should not be as passive as body armors, in my opinion. As usual, I'm not going to discuss implementation before I actually implement it, but yeah timing, directionality, mobility and that sort of stuff could come into play.

Anyway, I'm not sure when I'll have time to address the shields. I suspect it won't be anytime soon.

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