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Messages - Yogimanz

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91
Bugs / Re: Dialogue bug with random boat encounter
« on: August 10, 2020, 07:56:32 am »
Fixed for the next update.

92
Bugs / Re: 1.1.2.3 - Mutants are hostiles even we mutated
« on: August 02, 2020, 08:28:23 pm »
Unfortunately, this is the current intended behavior. However, this is not the final goal/vision we have for the players who become mutants.  ;)

93
Bugs / Re: Abandoned waterway facility bugs (minor)
« on: August 02, 2020, 08:20:26 pm »
It is intentional.

94
Bugs / Re: Abandoned waterway facility bugs (minor)
« on: August 02, 2020, 10:13:37 am »
All fixed for the next patch.

95
Bugs / Re: bugs in experimental branch
« on: August 02, 2020, 12:40:35 am »
Fixed for the next update.

96
This is intended behavior. Due to the size of the map, we had to disable AI's sound senses as it would cause massive performance issues during their pathfinding calculations when aggroed. In addition, the encounters would've been too hard if all of the AIs would swarm player on these maps.

97
Fixed all pointed out containers for the next patch.

98
Fixed for the next patch.

99
Bugs / Re: bugs in experimental branch
« on: July 30, 2020, 10:03:06 pm »
The component headlamp will stack with each other. The lower quality will turn the higher quality one into the same lower quality.

Otto outside Ray will offer a hunting quest northwest from Core City. I arrived riding a Devastator and:
1) When you tell Otto to "let's go" - he'll enter the cave but you have no way to enter.
2) If you are sitting right where the entrance is suppose to be and tell him to go ahead - you'll block Otto so he can't enter AND you are now blocked by Otto and can't go anywhere short of killing him.

BArm Grinder 350 - the power is set at 250 and consumption at 140%. I think you mistakenly set power at 250 when it should have been 350

Regarding the Otto's quest when it comes to the missing entrance to the cave, could you upload your save file where this is occurring? The entrance is a hard to spot (intentionally) and requires you to mouse over a bit in front of the entrance. The save file is located in: \Documents\My Games\Underrail\Saves, and you can upload it anywhere you like/can share a link for a dl.

100
Fixed typos I could find (short transcripts or screenshots would make those easier to find :) ) for the next update/hotfix. Negative initiative is there to stay to make his ambush a bit harder as otherwise it would be quite easy to get rid of him.

101
General / Re: New Stygian Software Developer
« on: July 23, 2020, 07:43:03 am »
Greeting fellow denizens of Underrail.

I'm Yogimanz (Igor), newest member of Stygian Software team. For six months already, I've been working as game developer, specifically focused on creating new gameplay content. Among other things, this new content includes dungeons, random events, fragment dungeons, quests, narration and all the necessary scripting needed to tie these things together. For a long time to come, I'll be primarily focused on polishing and improving the overall experience of Underrail. All feedback on the upcoming content is more than welcome. Feel free to ask any questions.

Hello!

Glad to hear the team is expanding. I hope you enjoy yourself around here.

I will probably give Underrail another go after the latest changes - the Psi... nerfs, as they call them, look interesting.

Anyways, what sort of feedback are you looking for?

Heya,

As I'm particularly working on new levels (dungeons and random encounters) and some minor characters, all feedback in regards to those would be appreciated. Things that you don't like or find weird. Are the encounters too hard for the difficulty you are playing on, etc.

102
General / Re: New Stygian Software Developer
« on: July 21, 2020, 02:40:10 pm »
Always good to see new devs, give it a few days and I'm sure you'll have plenty of feedback as people explore the new content.

When creating a new area / scenario, are there certain things you always try to do / not do?

Arriving quite late into a project such as this one poses quite a lot of challenge to create something entirely new and previously unseen. With that being said, I try to mix and match existing, especially newer features (such as ability checks) to create various routes within dungeons for all sorts of builds. Cope that with writing minor, usually unrelated characters to the existing "important" ones, and you'll get the picture. As I'll be primarily working on side content, my future work will be focused on filling the "gaps" in the world of Underrail.

Hello, Yogimanz.

What's your favourite build in Underrail?

My first build, the hammer wizard was a ton of fun. For that run, I tried not to spoil myself with any meta knowledge of the game. Heavy armour, sledgehammer and support psi abilities. Yummy.

103
General / Re: New Stygian Software Developer
« on: July 21, 2020, 12:30:23 pm »
Thank you.

I'd like to receive additional feedback in regards to all new dungeons and events you'll encounter with the update we've just launched. Most of those are located around the Waterways.

104
General / New Stygian Software Developer
« on: July 21, 2020, 10:12:56 am »
Greeting fellow denizens of Underrail.

I'm Yogimanz (Igor), newest member of Stygian Software team. For six months already, I've been working as game developer, specifically focused on creating new gameplay content. Among other things, this new content includes dungeons, random events, fragment dungeons, quests, narration and all the necessary scripting needed to tie these things together. For a long time to come, I'll be primarily focused on polishing and improving the overall experience of Underrail. All feedback on the upcoming content is more than welcome. Feel free to ask any questions.

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