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Messages - Yogimanz

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76
Bugs / Re: "Camera problems" quest
« on: October 26, 2020, 08:18:06 am »
Hmm, there had been no changes to the said quest (although, the wiki doesn't contain all of the information about it currently). Tell me a bit more about the way you've conducted the quest. After reporting back to Harland about the possible culprit, he should request from you to ask Harold about additional equipment for his guard post / investigation about the issue.

77
Suggestions / Re: Drag 'n' Drop
« on: September 01, 2020, 08:27:42 am »
Currently there is an unintended behavior occurring when it comes to what items appear in the store. They should be tied to the current situation or event that's happening inside (the type of guests that are present). Right now, this is not the case due to a bug that causes it to generate only 2 different store collections, hence why you don't see those other cocktails you've mentioned. This bug also causes store to feel quite bloated on several drinks, which also shouldn't happen.

The randomness of the events and the stores related to them are here to stay, it'll just make more sense in the future once it's working properly. The drinks appearing will be tied to the events, there will be fewer of them (quantity), but the selection will vary quite a bit. The events occur relatively fast. This was made to give players a reason to return to the club rather than being one and done situation. Also yes, currently due to this bug, it would seem some drinks are pickpocketing exclusive.

We've discussed internally about the map feature when it comes to D 'n' D's location. We'll see what we can do about that.

78
Knowing the consequences of the bug you're facing, I expect you to have much more trouble with hostile pirates (which should be friendlies) as you go on. Hopefully this shouldn't prevent you from finishing the rest of the Expedition content / the game. All this will be fixed in the upcoming update, but it'll require a new character.

79
This has been addressed here: https://underrail.com/forums/index.php?topic=5840.msg30897#msg30897. Unfortunately, it would be too hard to find a solution to repair your current faction relations on your character as it is very hard to determine the root cause of the problem (what caused hostilities in the first place and was it intentional, which NPCs are hostile to you across all of the zones they could appear in, etc...).

80
General / Re: New Waterway persuasion check *spoilers*
« on: August 25, 2020, 07:41:06 am »
Indeed the base stats were used (several other checks had the same issue). This has been fixed for the upcoming update.

81
General / Re: New Stygian Software Developer
« on: August 25, 2020, 07:39:11 am »
Er ... I mention this in the other thread but I like to repeat it here just in case:

The persuasion check for Kaya seems to be random? I'm wondering if this is a bug where you used the Base persuasion value instead of effective?

That was indeed the case, base stat was used. It's fixed for the next update (several other checks had the same issue).

82
Bugs / Re: Random dungeon encounter bug
« on: August 17, 2020, 03:04:45 pm »
Hmm, I assume you chose to fully support them, otherwise after the battle they will ignore you. I couldn't replicate the issue you are facing but nonetheless I've done some changes and hopefully managed to fix the bug. It would help a lot if you could provide me with the save where this happened or you can tell me the steps you took precisely when this occurred.

83
Bugs / Re: Random toxic boat encounter bug
« on: August 17, 2020, 10:05:39 am »
Fixed for the next update. The event will have to trigger again for the changes to take place though.

84
Bugs / Re: Ion didn't spawn for me
« on: August 17, 2020, 10:00:07 am »
This one is a doozy. We suspect that during the initial release of the update 1.1.2.0, Ion may have been placed incorrectly and during said update, the characters that were previously on The Rig (characters that have visited the Rig prior to that patch) visited The Rig once again, resulting in Ion not spawning for them. I'm curious to know if this is the case for that character you are playing on this screenshot, that is; did you visit the Rig during the 1.1.2.0 (specifically this patch) or did you revisit (for the first time only since the new updates) or have arrived to The Rig for the first time on a newer patch? This bug should not occur on any new or old characters coming back to (for the first time since the old update) or seeing the Rig for the first time on this current or any future updates.

We can salvage your save if you want, by manually making it sure so that Ion spawns for this playthrough. In that case, you'll have to provide us with a link to your save and we'll provide a link back with the issue fixed.

85
Bugs / Re: [1.1.2.3] Ion quest bug
« on: August 17, 2020, 07:58:22 am »
Fixed for the next patch. You'll have to interact with Kaya once again in order for it to work.

86
Bugs / Re: Invisible commoner in dragndrop bar
« on: August 12, 2020, 07:28:31 am »
Fixed for the next update.

87
General / Re: New Stygian Software Developer
« on: August 11, 2020, 11:24:15 am »
Waterways was hardcore. Appropriately difficult as a late game dungeon imo, and a good time. Loved the difficulty and progression. I think the difficulty made me search for different ways/paths of tackling the encounters, since my first head-on attempts were usually not successful. I appreciated the Galvanic vests placed everywhere... gives players options to whip something up in a pinch without needing to head back to base (hint - you'll need that electric resist). Great loot all around.

The lore was interesting. At first I was bummed that I unwittingly signed up for another mass genocide of muties, but then learning about Biocore made it feel somewhat justifiable. The buildup to the semi-boss and hints of the new armor was cool too. I will say I'm a little underwhelmed with the armor. Its a cool idea but not sure how useful it really is given the stats. I feel like it should be a new armor type that goes "over" your existing armor piece... also should prevent caltrop damage.

Another thing - the original reason for going to the waterways is a quest you get from the Rig. I felt like, for as big as the dungeon is, it took too long to find Kaya and the survivors. In the same cave where Kaya is there is another guy, I think it would be better if this guy was spaced out earlier on in the dungeon. It would be a cool payoff earlier on that -hey, I'm on the right track, here is one of the survivors, keep going to find out what happened. Or if not him, a new npc survivor from the group, or even just a dead guy with a note on his body about the mission. Would be helpful and add depth to the mission I think.

Other than that, very interested to see what happens with Kaya. For me at least, it seems her story isn't over. idk.

Thanks for the feedback. Regarding the new armour, we've had an internal discussion about adding some new things to it that could make it viable for more builds. For now, we'll just wait and see. One of the main goals we've had with this dungeon is to try and make the players use their jetskis as much as possible, while minimising the time needed to explore the dungeon on foot. This is why we didn't add additional land areas to explore (farther separate the quest npcs), as it could take away from the original idea for this place that we've had.

88
General / Re: New Stygian Software Developer
« on: August 10, 2020, 10:31:23 pm »
Hey Yogimanz,

I dislike plugging my youtube channel (I dislike shilling) but I figured you may want to watch someone explore the new dungeon (or what I think is the new dungeon) and figure things out. 

https://www.youtube.com/watch?v=Ayv_tlbuCb8&list=PL9bRdWouNEWR7m0qu4q2rgjNihkZAKOte&index=128

At about the 44:00 minute mark I manage to locate the entrance to what I think is it (the waterways behind depot A) unless that area has always been there and I never noticed it before.  The last part of the exploration should be uploaded tomorrow.  Overall - I loved the location and the jumping jetski mechanics.  The area felt like it belonged there too - and I liked the tie in with the Biocorp Undernavy.  It actually managed to kill my main character as well when I bumped into a patrolling greater coil spider.  Good times!

We are very excited to watch the content people create about our game. Personally I'm happy to see you've linked the videos that are indeed directly tied to the content I've worked on, and as such this is exactly the kind of feedback I like to see. It's quite a unique experience watching people play the content one makes. Honestly I didn't expect to see a playthrough of the new content this soon. There are a few minor details I've managed to spot that'll have to be adjusted and improved, thanks to the videos you've made and shared with us. I'm glad you've liked it so far. Can't wait to see how the adventure ends.

89
General / Re: New Stygian Software Developer
« on: August 10, 2020, 12:39:49 pm »
I just finished up the new abandoned waterway facility today.  Gotta say, it was a lot of fun, but I wish I had got the pirate naval combat feat first (I'm going to get it eventually) and I wish I had known how FREAKING GIGANTIC the dungeon is; I brought plenty of stuff with me and still ran out about halfway through.  It's good to have a jetski dungeon; that was real nice.  New dangers, new enemies, new items, new oddities, ability checks, all good.  The loot is too good, imo, but I think the enemies are all pretty high level and good lord there's tons of them, so whatever.  Kinda confused by the lowdown subterranean stuff, if you get what I'm saying.  Overall, very good stuff. 

I always wanted to go inside that building next to our house, and it was a fun experience as well.  Not difficult, but still a nice unique little quest.  Kinda neat breaking into (even with permission) a semi-abandoned law office; felt odd given the setting but I liked it.  Haven't figured out that door in the basement yet, if it's anything, but I have an idea still left to try.

Haven't seen the other stuff yet, except for a handful of abandoned jetskis to loot.

Thanks for the feedback. Regarding the subterranean stuff, even during the internal testing, we did notice that it was a tad bit too much (nigh instant kill, which we try to avoid). It's main purpose was to provide different paths for players coming in with different jetskis. We have another solution in mind for them.

Time to see whether you are in the Styg camp or in the Stef camp. ;)

Godman or Godmen (singular)?

That's a tough one, hmm... New times bring us some new ideas, rules and... other things. How about Godpeople?  ;)

90
Bugs / Re: Drag 'n' Drop hostile?
« on: August 10, 2020, 09:41:49 am »
Fixed for the next update. The issue stems from the faction relations between the people who run Drag 'n' Drop and without spoilers, some members of few factions that could appear inside when certain conditions are met. Declaring war on one of those factions outside of Drag 'n' Drop, caused the hostilities to be spread to the Drag 'n' Drop faction since they were previously set up as allies. This has been fixed and players will no longer be hostile with Drag 'n' Drop faction when they first arrive to the platform (no matter what they do in the rest of the world). Unfortunately, current players who have entered hostility with Drag 'n' Drop faction due to this unintentional behaviour will still remain hostile.

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