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Messages - Altos

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61
  • Trapper's Belt will now increase Traps skill by 15% (up from 10%); it will no longer reduce trap arming cooldown
At first I was concerned about this, but then I saw your bullet later on in the Mechanics section about how you're removing the trap arming cooldown entirely. I like it!

  • Infused siphoner tabi boots will now give immunity to slow instead to immobilization
  • Junkyard surprise can no longer increase perception, will or intelligence
Yeah, I saw these changes coming. The immobilization immunity was way too powerful, and everyone knows how abusive Junkyard Surprises were.
I guess it's time for me to change all of my builds. ;)

Any chance you'll implement hypercerebrix into the game before the rest of the DLC? :P

  • Fixed Jawbone lacking move and shoot precision penalty (now set to 15%) as well as close quarters precision penalty (now 10%)
Ouch. The Jawbone was already useless for most crossbow builds, but now it's even more so. Why nerf it? I don't recall it having any extraordinary stats outside of the previous lack of penalties.

  • Increased Coil Spider psi points and psi regeneration
  • Coil Spiders now have darkvision
  • Added Greater Coil Spiders
  • Added a new machinegun turret to replace the regular auto-turret in certain places and on certain difficulties
  • Increased dodge and evasion of burrower spawns, but also increased their susceptibility to AoE attacks
  • Dogs will now attempt to bump you out of stealth when the detection gets into ALERTED state, just like human NPCs (on normal difficulty or higher)
  • Added a stronger version of psi beetle
  • Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
  • Added a stronger version of crawler
  • Added stronger version of mutants Hunchback mutants
All of this looks awesome and I'm really excited to see how strong the new enemies are. I hope that the black crawler has been similarly buffed? He's presently such a wimp for so unique an enemy.

  • Added DOMINATING difficulty, mechanically it inherits the modifications of hard difficulty and also increased NPC health by 50% and skill levels by 30%.
Woah! A new difficulty? Sweet. That 30% increase to skill levels is mighty attractive (if I am understanding it correctly). I will have to try this out immediately.
(inb4 dominating ironman run)

  • Removed cooldown for arming traps
  • Removed cooldowns from lockpicking and hacking
Yesssss. I love you guys right now.

  • On normal difficulty and above, transitioning between areas (red transitions) will now cost action points
Welp, I guess that means we can't abuse transitions during battle anymore (or at least not as easily). That's fine by me; it always felt like I was cheating, anyway. ;)

  • Improved NPC pathfinding slightly
lol

Psi
  • You can now cast Cryokinetic Orb on any non-obstructing tile (such as water and other regularly non-traversable tiles)
  • Improved the shard distribution of Cryokinetic Orb on impact
Woah. Does this mean that we can freeze water now? I know that the answer is no, but I'm really hoping it's yes. :P

  • Steadfast Aim strength requirement changed to 5 (down from 6)
  • Cooked Shot special chemical pistol AoE attack with radius of 1
  • High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
I'm really liking all of these buffs to pistols, especially the chem and energy pistols. Time for an INT 16 energy pistols build. ;D

  • Because of the global map, some areas had to be added and some had to be reorganized (especially around the starting cave areas) in order to achieve geographical consistency
  • Added a number of possible random events around the world
  • Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
Yay! We finally have random events in the game! And a map! And new encounters!
It's like a whole new game! :D

  • DC mindreading will now take into account the number of killed Faceless, which will have negative effects of varying degrees depending on that number; however, kills during certain story-related events where combat is unavoidable will not be counted
Welp, I guess that the families of the 200 Faceless I murdered out in front of the blockade have finally complained. :P

  • Expanded the Hanging Rat bar and added a base ability check
Intriguing!

Overall, I'm super excited to see how all these changes play out in-game. You guys are doing great work here, and we definitely appreciate it.

Keep fighting the good fight, StygSoft! :)

62
Bugs / Re: Initiating dialogue with GSM Raider Leader crash the game
« on: November 05, 2017, 12:56:22 pm »
Did you kill the Old Man?

There was a bug in the previous version where killing the Old Man would cause the game to crash when trying to deal with the raiders. The devs patched it, though.

Also, are you playing on the current version (1.0.2.4)?

63
Development Log / Re: Dev Log #55: Global Map
« on: October 20, 2017, 02:19:59 am »
We had to add a number of area to make the maps geographically viable and consistent. Lower Underrail, of course, was the biggest offender here.
New areas in Lower Underrail? Sweet. The rail sections you guys added in 1.0.1 were awesome, and made the Lost Train quest a lot better (you can actually follow the tracks now!). Plus, the black crawler was cool (if disappointingly weak), and the cell phone is nifty. I still wish you could play the old alpha music on the cell phone, but oh well. One day...

With how many weird transitions there are in the game, though, you guys must have added a lot of new zones. Anything you can reveal about what we may find in these new rooms? :P

64
Development Log / Re: Dev Log #55: Global Map
« on: October 19, 2017, 09:18:39 pm »
Well, this is unexpected! A map in Underrail? I must be in motion, because this doesn't seem real!

I love the ability to add custom notes to every single room. With how massive Underrail is and how much there is to remember, this will come in handy for sure.

I am curious to see how you choose to handle all of the spatially confusing transitions in Lower Underrail, like the one between lu-c4 and lu-c2, where you go from a Eastern entrance to a Northern exit, or vice-versa. Something like Salamontes' map will probably work best (http://www.underrail.com/wiki/images/a/a4/Saltamontes_map_4x_lu.png).

I also hope you add enough detail to the room markers on the global map that they are recognizable to new players. Especially in the upper caves, a lot of the rooms can be easily confused. ;)

Lastly, I love the fact that you're positioning the rooms isometrically on the map, so the cardinal directions are maintained and North doesn't have to be to the right like in some of the fan-made maps.

Overall, the map looks great! Keep up the awesome work, guys! :D

Caught in a landslide; no escape from reality.

65
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 12:07:37 pm »
Yes, I can't sell hammer's handle, flare, boxes for tnt, and rags - can we have some quest for the last and the flares?
Maybe some humorous - like someone need all these hundreds of rags and flares, and someone wonder why they don't need to anybody.

This is a hilarious idea and I love it. You could have Dude or Al Fabet act as junk traders (even more than the actual junk traders in Junkyard) that take in the most random crap ever for nonsense reasons. I can totally see Dude saying something like, "I need 40 sledgehammer handles and 56 flares, stat! The tiny aliens in my Mushroom Brew demand it, and they're not messing around!"

I know that the rags and bottles are useful as molotov components, so maybe the Free Drones could accept them?

66
Bugs / Re: Punching bags bleed
« on: October 08, 2017, 08:23:09 pm »
Wait, are you saying that your punching bags at home don't bleed?

Oh... Oh no...

:P

67
General / Re: [Spoilers] I just managed to escape from . . .
« on: October 07, 2017, 11:45:39 pm »
"""""godman"""""
Curses, the forum titles are already altering the truth! If you look at the source material, that is, the game itself - the singular form is a godmen. Like Azif said, it's not a word meant to be taken literally nor interpreted as a compound word. The weird irregular singular form reinforces this nicely, don't you think?

That's what I and PhrygianDominant thought, but Styg doesn't agree. :(

Don't worry, epeli. "Godmen" as the singular and plural forms fits in perfectly with the rest of the English language. ;)
E.g. one house, two houses; one mouse, two mice. One ox, two oxen; one box, two boxen (https://youtu.be/QWzYaZDK6Is?t=94).

On a serious note, I had always wondered what happens if you pass the skill check and get away. Anyone care to provide the additional dialogue in Deep Caverns?

68
General / Re: The Future of UnderRail and it's main storyline
« on: October 06, 2017, 10:49:42 pm »
Originally, I wasn't going to post here because I don't like to speculate on these things and get myself and others all hyped up for possibilities which may not be realized, but what the heck. Styg has commented here, so I guess he doesn't mind us discussing this.

3. We play with a completly new protagonist starting at level 1

(...)

I wouldn't mind the third option either, it's certainly the easiest one to pull off without breaking the immersion. Meeting NPCs from the previous game or even our old protagonist from a different perspective would have a certain charm.

In my personal opinion, this seems like the wisest option for several reasons.

First, it doesn't require players to have beaten Underrail in order to understand what's going on in the second game, which is hugely important considering how few members of the community have actually completed a play-through. If the Steam forums are any indication, most people quit once they reach Depot A--or if they're more rugged, Deep Caverns.

Second, a fresh start with a new character means that there doesn't have to be any crazy timelapse vertigo shenanigans explaining why the original player character lost all their gear, skills, stats, and levels on the train ride north. I don't care how well it's executed, people still won't like it.

Third, it allows us the possibility to see the Underrail from the perspective of someone who grew up in the North instead of the South like the original PC.

Fourth--and for me the most exciting--it means that we might be able to interact with the protagonist like they're just another NPC. Maybe Underrail 2 could take place a few years after the events of Underrail, and the protagonist has seated themselves as the leader of the Protectorate/Free Drones/Oculus/whatever, depending on your actions in the original. Or, since that would be very cumbersome to pull off, maybe they just become a bartender who is looking for Tanner undercover. Regardless, it brings up a lot of cool possibilities. Maybe you could even fight alongside your original character against Tanner, or you could actually fight against them in a match to decide who's the better protagonist. :P

Or maybe the canon ending is the protagonist becomes the next Dread Pirate Roberts on the Black Sea, or they take over Tanner's job at SGS? (But that's less exciting. ;))

Whatever the result may be, there's a lot of potential in a full restart. Yeah, you won't be able to continue your original journey and maintain your role-play, but this way you get the opportunity to play a whole new role. I do honestly think it's too early to be discussing all of this stuff, though. Don't tell me the hype for Expedition has burned out already! I still want to sail the high sea(s) on my jet ski and stab people in the face with spears like Achilles! Also, the new music sounds rad as hell. Hype!

EDIT: On a completely different note, I see that the devs have ascended from Faceless into Godmen. Congratulations! Just don't let Azif find out, or he'll never stop pestering you guys for autographs. ;D

69
General / Re: Reset
« on: September 13, 2017, 04:56:43 pm »
I'm afraid Cheat Engine is really the only option besides starting a whole new playthrough. There are a handful of threads, here and on the Steam forums, that can partially teach you how to use it, if you're interested. Just search "cheat engine" or "hex edit" and you'll find them quick.

70
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 09, 2017, 01:30:24 am »
On a side of bit offtopic, this game is one of the best rpg i played in decades(and i played hundreds of them)and i'm really amazed by the quality of love the devs have put on this. I felt the need to make an account to just say that, because it is so rare to see games nowadays that is a work of love over money first.

I would like to emphasize this.
As life goes on, one have less time for games, I have always liked RPGs and turn-based strategy. Now I am 38 years with wife, kids and serious job, but I find time for this gem, because it is damn good.

I really take my hat off for the developer(s).

Amen to that! You guys have really crafted an absolute masterpiece of a game. I just wish more people knew about Underrail; you guys don't get anywhere near the amount of credit and support you deserve, and that's a real shame. Hopefully the upcoming expansion will catch the world's attention, but if it doesn't, at least you guys already have a dedicated fanbase of zoners willing to support your endeavors, emotionally and financially, until the end of days (or the end of the Internet; whichever comes first ;) ).

Keep up the excellent work, StygSoft. :)

71
General / Re: Chemical/energy pistols
« on: September 09, 2017, 01:12:13 am »
Energy Pistols take their time to work.
One of the good things about Energy Pistols is that they're like sniper rifles but with less range and no move and shoot penalty, they are really good for critical focused builds with Steadfast, Critical Power and Practical Physicist.
the strategy i used the most was just busting into places, stunning the toughest enemy with the Electroshock Pistol and killing it on the second attack with a Execute Crit of the Plasma Pistol.


They start to pick up when Core City and Foundry are available, this way you have more chances to get Circular Wave Amplifiers that turns the Plasma Pistol and Electroshock Pistol into crit dealing killing machines.
i had a good run with them, even managed to luck out and get a high level CWA later on that bumped my critical damage to over 600%.

Holy crap, that's a lot of damage! You could probably even 1-hit KO a Dreadnought with that much Energy and Heat damage!

72
General / Re: Faceless Medallion (Spoilers)
« on: August 27, 2017, 11:39:10 am »
I'm pretty sure it's just supposed to be a token of their appreciation for the hard work you did by slaying Tchort and returning the Cube back to good hands. It has no functional use within the game outside of unlocking an extra slide in the ending reel, so I wouldn't worry about it.

I also recall someone mentioning on here that its some sort of Dark Souls reference or something, but I haven't played any of the Souls games, so I can't really help you much there.

Regardless, it's just a medallion.

73
Not necessarily a hard counter, but perhaps some sort of crafting component that you can use in place of components like amplifier or converter. And it will make energy shield loose less power from being exposed to emp burst depending on the quality. It will not completely negate the usefulness of EMP grenades and mines, but also it would have cost of not using different component. With increasing the use of emp stuff, component like this would have it's use, but wouldn't be overpowered

I like this idea. It maintains the give-and-take of the crafting system while allowing for a defensive advantage in very specific, deadly scenarios.

Regarding high Crafting Skills; rather than just adding the occasional higher quality component, you could also feature more Mod Slots unlocked at high veterancy crafting levels.

I feel like, if I am understanding you correctly, this idea could cause problems if it was implemented. Many crafting components for items like weapons, shields, psi headgear, and armor have effects that would defeat each other if placed on the same item. (Like Energy Converters and Amplifiers, to use the example of shields). Not to mention that some combinations would be downright ridiculous (like wearing two overcoats on a vest, or two sets of lenses in a pair of NV goggles). If such an option was to be provided at veteran levels, it would necessitate the creation of a whole new series of crafting components.

Plus, if the Specialization system was to be maintained with this implemented, there would have to be a feat that related to it.

74
Will info about all Specializations be optionally available at char creation just like it is for feats?

Of course not, that would ruin the surprise of finding out that the feats you picked have useless specializations.
:P

I did consider something similar in the past - allowing the player to enable certain pre-programmed "mods" for his playthrough, such as: enemies always/never crit, humans come back to life as mutants, no healing, and other various reasonable and insane options. I'll probably never implement this, though it would be funny...
I love this idea. The X-COM reboots have their own version of this system, and that's basically the only reason why I keep replaying them. Another way you could get around the difficulty issue would be to make Underrail more accessible to modders... somehow. (Don't ask me; I'm a biologist not a programmer. :P) Naturally, this would be something to implement well after the expansion is released (if you were to do it at all).

No, you are my favorites, but you kill my precious NPCs in a way that makes me want to nerf things.
Hey, Rude Rob had it coming! He made fun of my mother! ;)

75
Does this address your concerns:

Quote
Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.

This statement mainly addresses non-combat aspects of the game, which I am not really concerned about. My concern is how the extra skill points and feats will affect the current balance of the game's combat encounters.

200 extra skill points, as Tygrende addressed, provide a lot of additional power if they are all used for combat purposes. Even if it just means that the player can now craft Super Steel armor or put some points into dodge/evasion, that still makes the player a lot more powerful than they would be otherwise, and some balancing should be done to account for that. Now, if said balancing is done, the problem disappears and I have no reason to complain. But, such extensive balancing of the game as a whole will probably be really, really difficult to do effectively unless you just make the Black Sea a post-DC area where you can keep all of the enemies designed to fight toe-to-toe with the veteran characters. (Perhaps you could put in another difficulty setting? Something that can be turned on when the player hits level 25, if they so choose?) Look to Tygrende's post, again, for his example of what ineffective balancing did to Fallout: New Vegas.

But I don't want to be the guy that ruins the fun for everyone just by pointing out the one potential issue, because on the other hand these additional skill points and feats could be the difference between someone rage-quitting their first playthrough or actually having fun with it. I think these changes can work, so long as you guys can balance out the combat effectively.

And I should add, my concerns are only for those players who go with the Classic XP system, since you can level so extraordinarily quickly with that system. Players who go for the (objectively better) Oddity route should have no balance problems to speak of, since oddities are so hard to come by.

Anyway, as I stated at the end of my last post, these changes should make the game a little more interesting whether things are balanced or not. I'm excited for what you guys have in store for us, and if you devs think that these changes are in the best interests of the game, then you should go for it. After all, you know this game a hell of a lot better than we do (except for Wildan and epeli, they know everything).

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