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Messages - Arclight

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61
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 26, 2017, 04:07:55 pm »
A couple of thoughts

- Will there be blueprints and parts to make shotguns, machetes, and spears?

- If you can make a machete, will you be able to use super steel? (I have a serrated super steel knife that is awesome...)


62
General / Is it me, or...
« on: January 14, 2017, 02:05:11 am »
... is this spam in Cyrillic-character spam getting out of hand...? 

63
General / Re: All of Core City hostile
« on: January 08, 2017, 02:43:58 pm »
I did this with a Molotov cocktail. The splash of the flame caused damage to one of the Core City citizens damage, the rest to despise me.

Only remedy was to revert back to a save. Always keep the Gamer's Cardinal Rule mindful - Save early and often...

64
Suggestions / Re: Remove level cap.
« on: January 03, 2017, 03:04:20 am »
Another solution would be a soft level cap like Fallout 2.

There's no cap, but level 26 is close to impossible to reach (super high exp req'd).

I think a limited skill re-spec (once only, within 50~ish points) would greatly enhance the game. This would solve the "I found a super high quality component but my crafting skill is off by 10" problem.
Something like D&D -  pretty straight-forward until level 10, then, double, then double, ect...

65
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 29, 2016, 11:53:31 pm »
Been using the Experimental build, and have no issue with save files. Plays pretty smoothly. Only thing noticed is a small (.5sec) trasission between moving from old 'red zone' to new. Its very minor, but...

Nice so far. Nothing really noticeable in combat, building, exploring, ect.

Have not tried to buy from merchants, but I'll try that next. Been using the update list as a QA sheet, and, so far, its smooth sailing (so to speak).

Anything 'special' you wish tested???

66
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 28, 2016, 02:42:16 pm »
Wow..... Christmas again! Thanks!

67
Bugs / Re: Rapid reloader and silencer can't be used together
« on: November 08, 2016, 09:51:12 pm »
Plus, limiting the silencer to 5mm weapons is a bit too limiting.

68
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 25, 2016, 12:40:30 pm »
Styg,

Could you share some light on the level cap? I'm about 3 experience levels in after level 25. Will i automatically get those 3 levels or will my experience go down to level 25 and ill have to work my way up?

As well as is there an ETA on main story line expansion?

Thanks :)

Your accumulated experience won't go to waste.

I will never give ETA on anything ever again!
Aw, come-on.... everybody has a price... ;)

Mine is Buffalo wings and good coffee...

69
General / Re: So, is the game officially *done*?
« on: October 25, 2016, 12:38:49 pm »
Quote
You'll be able to access the new content from the Core City during the mid-game and later, so you don't have to finish the game or start a new one if you have one running.

Styg, so what happens with the story line? I was under impression that this expansion was going to continue into North Underrail...This is something completely different. Are you working on the story line expansion as well? when can we expect it around?
Like, Hexagon and trailing Tanner? Further hijinks with United Stations and the Protectorate?

It would be nice to encounter further CAU - they really, REALLY need derailed... :)
The most important question there is. I double that :)

We currently do not plan to expand the main storyline through a DLC. And when I say main storyline, I mean the C*** stuff and the main actors in relation to it.

What plan to do, however, is expand the world and lore to reveal more information that pertains to this storyline and its events.

70
Bugs / Re: No rest for the wicked - 1.0.1.4
« on: October 12, 2016, 02:07:58 pm »
What path is this part of - joining United Stations\Protectorate?

71
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: October 11, 2016, 01:55:48 pm »
Bravo! Cannot wait!

So, we have to wait for North Underrail?

72
General / Re: So, is the game officially *done*?
« on: September 30, 2016, 01:14:17 am »
Nothing promotes success like proper motivation... :)

https://www.youtube.com/watch?v=ax7wcShvrus


73
General / Re: Syphoner man
« on: September 15, 2016, 04:24:06 pm »
I think I whacked him up by the bunker, where I got the power glove....


74
General / Re: So, is the game officially *done*?
« on: September 14, 2016, 12:59:28 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.

I no longer need to read your announcment, I went to rail crossing and spoke to Dude. He told me everything. ( อก
How many mushroom brews it cost ya?

75
General / Re: So, is the game officially *done*?
« on: August 28, 2016, 10:36:18 pm »
I'll meet y'all at the Hegagon!

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