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Messages - player1

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166
General / Re: Is INT=7 mandatory for a crafter build?
« on: February 03, 2016, 09:22:53 pm »
On the other hand, it is great convenience, for some types of items.

167
General / Re: Lora Baker (endgame spoilers!)
« on: February 03, 2016, 08:17:16 pm »
Agreeing to do quest for Tchortists before mind read, will anger Faceless and make them hostile.

On the other hand, I'm not sure if doing it other way around (mind read, then agree to the quest) will have negative consequences.

Anyone knows?

168
Bugs / Re: Metal Figurine disappearing
« on: February 03, 2016, 08:11:05 pm »
Also,  looted containers that appear unlooted after area transition,  are they in any way related to this issue?
This is how you can identify such bugged containers.
So that means as long as re-entering a map shows a looted container as empty in its Tab-tip, that container is (certain to be and to continue to be) safe to dump your stuff into (just like the "Stash" in Diablo). Is that correct? If so, good to know.

Yes, but I retain the right to implement NPCs that will take your abandoned/carelessly stored stuff.

Thanks. Just make sure it is mentioned in changelist when it happens, and that there is some way to store items more safely (or better hidden).

169
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: February 02, 2016, 08:47:22 pm »
There is no such thing as their shop.

But one of the Centaurs can give you ammo supplies.

Also, you can enter in all their buildings.

170
Bugs / Re: Metal Figurine disappearing
« on: February 01, 2016, 06:59:00 pm »
Hi Styg,
To test if container is bugged, is it enough to store item,  save and reload, to reproduce the issue?

Also,  looted containers that appear unlooted after area transition,  are they in any way related to this issue?

171
If you blow up a wall in Caerus Residential with TNT, the nearby Faceless will investigate the noise. When I did this, they all eventually left, except the Doctor. He continues to stand an eternal vigil for that poor departed wall.
http://steamcommunity.com/sharedfiles/filedetails/?id=592307622

I can confirm this one too.
Although in my case, I used Jackhammer.

172
General / Re: Tithonus- Please Help
« on: January 31, 2016, 06:41:30 pm »
Do you mean Master Keycard?
If so yes, no power is required. Just got to the area by exploring DC, so it is really fresh to me.

173
I guess, I was really close then at 12 level, since at that point my max skill could be 70, which is around effective 60.

174
General / Sci-Fi and laster/plasma rifles
« on: January 31, 2016, 01:02:43 pm »
While pondering lack of heavier laser/plasma weapons in the game, due to animation budget constrains in the game, I started thinking about one other thing.

And that is the cliche look of laser/plasma rifles in the Sci-Fi literature.

They always look like bulky versions of regular rifles. And when you really think about it, those weapons to not use bullets. They do not need long barrels for high precision.

Thus, heavy laster/plasma weapons will be more bulkier then pistols, due to higher energy usage, but they do not need to be "long" shaped like rifles. In fact, if range is taken out of equation, shorter "barrels" are superior and less bulky overall.


So, this is something to take into account, at least if there is some content pack planned for the Underrail.



EDIT:
This more applies on laster rifles, then plasma weapons. Generally speaking, while lasers are known technology and all above makes sense, concept of plasma weapons is more vague.

If weapon, for example, shoots out balls of plasma, created inside the weapon, then it would make sense to consider shape of barrel. On the other hand, if plasma itself is created outside of the weapon, as consequence of whatever process is done inside weapon, then shape of the barrel is not important.

175
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 31, 2016, 08:31:06 am »
Ok, I finally got to Deep Caverns and can confirm that Faceless are friendly to me.

Disabled plasma walkers, accepted mind read, prevented Buzzer death, given information to Foundry Faceless.

The only thing that can spoil everything is in the Deep Caverns itself, as noted in post above.

Do not ask to do any tasks for Tchortists in Deep Caverns. Faceless will interpret this as working for the enemy.

176
Not sure. I do remember I had 12 level character with Will 3 and full Persuasion when I encountered the choice.

177
Ok, here are some early impressions of Deep Caverns.

Did mushroom forest. No major issues there, exempt not getting any kind of clue how to progress. Solved after getting hint from the wiki/forums.

This needs to be better telegraphed in the game. Getting an debuff stacked X times is really weird prerequisite to progress, with no clues given.

Regarding Creeping Dread/Eye of Tchorch debuff mechanic...

I do not like it at all. And this is mainly due to the methodical style I play the game.

I usually explore slowly, loot slowly and inspect any looted item slowly. That is pretty much how I play RPGs. Methodically.

But this mechanic pretty much forces me to do thus:
1) Rush through the area looting everything
2) Find bunker
3) Slow down and actually look what was looted
4) Throw away heavy stuff you do not need in container
5) Exit the bunker
6) Repeat

It really harms my game enjoyment to rush everything all the time.

I think this could have been easily prevented, if inventory and dialogue screens would pause the game, including the Tchort debuff.

178
General / Re: Modding Support - When?
« on: January 31, 2016, 01:28:59 am »
You are talking like some project manager and not a community modder.

Exactly. That is the point.
You raised arguments from the modders side of view, and I those that are on the other side.

179
General / Re: An Anarchists thank you
« on: January 30, 2016, 02:24:52 pm »
On the other hand, I loved how in Gas the Drone quest, all Drones are named NPCs.

180
General / Re: Modding Support - When?
« on: January 30, 2016, 02:16:53 pm »
The problem with releasing any kind of game creation tools that are not intended for community is that they are very unpolished.

Bad interface, implied functionality, bugs with known workarounds inside the team etc...

This is because they are not intended for general use, outside of project, so any polish is waste of time, when same time can be invested in game itself.  If there are any blocking issues, workarounds are provided, or quick code fixes.

If such tools are released in public, it would imply some sort of support, which as trade-off means less effort being done for bug-fixes, for example. And if no support is given, it would reflect to the game impression itself in community (damned if you do, damned if you don't).

Even more, since whole internal development team is Serbian, I would not be surprised if creation tools are in Serbian and not in English.

.

On the other hand, it would be great if any kind of tools that are used for asset packing or conversion become available to the public, and then let modders think about ways how to use that unpacked data to create content.

Still, even for this kinds of tools, there are limits. If any kind of licensing format is used, usually that means that such conversion/packing tools are also licensed and can not be given for free.

.

And sometimes, effort for releasing tools is not worth it. For example small minority advocates for modding tools, they get released after some investment by game team (and not working on something else) and then nobody does anything decent with those tools. These things are known to happen.

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