Underrail Forum

Underrail => Development Log => Topic started by: Styg on August 14, 2015, 08:32:08 am

Title: Dev Log #41: Noise System; Vacation
Post by: Styg on August 14, 2015, 08:32:08 am
Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented.

(http://www.underrail.com/images/DevLog/Areas/DC2.jpg)

(http://www.underrail.com/images/DevLog/Areas/DC3.jpg)

(http://www.underrail.com/images/DevLog/Areas/DC4.jpg)

Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination.

In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.

These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous.

In other news:
Title: Re: Dev Log #41: Noise System; Vacation
Post by: DMonin on August 14, 2015, 09:06:51 am
Great work!

Have a nice vacation guys!
Title: Re: Dev Log #41: Noise System; Vacation
Post by: hilf on August 14, 2015, 02:17:58 pm
Pistols got hit really hard.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Diggfinger on August 14, 2015, 03:31:16 pm
Looks great, guys!

Enjoy your holidays!

Ps. I would not bet on a release before November/December at the earliest. Seems like there is still stuff to do, and Styg and his Stygsters obviously Wants this game to be darn near perfect.

Im not complaining though. Game looks instant fucking classic 8)
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Jamolotl on August 14, 2015, 05:12:10 pm
Yes! Been waiting for a noise detection system.

This game is really shaping up to be a cult classic. Can't wait for release.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Wildan on August 14, 2015, 07:03:32 pm
Some hefty nerfs indeed. Not sure about pistols but good to see some balancing underway, crossbows are finally getting some love again. I hope we can get another alpha before release.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: LightningMonk on August 14, 2015, 11:18:41 pm
Have a nice vacation Stygian Soft  8).

This is a lot of change to take in. The implementation of the noise system is a long time coming and makes the stealth system even more interesting than it already is. It just hurts to know I'll never get to give it spin until release.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: UnLimiTeD on August 15, 2015, 01:12:40 am
HYPE!
Looks like some very interesting changes!
Reasons not to go PSI (Is that base-base hitpoints, or calculation base), massive nerfs to pistols (where they really that strong without crit?), and it looks like a stealth build is attractive again, with a range of now good options like crossbows or a sniper Rifle.
And damn, a noise system? I mean, now? Not that I'd complain. Though that might make stealth builds weaker again and rebuff PSI. Complicated stuff. With the noise system in place, will enemies still see everything around them?
Title: Re: Dev Log #41: Noise System; Vacation
Post by: RailNomad on August 15, 2015, 08:08:25 am
Looks very nice, I especially like that new creatures are added to the wildlife. A few comments:

Assault Rifle tanks didn't receive any nerfs. Commando feat that grants Gun Rush is still overpowered.

Nerfing Gun Nut doesn't feel like a good idea. For fighters gun Nut is already inferior option to leaving Int at 3 and spending 4 points in Perception and grabbing another feat. Gun Nut should be made _more_ attractive. Perhaps make it shift the damage range by 15% instead of increasing the maximum?

Pistols nerfed a bit too much IMO in comparsion to assault rifles.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Fenix on August 15, 2015, 09:34:45 am
 :D Great update (as usual).
Goodbye, that feeling (sweet felling but..) of pure OP with pistols!
Goodbye... and hello new, challenging game!

Hapy vacations Styg and Co. )
Title: Re: Dev Log #41: Noise System; Vacation
Post by: middydj on August 17, 2015, 01:23:45 pm
Nice update .. Enjoy the rest!
Title: Re: Dev Log #41: Noise System; Vacation
Post by: mercy on August 17, 2015, 03:22:07 pm
Looks fantastic! Also your team has done a colossal work.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Mindless on August 20, 2015, 07:07:51 am
  • Feats
  • Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).
  • Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
  • Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
  • Changed Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
  • Changed Sharpshooter - Damage changed to 30% (down from 50%).
  • Electrical pistols now only have 50% chance to trigger the stun on the initial target; this might also affect some electrobolts fired by the NPCs as well
  • Pistol damage reduced by ~20% across the board
NOoooooooooooooooooooooo!
  • Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
AHAHAHAHAHAHAHAAHAHAH! Sorry, guys)
  • Changed Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
  • Added Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
  • Added Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
  • Added Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
  • Psi regeneration now scales with will and intelligence: psi regen = 5 + (will+int)/2
  • Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out).
Good changes!
  • Added Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
Mb one day I will get my good-old crossbow and play with it :3
  • Psi Empathy feat will now reduce base health points by 25%
What? oO
So basically now all psi-users will have 25% hp less. Its dead end for hydrid builds.... i think.
  • Sniper damage increased by ~20% across the board.
Sniper rifle or sniper guy? What is it?[/list]

P.S. Happy vacation =)
Title: Re: Dev Log #41: Noise System; Vacation
Post by: mwnn on September 03, 2015, 06:59:21 pm
It might seem like a silly question but I'll ask it...

NPC weapons/actions/etc also create noise?

If yes - can the player detect NPC's (approx?) locations from the noise they create? i.e. can the player hear?

I know we have stealth mode to sneak around and visually scout with.


It would be rather strange if the player actions create noise whilst the NPC's are completely silent/in a vacuum.

Noise will be an excellent mechanic - it'll add a certain amount of randomness and variety.

It's far too easy in Fallout to pick off enemies one-by-one (i.e. Khan raider camp) unless they're grouped together.
Title: Re: Dev Log #41: Noise System; Vacation
Post by: yuaa2 on October 04, 2015, 08:33:06 am
when this patch come out?
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Mikodzi on October 05, 2015, 09:19:27 am
Yeah, can't wait to try that.  :)
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Styg on October 05, 2015, 01:41:28 pm
These changes won't go live until the full release. Stay patient, dudes. ;)
Title: Re: Dev Log #41: Noise System; Vacation
Post by: Altos on October 05, 2015, 07:50:29 pm
These changes won't go live until the full release. Stay patient, dudes. ;)

I'd wait a thousand years for this game, Styg, cuz I know it's gonna be a masterpiece!  ;D

But hopefully I won't have to.  :P  ;)