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Messages - Mac Orion

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61
Bugs / Re: 0.1.14 bugs
« on: May 04, 2015, 08:11:06 am »
Ok no problem, here is a screenshot of the barrels I took the picture from the wiki.


fixed

62
Bugs / Re: 0.1.14 bugs
« on: May 02, 2015, 11:01:10 am »
I don't know if it's a bug but I lost a lot of items in the two barrels just next to the entrance of the mine in the Foundry. Usually I stock heavy stuff in barrels in the different cities and it works quite well but I guess that these two barrels are bugged. Is there a way to get back my items? I tried to reload an old save but it was too late.

Can you please provide a screenshot of those barrels, thanks, You can't get your stuff back, only if you have a save where you put it  in there and did not exit the area, this is a bug and if it happens to some other container just post a screenshot and where you did find it so we can fix it.

63
Other Games / Re: check out these Dead State animations
« on: April 25, 2015, 09:49:58 pm »
nice!

64
Discussions / Re: Valve now allow modders to charge for their games
« on: April 25, 2015, 09:19:18 pm »
First off i think it is a good thing that people can make money off that what they love to do. What i don't like in all that is the 75% cut, that good sites like nexus loose there importance and basically 90% of the mods will be bad cosmetic items, also how to charge for example for an sword 5 bucks? I would have no problem to pay for a good mood that brings something to the table content wise even 10 bucks, in the end people pay how much they think its worth, but how many of those mods are out there, maybe 1 in 1000.

I don't know in the end what to think about it.

It's the same think with Early access, a lot of people started to abuse it, on the other side without it I wouldn't have a job as game dev and would most likely project some boring UML for corporations all day instead of creating cool sci fi worlds.

65
Suggestions / Re: Graphics: Anti-aliasing, smooth edges?
« on: April 14, 2015, 01:03:56 pm »
nah, hard edges and sharp light variance between tiles stays, the engine is custom made with a quite old framework, fixing all of that isn't that easy because it would need a total rework of the drawing call as he is written from scratch (where unity or the unreal engine have already finished stuff for out of the box development)

We try to get the maximum out of the engine taking into account the constraints we have.


66
General / Re: Impressions
« on: April 14, 2015, 12:49:06 pm »


making off :)

67
General / Re: Impressions
« on: April 13, 2015, 09:13:22 pm »

Just in case I will cease to appear here, it means I died (some health issues). In any case, the game brought me many pleasant moments, and I'm glad I was here with you.

Hope you will get better soon

68
Bugs / Re: Psi-beetle invulnerability
« on: April 11, 2015, 12:12:52 am »

Wait! Is it possible, that psi-beetles have lower damage treshhold while theirs brains exposed? And while not, they are more armored?


yes :)

69
Bugs / Re: 0.1.14 bugs
« on: April 07, 2015, 08:02:30 am »
lu-b12 should be fixed

As of those issues with doors and tables, those are not map specific and we know about those issues, that would need some changes in the engine and I hope we can fix that.

70
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 07:21:04 pm »
Quote
Nope? Isn't it some kind of trader, who sell to you something?
I have heard 3 K sharons involved.

Talk to the guy standing next to gloria at the foundry after finishing the beast quest. (using supersteel infused leather in crafting gives special abilities depending on the item crafted and what leather you use)

71
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 06:44:35 pm »
We were talking today how to improve crossbows, most likely we will add more poisons with unique debuffs, from a gameplay aspect its not so bad that crossbows aren't that effective against robots, but yes they are a bit lackluster compared to other weapons. (While testing i had a build with throwing knives and 250 effective throwing skill, doing up to 300 raw crits, at first styg was like well that needs some nerfing, but still having that much throwing is still a niche, crossbows have some nice feats, maybe they get some more interesting once but don't take my word to much to heart)
Would we have a more complex system for stealth and sound, crossbows would have a good place for stealth builds, but that wont happen in underrail, maybe some other project in the future.

72
Bugs / Re: 0.1.14 bugs
« on: April 02, 2015, 09:12:17 am »
up4 door should be fixed (hope so)
Foundry Sniper is no longer Supe... Clark Kent.

73
Bugs / Re: 0.1.14 bugs
« on: April 01, 2015, 07:41:33 am »
tch-entry Fixed
up8 Fixed
epion lab fixed

74
Bugs / Re: 0.1.14 bugs
« on: March 31, 2015, 07:50:58 am »
Limbo in tch-util1 fixed
up-cc exit fixed
tch-util2 vents fixed (this happens when you do multiple quest solutions for a quest and it takes longer than a weak when you go back to add stuff to your map, the other way was intended for the secret vent but made a new one :) so the old one left there)
Black Screen in Lift fixed
barrel in up-cc can now be accessed


75
Bugs / Re: 0.1.14 bugs
« on: March 30, 2015, 08:39:17 am »
-tch-mainhall fixed
-lab signs fixed
-tch-mu1 fixed
-lu raf-fixed

Can you please provide a screenshot or some more info about that vent at jimbo? Also a screenshot for the missing tile at util-2. I did't find any problems with the transitions at up-cc maybe make a screenshot so im 100% sure i look at the right tile.

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