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Messages - Styg

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706
Bugs / Re: 8.6mm Incendiary Rounds never ignite
« on: July 20, 2017, 07:28:59 am »
Found the bug. Fixed for the next update.

707
General / Re: Certain ammos don't stack.
« on: July 19, 2017, 07:04:34 am »
The .44 explosive, 8.6mm incendiary and 7.62mm shrapnell rounds don't stack past 250. Corrosive acid vials also suffer from this limitation. Is there any reason for this?

No reason. Fixed for the next update.

708
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 15, 2017, 07:56:11 am »
No, it will apply to all. I never much liked the idea of the optimal crafting session including spamming junk food.

709
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 14, 2017, 02:06:37 pm »
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I can get behind that.

On another note, will it be possible to find any of the new items outside of the Black Sea, or will the player have to venture into the expansion in order to find a spear or a shotgun? Sorry if you've already answered this.

As for weapons, you'll find them regularly in stores and loot of the original game once you install the DLC. While new meds and such will require blueprints and crafting materials from the new areas.

710
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 14, 2017, 12:12:39 pm »
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P

That's in too.

711
Hmm... maybe Al Fabet could share some of his inventory management expertise with the player some day...

712
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 14, 2017, 07:58:38 am »
Cant wait, want to play it as soon as possible. Any chance to release it this year?

There's always hope.

Styg, are those stylized dash icons the new transition mechanic you talked about? Tell us a little about that. Looks like they're unavailable while you're encumbered.

Those are new direct ability checks for strength and agility tasks (agility ones are unavailable if you're encumbered as well).

And now you've done it, your forum probably can't handle the tribals' pseudo-nordic names! :P

People will have to purchase the forum DLC in order to discuss those.

Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

Looking good so far. Shotguns look good - any vids of swords?

No vids, atm, but let me assure you - the swords are awesome.


713
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 14, 2017, 07:51:00 am »
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)

The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

714
General / Re: Release date first half of 2017?
« on: July 13, 2017, 08:18:48 am »
There is more new stuff to show, but most of them are some special content that is either not that interesting on its own (to be worthy of its own dev log) or we don't want to spoil the surprise.

There's only one more major thing in terms of mechanics that hasn't been revealed, but that needs a bit more testing first.

715
General / Re: Merchanting skill
« on: July 13, 2017, 08:11:49 am »
I wish there were unique items that would be only accessible with high mercantile, preferably as quest rewards.

This is our long term goal with this mechanic, but it will take time to make all those custom items.

716
Development Log / Dev Log #53: Expedition Gameplay Video
« on: July 13, 2017, 07:59:38 am »
Hi guys.

Just wanted to let you all know that, even though we've been quiet, we're working hard on getting all the content for the expansion done, now that all the new mechanics have been implemented. The good news is that the the bulk of the main quest, including all the heavy scripting, c&c, etc, is complete and functioning (for the most part, it needs further testing, of course).

For those who just can't wait to get to explore the Black Sea themselves, here's a short video from the recent internal testing that we've done (this is NOT a trailer). It does contain some spoilers, though we tried to censor the important stuff, so be warned.

https://youtu.be/qHXG2SCMEGk

Anyway, that's it for now guys. Let us know what you think.

717
Bugs / Re: Massive transition failure in the middle of the game.
« on: June 20, 2017, 03:21:26 pm »
Unfortunately, I don't really know what's causing the problem since there's no reliable way to reproduce it. Actually, we never managed to reproduce it at all in the office. So I cannot guarantee that you won't get the error again. :/

719
Bugs / Re: Impact speed of unique assault rifles
« on: June 20, 2017, 03:12:34 pm »
I would suggest looking at giving Jawbone some kind of buff to make up for the fix to precision penalties, it's pretty underwhelming for being the only unique crossbow you can find in the entire game. On the other hand if Expedition adds more well-balanced unique crossbows then you can disregard this.

It has pretty good damage and critical bonus with only minimal extra precision penalty, so I think it's pretty good. The actual drawback of Jawbone is the strength requirement.

I do agree that we need more unique crossbows, though.

720
Unfortunately, there's currently no way to get into the Institute except through Denzil. We're aware that this is a liability and will be adding another path in the future, but I cannot say when.

However, if some of the experienced cheaters on the forums can help you past the gate itself, you'll be able to continue the main story even though you're hostile to the Institute.

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