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Messages - Altos

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121
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 11, 2016, 03:27:56 pm »
Words cannot express how beyond ridiculously excited I am about this expansion. I don't care about the price; an Underrail expansion is worth more than gold to me! :D
Everything looks stellar so far. Bravo, good sirs! Do continue! :)

122
General / Re: Introducing our new "developer, probably not spambot"
« on: October 07, 2016, 11:37:13 am »
Welcome!! :D
It makes me happy to know that Stygian Software is (slowly) growing bigger. I hope Styg is treating you well. ;)
I look forward to seeing your work; some of the older models needed a little updating. ;)

123
Bugs / Re: Steam game doesn't seem to update to 1.0.1.4
« on: August 18, 2016, 03:26:39 pm »
1.0.1.10 is the most recent hotfix to the greater patch 1.0.1.4. So if your copy is displaying version 1.0.1.10 then you have the current build.

124
Bugs / [Spoilers] Bug with the Ending Reel
« on: July 25, 2016, 08:19:15 pm »
This is a rather minor bug, but I noticed upon finishing the game that even though I retook the Black Crawler base for the Zone Rats with Gorsky, Sneaky, and Dan--and did it with no casualties--the ending slide for Core City gives me the following line, which shouldn't play because Dan joined the Zone Rats and survived:

EDIT: Uh, okay for some reason 2/3rds of my post just got deleted. It looked fine when I posted it, but whatever. What I was saying was that the ending slide for the Zone Rats played as if Dan never joined the Zone Rats, which he did in my playthrough. I assume that the flag for Dan joining the Zone Rats and living wasn't checked off for some reason.

125
General / Re: [minor spoilers] The Faceless at Rail Crossing
« on: July 15, 2016, 02:56:59 pm »
In my last playthrough I disabled the bots and killed all of the Faceless in Buzzer's shop except for the Mindreader, who I talked to and persuaded to let Buzzer live. When I went to DC, the Commander allied with me. Of course, I also saved the injured Faceless w/ an advanced health hypo, helped them out at Foundry, and was diplomatic with the Faceless in the Institute. Granted, I also slaughtered the Faceless party southwest of the merchants in Core City.
So unless this is unintentional, I believe that as long as you talk to the Mindreader and either a.) let them kill Buzzer or b.) persuade them into letting him live, you should be able to become allied to the Faceless in DC assuming you perform well in the other checks.

126
Here you go: https://drive.google.com/file/d/0BzEd2-Li1wuoZ08zeTh0R3hhUk0/view?usp=sharing

I'm happy to hear the problem has been fixed!  Thanks, PhrygianDominant! :D

127
Yeah, that is not supposed to happen. The Faceless should be gone from the station, and the Praetorians should be patrolling around (and the guys from the zone before it, the ones that warn you not to proceed, should also be gone). However, on my end everything works just like I described. Could you perhaps send me your save, preferably if you have one just before fighting Tchort, as its death triggers this particular event?
Ah, so it is a bug!  :P

And yeah, I have a save right before I fought Tchort that you can use: https://drive.google.com/file/d/0BzEd2-Li1wuoY0UwdllSWFFBcnc/view?usp=sharing
It's uploaded on Google Drive, and I just compressed the save folder into a .rar file. I hope that's okay. I tested the download and plugged it back into my game and it works fine, so there shouldn't be any problems. :)

If you want, I can also provide a save at the actual blockade screen, just so you can see what the bugged area looks like.

Hope this helps! :)

128
Hey there, Underrailers!

I just finished this incredible game for the first time yesterday, and there is one big problem with the game post-Tchort that I noticed and I think must be changed or at least worked around.
The problem is that the Faceless blockade to North Underrail STILL exists even after you return to the surface to find everyone celebrating that the Faceless have been driven back. If I go to the screen east of the Core City Metro station, there are still two guards on duty at the blockade near the zone transition who tell me that it's dangerous. The other guards are all gone. When I travel north from there to the screen where the Faceless spawn infinitely at the blockade, they're STILL there and they still respawn infinitely and they still attack me on sight even though I allied with them in my playthrough and have the Medallion and all that.  :(
I assume this is not something the devs intended, but since I can't be absolutely certain it's a bug, I'm putting it here as a suggestion instead. This could just be a result of time constraints. IDK.  ???
I understand that the game post-Tchort is basically just a bunch of extra NPC dialogues about the Faceless retreat and, excluding the content at SGS, just the same old content as pre-DC, but I still feel like the blockade being present--despite Six and everyone else telling you it's gone--is a pretty major issue as it really just breaks the immersion right when you're about to end the game.  :(
So I would suggest that you guys either find some way to make it so the player can't access the screen where the Faceless respawn infinitely (by removing the zone transition or something) or change the map to reflect visually how the Faceless are gone and Praetorian Security is cleaning up the site.

If you feel like this should be moved to Bugs instead, go ahead. I wasn't really sure where to put it. On one hand, it seems unintentional that the Faceless would remain. On the other, it could just be an oversight or a result of time/engine constraints. Either way, this is a problem. ;)

(On a completely unrelated note, does anyone know what's in Tanner 135 Hack box in his secret room? I'm so curious!)

tl;dr: Faceless still present at Blockade post-Tchort. Bug?

129
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 18, 2016, 02:08:50 pm »
OP here. After the hotfix, I am now able to ally with the Faceless as expected.

I restarted from a save I made at the very beginning of the Deep Caverns and went immediately to the Faceless camp, and the commander told me he trusted me and gave me permission to roam the camp and so forth. I don't know what's gone wrong for the rest of you and I'm sorry it's not working! But the fix works for me. Perhaps some more investigation is needed, but don't just put the game on hold without trying your own save.
Works for me, too! :D
Thanks so much, devs! <3

130
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 13, 2016, 01:12:30 pm »
As I mentioned earlier in the other thread, there is a way to be allied with faceless and ultimately save Buzzer, even with this bug. I suppose nobody has figured that one out yet...

Could this be perhaps a situation where you do the quest in Foundry first with Hugo and find out about Cornell before doing the quests for Rail Crossing, and then as a result can inform the Faceless Mindreader or something? I don't actually know, I'm just guessing what other solutions may exist.
Anyway, I think it's pretty awesome that there are still options out there that we don't know about. Just goes to show how expansive this game is! ;)

131
General / Re: deep caverns - unlimited enemys?
« on: January 04, 2016, 10:40:15 pm »
well -this sucks. please dev, disable this. unlimited enemies are always crap especially you have limited ressources and cant leave the area.
It's not THAT bad. The bunkers are plentiful enough, and the Eye of Tchort status only applies to the central area in front of Tchort's door. Everywhere else (Tchortist base, Faceless areas, mushroom forest, etc.) the enemies are not constantly respawning and there is no status applied to you.
Also, the Tchortlings are idiots, and even if you only have 50 stealth you can easily stealth past them, so as long as you don't accidentally alert them to your general position you should be perfectly fine just walking around in stealth.

Just make sure you know where all of the bunkers are, or are neutral with the Faceless and Tchortists and you'll be fine.
Worse case scenario you can always just book it out of a zone if things get bad and then reenter it a different way.

132
General / Re: [Spoilers] Buzzer and the Faceless
« on: January 03, 2016, 03:15:59 pm »
My understanding of the DC Faceless' dialog is as follows:

* Start with 0 attitude points
* Add 1 point if you finished the Faceless recon mission near Foundry, unless the Faceless near Foundry are at war with you
* Add 1 point if you did not kill the Faceless mindreader in Buzzer's shop, unless the Faceless near Buzzer's shop are at war with you
* Add 1 point if you released the captured Faceless in the Black Crawlers' hideout, did not drop him, and did not attack him
* Remove 1 point if the Faceless group in Buzzer's shop are at war with you(for example, if you attacked them)
* Set the points to -5 if you released the Black Crawler Faceless and then attacked him
* Set the points to -5 if you killed the Black Crawler Faceless by dropping him
* Set the points to -5 if the Faceless group near Foundry are at war with you(for example, if you attacked them)

The dialog files themselves are kind of annoying to read by hand, so you should distrust this next part. But I think I see checks for:
* If the attitude points != 3, then something
* If the attitude points > 0, then something
* If the attitude points > 1, then something
* If the attitude points > 3, then something(this might refer to negative numbers? Or there might be one other way to get a +1 point to attitude that I didn't catch)

If you unpack your save file, the bytes immediately to the right of 'loc_dc_flo_attitudeCalculation' should have the value of the attitude points above after you talk to the commander.

In other words, I don't see a direct reference to checking whether Buzzer was allowed to die. It's possible that saving him marks those Faceless as being at war with you, in a manner that escaped my casual inspection, which would have the same effect.
Wow! This is super helpful! Thank you so much! :D

Now I'm curious, though, what the players on the steam forums were doing differently that would have made it seem like persuading the Faceless was a negative decision.

Regardless, this attitude system makes a lot of sense and is incredibly useful! Thanks again! :D

133
Hey there, Underrailers.

I read on the Steam forums recently that in order to become allied with the Faceless in DC, you must (among other things) let them kill Buzzer in his shop in Rail Crossing, and that if you persuade them to let him live after the mind-reading (even though it's really for their benefit) you cannot ever become allied with them later on, even if you didn't kill a single Faceless in Buzzer's shop, and thus cannot possibly bring Lora Baker back to SGS.
Now, I haven't tested this claim out for myself, but if this is true, that means the player is required to intentionally fail a quest in Rail Crossing (save buzzer) if they want to finish a quest (save the bakers) at the very end of the game, which to me seems like a pretty illogical requirement.

So I was wondering if Styg or one of the other devs could confirm or refute that you must let Buzzer die to be allied with the Faceless.

Thanks! :)

EDIT: Altered the title to be more appropriate to the nature of what is being spoiled here. Sorry, everyone!  :(

134
Development Log / Re: Dev Log #43: Closed Beta Testing; Release Date
« on: December 05, 2015, 10:49:29 pm »
Woohoo!!!! I'm so excited!!!!! I've been checking the dev log every day for the past few weeks to see when the release will be! I couldn't have asked for a better Christmas present than Underrail!  :D

I hope the beta goes well, and I really really hope that the release goes well, too; you guys deserve a lot of praise (and money!) for the fantastic adventure you're blessing us all with!  ;)

Underrail GOTY 2015!  8)

135
Development Log / Re: Dev Log #42: Updating Old Areas
« on: November 09, 2015, 09:32:41 pm »
You can't imagine how happy I was to open the forums today and see that shiny new Dev-Log with all it's awesome pictures!  ;)
Everything looks fantastic, guys; I can really tell that you've been working your asses off improving everything. If this is what SGS and Junkyard look like now, I can't wait to see how some of the other areas have been polished and updated!!  :P

I hope the closed beta goes well for you guys. Keep up the incredible work! Hopefully everything will go well enough that Underrail can be released this December with no concerns!  :D

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