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Messages - Styg

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781
General / Re: Development updates
« on: February 13, 2017, 01:51:58 pm »
Soontm.

782
General / Re: Do smart bonus apply to burst fire?
« on: February 11, 2017, 10:15:00 am »
Yes it does, it applies to all special attacks and special attacks are everything that is not default attack.

I don't know if it's intentional or not. But it works like that for some time now, was mentioned a number of times and devs didn't change it so it's likely going to stay.

It is intentional.

783
Suggestions / Re: "your" Under Rail (spoilers)
« on: February 11, 2017, 10:14:00 am »
I have no desire to take the game in this direction. However, we do want to do more things with the player's house in order to make it feel like the player's personal headquarters.

784
Suggestions / Re: Harder Difficulty(s) Expansion
« on: February 10, 2017, 09:54:09 am »
We have some ideas how we might increase the hard difficulty, especially when it comes to certain encounters and parts of the game where the healing/health penalty didn't do the trick.

We're also considering adding another difficulty setting for those who want an extreme challenge.

Right now we have other things that take priority but we'll get around to it eventually.

785
Development Log / Re: Patch Notes
« on: February 06, 2017, 09:13:46 am »
Version 1.0.2.4

Quests/Maps
  • Fixed a bug where a certain armored commander in DC did not properly react to the player being a member of the Institute of Tchort

786
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: February 05, 2017, 07:48:36 am »
Styg, please, save my F5 key and post a new devlog. It's wearing out from the constant use. :)

We currently have a couple of very interesting things in the works, but none are yet quite ready to be shown. Soon, though. ;)

787
Bugs / Re: Zone Transition Fail
« on: January 31, 2017, 11:23:55 am »
Hello everyone.

First of all, i bought Underrail many years ago when it was still on Desura under the name Timelapse Vertigo and unfortunately i just had the chance to actually get into it a few of weeks ago. Just wanted to say that the game is preposterously good, i just can't get enough of it. I hope we get a sequel at some point, i would pay any price for it.

Now to the issue at hand and the reason i highjacked this thread. There is a certain area where i get a "Zone transition failed" error. I have not encountered this error anywhere else  just at this place and i am not sure if it's gonna be important to the story of the game. Any information would be helpful.

The errors i am getting are the following:

Quote
Game Version: 1.0.1.10
Error: System.Exception: Failed to load locale 'LUP-A8 - Lower Underrail'. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidCastException: Object must implement IConvertible.
   at System.Convert.ChangeType(Object value, Type conversionType, IFormatProvider provider)
   at System.Runtime.Serialization.FormatterConverter.Convert(Object value, Type type)
   at System.Runtime.Serialization.SerializationInfo.GetValue(String name, Type type)
   at aox..ctor(SerializationInfo A_0, StreamingContext A_1)
   at a8y..ctor(SerializationInfo A_0, StreamingContext A_1)
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle.SerializationInvoke(IRuntimeMethodInfo method, Object target, SerializationInfo info, StreamingContext& context)
   at System.Runtime.Serialization.ObjectManager.CompleteISerializableObject(Object obj, SerializationInfo info, StreamingContext context)
   at System.Runtime.Serialization.ObjectManager.FixupSpecialObject(ObjectHolder holder)
   at System.Runtime.Serialization.ObjectManager.DoFixups()
   at System.Runtime.Serialization.Formatters.Binary.ObjectReader.Deserialize(HeaderHandler handler, __BinaryParser serParser, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
   at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize(Stream serializationStream, HeaderHandler handler, Boolean fCheck, Boolean isCrossAppDomain, IMethodCallMessage methodCallMessage)
   at ak.DeserializeFromBinaryInternal[T](Stream stream, SerializationBinder binder, Int64 dataModelVersion)
   at ak.DeserializeFromBinaryCompressed[T](Stream stream, SerializationBinder binder, Boolean tryToRetrieveDataModelVersion)
   at bhy.GetItemCompressed[T](String name, Boolean throwOnMissing)
   at a13.y4(fv A_0, Boolean A_1)
   --- End of inner exception stack trace ---
   at cj2.LogAndThrow[T](Exception innerException, LogSeverity severity, String message, Object[] messageArgs)
   at a13.y4(fv A_0, Boolean A_1)
   at bhm.adi(Boolean A_0, Boolean A_1)
   at a4p.x3(amb A_0)
   at aa7.e(amb A_0)
   at beb.a(amb A_0)
   at beb.b(amb A_0)
   at beb.c0(amb A_0)
   at aa7.g(amb A_0)

This was fixed for the new version. It's not up on the default branch yet (will be soon), but you can access it on experimental (either through Steam or through GOG Galaxy).

788
Bugs / Re: [Steam Version] Black screen on startup
« on: January 21, 2017, 08:00:37 am »
Not sure if I should create my own thread or post here so I'll start by posting here and see if it gets a response!

I am experiencing this issue (Black screen on startup) and have tried everything.  I actually managed to load the game one time without any issue but have not been able to duplicate the successful launch.  I have deleted the config file to see if that'd fix it and it did not.  I've spent over an hour already just trying to get it fixed and I'm getting extremely frustrated.  Any help would be greatly appreciated!

What anti-virus are you running?

789
Bugs / Re: [Steam Version] Black screen on startup / alt-tab problem
« on: January 21, 2017, 07:59:38 am »
Hello,

As I have played for 3+ hours I noticed some problems (probably connected to the lack of original config file):
  • I cannot change any settings in the menu - they just reset to original value; my config.dat file is not read-only;
  • When I try to change the resolution - game crashes;
  • I can't alt-tab - after coming back from desktop I see only the frame of the windowed game; the contents are all in black.

BTW, this game is awesome! :) I just can't stop playing.

The first point does sound like an anti-virus kind of problem where something is preventing application from writing to the disk, but as the rest don't seem to be related. Does the game generate any crash logs in Documents\My Games\Underrail?

790
Development Log / Re: Patch Notes
« on: January 20, 2017, 02:15:15 pm »
Version 1.0.2.3

Quests/Maps
  • Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
  • Marcos will no longer get cloned
  • Supplies to Rail Crossing will no longer appear even if the train had never been recovered
  • Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
  • Options window will no longer reset dialog background alpha slider

791
Development Log / Re: Patch Notes
« on: January 20, 2017, 02:10:07 pm »
Version 1.0.2.2

Feats
  • AP reduction from Gunslinger feat will now properly affect only firearms
  • Added feats: Bowyer (crossbow crafting)
  • Ripper feat will now properly work with serrated knives
Visuals
  • Added a new visual model for siphoner, ancient rathound, and super steel armor
  • Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Interface
  • Added tooltips for empty gear slots
  • Forcing the vent with crowbar will now be done through Quick Invoker (once the crowbar is equipped, you'll get the ability there)
  • Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
Mechanics
  • Cats nerfed
  • Dreadnoughts buffed
  • When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
  • Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Items
  • Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
  • Most special bullets now also require TNT to craft
  • Added blueprints for standard, W2C and JHP bullets
  • Mechanical bolt blueprint renamed to Serrated bolt blueprint
  • EMP mine case now counts as electronic component
  • Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
  • Increased the drop chance of Quad Damage Module oddity
  • Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Bug fixes
  • Generated metal armors enhancements will have quality other than 1 now
  • Quick load will now work during enemy's turn
  • Closing interface help window by right clicking will no longer disable keyboard commands
  • Fixed the dialog window option highlighting when there's 10 or more dialog options
  • Fixed the cut-off tooltips on smaller resolutions with small font size (on most tooltips; there still might be some that just have too many lines)
  • Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
  • Fixed the minor glitches with trap detection calculations
  • Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
  • Telekinetic Proxy now properly removes Premeditation when it makes use of it
  • Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
  • Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
  • Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
  • Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
  • Heating effects should now properly remove Cryo-shield
  • Cooling effects should now properly remove Exothermic aura
Quests/Maps
  • Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
  • Fixed positioning problems during the cutscene in which you lead Edgar to RK's lair that might occur when the player has increased his movement speed beyond a certain point
  • Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
  • Fixed killing the old man in GMS crashing the game after the situation has been dealt with
  • Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
  • Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
  • Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
  • Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
  • Fixed a dialog bug which prevented the players from telling the Rejects how to escape
  • Fixed some items disappearing from Fraser's store inventory after certain events take place
  • Fixed a few bugs with the end game slides
  • Fixed issues with one of the tunnelers in DC after it has been despawned
  • Fixed being able to kill the Gauntlet runners before the event without anyone caring
  • It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
  • Arke cameras and turrets will now properly go offline after being shut down at the main console
  • Edgar's quests will now properly fail if you kill him
  • The player will no longer be able to start a civil war in Core City by fighting with the burglar in the house opposite to the Praetorian Security headquarters
  • Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
  • Added another way to capture hoppers for Bret
  • Added another way to obtain Elwood's keycard
  • Did some tweaks to the main quest in Foundry, added more dialog options and removed some of the backtracking; also, the miners will now return to the mine at the end of the quest
  • Gaining access to Foundry prison security room will also remove protection from the security console there; added another hacking option as well
  • Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
  • Hathorians will occupy the area north of the camp after it has been cleared
  • SGS soldiers and workers will now occupy the outposts after the player has cleared them
  • A certain faction in DC will now be handing out better ammo than previously
  • Fixed a faulty transition in one of the zones beneath the Mushroom Forest
  • Fixed GMS jammed ventilation shaft being incorrectly positioned; also made some minor changes to the vent layout to accommodate this
  • The usual minor stuff (map/dialog/quest tweaks and fixes)


792
Should I start anew to see all changes?
Like with populated outposts e.g.

It all works with current saves (though some stuff is timer based, so it might not appear immediately).

793
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: January 18, 2017, 10:36:27 pm »
Hello, i have one question about this new 'psi school' after reading this :
Quote
Veteran characters no longer receive base ability or skill points during leveling...
How could i use this new discipline in the expansion whith, let's say a psi bluid, if my character has reached the level cap ? Maybe i am misunderstanding something, but to be usefull, i will need to start a new playthrough ?

Thanks

Yes.

794
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 08:08:14 am »
Hello Styg, i have a question about what you have said :
Quote
Your accumulated experience won't go to waste.

What will be the experience cap (not the level:) in the expansion. I ask because my character has accumulated a lot experience points (~75 000 XP, see screenshot) and i have the feeling that he will reach the new level cap (of the expansion) as soon as i will launch it. Would you, or could you be more specific on this subject ?

That remains to be seen pending testing, so I can't give you a number right now. What I can say is that amount of XP required for veteran levels is substaintially greater than that for regular levels.

And indeed those are some nice graphics, but I can't help but wonder what the heck motivates you to redo all those assets?

795
General / Re: Sixth utility slot?
« on: January 17, 2017, 11:07:12 pm »
...or perhaps a Veteran feat, if technically possible.

That's not a bad idea. Of course, the feat would give something else as well.

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