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Messages - Styg

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766
Bugs / Re: dirty kick bypassing uncanny dodge (1.0.2.4)
« on: March 13, 2017, 02:09:37 pm »
Alright, I removed the Uncanny Dodge. No sense having a useless feat.

767
Development Log / Re: Dev Log #51: New Weapon Types
« on: March 02, 2017, 08:09:12 am »
We experimented a bit with increasing the range for spears but that did not work out satisfactory.
maybe something you could do to simulate the benefit spears might have is, instead of increase the range, simply decrease the to-hit chance of enemies attacking you if you have a spear equipped ?
I like my solution better (look at the on hit effect of spears).

768
Suggestions / Re: New feat: Toyslinger
« on: March 02, 2017, 08:00:42 am »
Point Shot doesn't work with EW. :P

It sure does. Which energy weapon did you use?

Btw, new stuff for chemical pistols has been implemented, so expect that in the next update.

769
General / Re: Special shop selection for Mercantile players?
« on: March 01, 2017, 09:10:24 pm »
But yeah. it's still ordinary stuff without anything unique...

...for now.

770
General / Re: Do smart bonus apply to burst fire?
« on: March 01, 2017, 09:09:36 pm »
I get the point, but that's flavor text you're referencing and not the actual game mechanics description, sometimes those differ when the game's reality and mechanics are not that easy to align.

771
Development Log / Re: Dev Log #51: New Weapon Types
« on: March 01, 2017, 09:06:02 pm »
I'm happy to see more variety in melee category. I assume they're placement will be somewhere above metal gloves and below sledges. Are their AP values dependent on Dex? Do these weapons have a longer reach than ones already in the game?

As said in the dev log, these new melee weapons will occupy their own little niches.

Their AP values are not modified by dexterity. The weapons have the same reach as other melee weapons. We experimented a bit with increasing the range for spears but that did not work out satisfactory.

772
Development Log / Re: Dev Log #51: New Weapon Types
« on: March 01, 2017, 09:02:25 pm »
A couple of thoughts

- Will there be blueprints and parts to make shotguns, machetes, and spears?

- If you can make a machete, will you be able to use super steel? (I have a serrated super steel knife that is awesome...)

Yes and yes.

773
Other Games / Torment: Tides of Numenera
« on: February 28, 2017, 07:32:13 pm »


Just in case you guys weren't aware, it's out now. I haven't kept up with the development, but if you were a fan of the original Torment, probably worth checking out.

http://store.steampowered.com/app/272270/
https://www.gog.com/game/torment_tides_of_numenera

774
General / Re: Strange Markings...
« on: February 23, 2017, 07:49:45 pm »
The comment was made half-jokingly. ;)

Though I do dislike this sort of casual posting of game's secrets, especially if they are not even in the game yet.

775
General / Re: Strange Markings...
« on: February 23, 2017, 11:27:40 am »
I thought I told you guys not to share esoteric knowledge with the public. Do not be surprised if tomorrow you find your dialog files encrypted!

776
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 22, 2017, 08:23:27 pm »
Is shotgun intended to be a solo weapon, I mean can we use only the shotgun in the whole game or it is rather complementary gun for specific circumstances?
You'll definitely be able to use it as your primary damage dealer, like other types of guns. Keep in mind, however, that all damage sources in Underrail are meant to have certain weaknesses that in some extreme (or not that extreme situations) might render the weapon very ineffective.

I'm also a little worried shotguns will end up too similar to assault rifles. In both cases the defining feature is the ability to shoot a lot of projectiles at once, hitting multiple targets or dealing a lot of damage up close.
This should not be the case. For one, the shotgun's effectiveness against single target drops rapidly with distance (precision drops quickly and the cone of attack is big), which is not so much the case with assault rifles.

777
Bugs / Re: combat hangup after killing enemy
« on: February 22, 2017, 09:40:15 am »
I am also having this issue.  All combat will result in the hourglass spinning after killing an enemy.  Currently stuck in the first quest (killing the rathound to retake the outposts and get the tissue sample) as killing the first rathound will not end the combat.

Core i7-6820 @ 2.7 Ghz
16GB ram
GeForce GTX 980M
Win10 64bit

From what people reported, it seems to be an issue with changing audio output devices during combat or something like that. Did you perhaps plug/unplug your mic or something similar?

778
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 21, 2017, 07:02:39 pm »
Interesting! One thing that immediately jumps out though, is that there seems to be at least two different shotgun models. Are there going to be new graphics for the old weapon types as well?

One is for regular and the other for combat shotgun. We won't be adding extra graphics for different models of the same weapon type/subtype, but we have made new graphics for chemical and energy pistols to distinguish them as they are categories unto themselves.

779
Development Log / Dev Log #51: New Weapon Types
« on: February 21, 2017, 06:11:41 pm »
Hi guys. In the past few months we've been working (and we're still working) on a couple of major features for the expansion, but we didn't want to show any of them before they were ready. First of these that are now done are the new weapons, so without further ado I give you the three new weapon types - the spear, the machete and the shotgun.



The choice of spear and machete as new weapons was mostly thematic (you will learn why in some later dev log), but these weapons will also have their own place in the melee arsenal. Spears are meant to be versatile offensive and defensive weapons, while machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. More on the exact mechanics of this will be revealed later when I get to implementing their specific feats. There are two types of machetes that differ slight in critical chance/damage stats.



Now the interesting one of the bunch is the shotgun. I say this because the mechanics of the shotgun are unlike anything else that we had in the game so far when it comes to weapons. When a shotgun is fired it launches a number of pellets that may hit the intended target, some other target in the attack cone or might miss completely. So the chance to hit with the shotgun is not so much indicative of weather or not you'll inflict damage on the enemy, but how much of the damage you launch their way is going to land on the primary target.



I'm going to give you some random shotgun stats below, but keep in mind that this has not be properly balance tested and that before we get a chance to play around with this new weapon a bit it's hard to gauge it's effectiveness and what the numbers should be in order for it to fit into the role intended for it. There is a lot of factors that come into play here depending on the situation and it will take some time to make sure they perform as expected at different ranges (medium, close and point blank) and against different enemies (low armor/high armor). By the way, pay attention to the interaction with the different ammo types when considering the raw damage stat.





I've also implemented the ability for weapons (and gear in general) to grant you special attacks and abilities so expect more of that in the future.

The process of adding these new weapons took a long time because we had to change the way we handled animations of all the different human models and it required a lot of manual labor to get things in order. However, now that we have done this, it will allow us to add more new weapons in the future (not in this DLC, though), to which we are rather looking forward to. I'm not gonna lie, we already know what weapons we want to add in the future, so just keep that in mind when you're posting your wishes.

Anyway, let us know what you think of the new weapons.

780
General / Re: Special Attacks with special Ammo
« on: February 14, 2017, 09:11:09 am »
No, why would they?

They work the same as any other similar (on hit: inflicts x-y damage) effect, like electroshock on melee weapons and such. A side effect that hits after the main attack.

Except those that inflict the percentage of original damage (or in some other way interact with it), such as JHP, they are indirectly affected by special attacks.

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