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Messages - Styg

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811
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 11, 2016, 01:44:27 pm »
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. ;)

812
Development Log / Dev Log #47: Announcing Underrail: Expedition
« on: October 11, 2016, 01:13:36 pm »
Hey guys,

It's been almost eight months since the last formal dev log. That doesn't mean we haven't been busy working on new stuff, however, and now at long last we can announce the first Underrail expansion - "Expedition".



In Expedition you'll be able to take a break from the usual metro-crawling to take a boat to the infamous Black Sea, a massive underground body of water.

There, among the old and mysterious ruins of an age long past, you'll face the vicious fauna, hostile natives, cunning pirates, and something far more sinister than all of those.

Your voyage through vastness of the Black Sea will shed new light on the history of the world of Underrail and the forces that shaped it.

Expedition will feature the following:
  • A brand new story line that becomes available during the mid-game
  • Over a 100 new areas to explore of various types - shores and islands of the Black Sea, mysterious underground facilities, pirate strongholds, and more
  • New human factions, as well as wild creatures to combat
  • New items and crafting recipes
  • New skills and feats
  • Leveling past level 25 with a special pool of feats to choose from

Over time we'll be revealing more details through the dev log, so expect those to once again flow regularly as they did before the game's release.

We expect to release the expansion during the first half of 2017 as a paid DLC.

813
General / Re: Introducing our new "developer, probably not spambot"
« on: October 07, 2016, 05:41:34 pm »
Welcome to the club, good Sir :) .

So... does that mean we finally get crouching animations for air duct sequences ;D ?

We feel that the ventilation is balanced as it is, no need to nerf it. :)

814
General / Introducing our new "developer, probably not spambot"
« on: October 07, 2016, 07:26:41 am »
Hey guys, I guess this is something we should have done back in March when Nikola joined, but better late than never.

Nikola's main duties are creating 3D models, so if there's something you don't like in the future regarding those you can spam him with PMs to make sure he knows it.

815
General / Re: FFS Just announce underrail2 already!
« on: October 05, 2016, 07:02:29 am »
Even if we do start working on a sequel you'll probably not be hearing anything about it for several years. So manage your enthusiasm. ;)

816
General / Re: So, is the game officially *done*?
« on: October 05, 2016, 07:00:57 am »
We'll be announcing it very soon, likely next week. As I said before, it's going to be extra content for this game, it's not a new game.

You'll have to wait a bit longer for the details.  ;)

817
Bugs / Re: Transition error near lurker base
« on: September 27, 2016, 07:25:45 am »
We'll be releasing a patch to fix this, but I'm not exactly sure when.

You're probably having problems with the endgame because you spread yourself a bit too thin. You literally invested in every skill and kept all base abilities in the average range. This can probably work, but you'd need to be quite good and knowledgeable of the game in order to pull it off.

818
Bugs / Re: Transition error near lurker base
« on: September 26, 2016, 08:24:37 am »
Found the bug and fixed it for the future. I'm not sure I can fix your save. Can you continue the game and just avoid that area?

819
General / Re: Syphoner man
« on: September 15, 2016, 08:04:07 am »

820
General / Re: UHD/4K resolution
« on: September 05, 2016, 07:37:10 pm »
But the game doesn't support 640x480, fixplz. :(

Not for the non-Slavs it doesn't!

821
Bugs / Re: Gunslinger works for chemical/energy pistols
« on: September 05, 2016, 11:41:19 am »
This is actually a bug and I'll fix it in the next patch.

Whether this will require some sort of buff to builds involving other pistol types, we can argue, but this particular feat should be thematically connected to the classic pistols.

822
Bugs / Re: not translated stuff
« on: September 05, 2016, 11:30:20 am »
The game would crash when we attempted to translate it so we just left it as it is.

823
Thanks for the good feedback. There seems to be couple of mismatches regarding what stats some oddities should have and actually have or in the number of planned placements and actual placements. I'll address this below (this will be included in the next patch, whenever that happens).

Black Eye - added two more placements in Deep Caverns.

Electronic Idols - This should actually be a unique oddity that gives 3 xp. Fixed this for the future.

Loaded Dice - Max studies changed to 3 as intended. There is one in Rail Crossing, you'll have to look harder. Also, there should be one in the gambling house, though I can't seem to find it so I put another one. You may not be able to get it depending on what you did in the past.

Quad Damage Module - Since these bots are not that numerous, I upped the drop chance a bit.

Train Logs - Yeah, you rightly identified that the problem with these is that there's too few placements for the amount of studies they allow. Actually, it's the exact number, and since their placement is rather wide, it's easy to miss a couple (or a bunch). Will add a few more of these around.

824
General / Re: UHD/4K resolution
« on: September 05, 2016, 07:49:42 am »
What's with you people and these uber-resolutions. In my days all you needed was 1024x768!

Also, get off my lawn!

825
General / Re: So, is the game officially *done*?
« on: September 05, 2016, 07:42:25 am »
We have a decent amount of work to show you already, but we have to wait for some promotional art in order to do a proper announcement.

I'm also looking forward to writing regular dev logs again (it's been way too long), but we have to do this one thing properly for the mainstream press first.

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