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Messages - Styg

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796
Alright, good.

And another question which I suspect I won't get an answer for, but what the hell... will there be energy rifles in Expedition? I remember those were planned for the base game at some point, but were dropped before release.

Because let's face it, who doesn't want a laser machine gun? :D

Not in this expansion, no.

797
A question concerning the upcoming expansion: will it be compatible with existing saves?
Yes.

798
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 29, 2016, 09:09:31 am »
I'm pump!

Ouch, it's official, chemical pistol is the second weakest class, with throwing knives being the weakest.
There's still hope! http://underrail.com/forums/index.php?topic=2790.0

Granted Stygsoft very rarely implements player's feat suggestions but ... that's what hope is about.

I'll probably add some sort of feat for chemical pistols to compensate this change. I'm not so sure energy pistols need it though, but they might receive some new interesting stuff in the future as well.

799
Development Log / Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 28, 2016, 01:14:46 pm »
Hi guys, soon we'll be ready to release a new update for the game. For those who wish to help us test it, we've set up "Experimental" branches on Steam and GOG Galaxy.



To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

Here are the patch notes:

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)


Report any bugs you find on the forums and make sure you specify which version you're playing.

Enjoy and have a Merry Christmas and Happy New Year, everyone!

800
It was being counted as a ranged attack for some reason. Fixed for the next update.

801
Suggestions / Re: Remove level cap.
« on: December 20, 2016, 08:20:55 pm »
No.

802
Heya. Do you happen to have the transition error log for that? You should be able to find it in Documents\My Games\Underrail.

803
Development Log / Dev Log #49: Temporal Manipulation
« on: November 18, 2016, 11:49:13 am »
Hi guys,

In the expansion, we'll be adding a new psionic school in called "Temporal Manipulation", which will primarily feature delayed damage and buffing/debuffing abilities.



This psi discipline will, probably more than any other, will function well as a support skill that can be incorporated into other builds, rather than a primary skill around which a build is made, though I have no doubt that some of you will find a way to prove me wrong.

Here are the abilities:
  • Temporal Distortion - Places a debuff on the target that lasts 1 turn and deals mechanical and energy damage when it expires. In the case the target is already affected by temporal distortion, its duration will be increased by 1 turn and damage by 25% and the newly applied temporal distortion will have the same duration and damage bonus. Damage dealt by this ability ignores shield and 50% of damage resistance and threshold. This ability cannot critically hit.
  • Psycho-temporal Dilation - Reduces target's action points by 15 and movement points by 50. Lasts 2 turns.
  • Limited Temporal Increment - Reduces all remaining cooldowns by 1 turn.
  • Entropic Recurrence - Repeats the percentage of the last unit of damage taken by the target over 3 turns. This damage ignores shields and resistances. In cases when the original damage was very slight, the recurrence may actually empower it.
  • Psycho-temporal Contraction - Increases target's action points by 15 and movement points by 30. Lasts 2 turns.
  • Temporary Rewind - Reverses the last damage done to the target, up to certain amount depending on the skill level. After two turns this health is lost and this may cause the target to die.
  • Precognition - While this ability is active, your chance to dodge and evade attacks is increased by certain percentage depending on skill level (additively). Drains 25 psi points every turn.
  • Stasis - Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will.
That's about it. Let me know how you guys like the new psi school.

804
General / Re: Expertise Feat
« on: October 26, 2016, 07:41:16 am »
The latter, yes.

805
General / Re: So, is the game officially *done*?
« on: October 25, 2016, 07:28:46 pm »
Let's just say that what we would like to do with North Underrail (and we do have plenty of ideas for this place) is way beyond the scope of even a very large expansion.

806
Development Log / Dev Log #48: Veteran Levels
« on: October 25, 2016, 02:38:01 pm »
Hey guys, it's time to start revealing some concrete info on the expansion. Some new game mechanics stuff, to be precise.



First, let's talk about leveling. Once your character levels past level 25, they become a "veteran" character. To gain veteran levels, a character will require significantly more experience (both oddity and classical) than for regular levels. Player can gain a maximum of 5 veteran levels, so the new level cap is 30.

Veteran characters no longer receive base ability or skill points during leveling and their derived stats such as health, detection and so on do not scale with levels anymore. However, they do get to pick a feat every level and, in addition to regular feats, they can also pick from the veteran feat pool.

Veteran feats, at least in this expansion, tend to be more general in nature, but they can also give you some important bonuses that you cannot otherwise obtain. Here are some examples (in addition to the one on the screenshot):
  • Fight Response - When starting a turn below 25% of your maximum health, your action points are increased by 10.
  • Improved Dodging - Increases the chance you'll dodge a melee attack by 5% (additive).
  • Tempered: Acid/Cold/Electricity/Heat - Reduces all X (depending on feat) damage taken by 30%.
  • Major Supplier - Increases the amount of money the merchants are willing to use when trading with you by 2% per mercantile skill.

Keep in mind that these feats might be altered, pending testing.

The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.

807
General / Re: So, is the game officially *done*?
« on: October 25, 2016, 08:23:11 am »
Quote
You'll be able to access the new content from the Core City during the mid-game and later, so you don't have to finish the game or start a new one if you have one running.

Styg, so what happens with the story line? I was under impression that this expansion was going to continue into north underrail...This is something completely different. Are you working on the story line expansion as well? when can we expect it around?

The most important question there is. I double that :)

We currently do not plan to expand the main storyline through a DLC. And when I say main storyline, I mean the C*** stuff and the main actors in relation to it.

What plan to do, however, is expand the world and lore to reveal more information that pertains to this storyline and its events.

808
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 25, 2016, 08:10:19 am »
Styg,

Could you share some light on the level cap? I'm about 3 experience levels in after level 25. Will i automatically get those 3 levels or will my experience go down to level 25 and ill have to work my way up?

As well as is there an ETA on main story line expansion?

Thanks :)

Your accumulated experience won't go to waste.

I will never give ETA on anything ever again!

809
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 13, 2016, 07:20:06 am »
Yay, finally we get to see what blackwater is all about! No continuation of the main storyline yet, it seems. Just how many expansions have you planned already!? ;)

Also, what are your plans for Underrail updates? Will there be new patches to the base game once Expedition is released, or will future updates be through the expansion?

As many DLCs as we feel like, as long as it's profitable.

We will continue to release updates for the base game as well. In the next update, you'll find that, in addition to fixing bugs, we've done some improvements as well. But more on that in some future dev log. ;)

Styg,

what are your current thoughts regarding: 
a) length compared to the original game - 1/2, 1/4? My recommendation: keep it short (packed with content!) and sweet rather than too long!
b) Will the DLC improve the general game i.e. can we use the skills etc. to finish the original game? And vice-versa, can we finish the original game and then the DLC? 
Would be cool to see a 'Blizzard style' expansion which really fits naturally with the base game (e.g. like Diablo 2 and LoD).

This is great news!

- Digg

- Lars

a. (copypasta from RPGCodex) Hard to tell at this point. The main quest of the DLC might not take that long to finish if you know what you're doing, but there will definitely be a lot of areas (over 100) to explore if you're into that.

b. You will be able to use the new mechanics while doing the old content, yes. The DLC will be a seamless part of the existing world. You can also do the new DLC content after finishing the original campaign, as long as you don't trigger the actual end-game sequence.

810
General / Re: So, is the game officially *done*?
« on: October 11, 2016, 02:45:26 pm »
The expansion was announced.
Should I finish the game before starting it Styg?
I already finished the game once.

You'll be able to access the new content from the Core City during the mid-game and later, so you don't have to finish the game or start a new one if you have one running.

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