Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Styg

Pages: [1] 2 3 ... 145
1
Development Log / Re: Dev Log #8: Weapons and Trash
« on: April 04, 2024, 10:41:02 am »
Sprint could be a toggle-able "more speed for more stamina" kind of thing.  Anyway, looking great; especially those sewers.
That's how running currently works. Also, the faster you're running, the less focus you retain.

2
Development Log / Re: Dev Log #8: Weapons and Trash
« on: March 24, 2024, 07:08:18 pm »
Nice. Very interesting update.
Is it safe to say that more abilities that would have relied on cooldowns in Underrail, will instead use this new stamina system?
And additionally that some abilities will have shorter cooldowns if they consume stamina as well?
We'll see. I'm definitely looking to use stamina as a limiting factor instead of cooldowns when it comes to melee attacks and other high-power physical actions.

3
Development Log / Dev Log #8: Weapons and Trash
« on: March 20, 2024, 05:40:24 pm »
See nicely formatter HTML version on the website.

Hi guys,

We've been busy working on Infusion and we have some stuff to show you.

Firstly, we implemented basic crafting for two melee weapons types - sledgehammers and combat knives.

Currently, for both of these weapons, we only have basic metal variations - steel, tichrome and tungsten. We have the model done for a special "flame sledgehammer", but the mechanics are not there yet.



Sledgehammers are crafted from two components - the head and the handle. The type, material and quality of the head is what has the most influence on the resulting sledgehammer. Handle can affect ergonomics which is a special stat that affects various other stats, but we're going to leave that one for a later dev log.



My idea with sledgehammers is that, outside of energy weapons and explosives, they are probably going to be the most powerful damage-wise, but the trade-off is going to be clunkiness, which makes the weapon impractical in many cases compared to more traditional melee weapons, such as knives, swords and mace-like weapons. Sledgehammers are going to be easier to dodge because of slow swing speed and due to their heaviness they will require you to spend a lot of stamina, especially if you're going to use the powerful overhead slam attack. However, if you are Chad who invests in strength, you'll probably be able to pull some crazy damage numbers, especially with the larger heads.

This brings me to the concept of innate weapon-specific attacks - that is, each weapon will have a number of different attack types, these are available by just having the weapon, without requiring a feat. If they have no cooldown or special condition, which will usually be the case, they can be toggled to be used as an auto-attack when you click an enemy. Well, actually, there is no such thing as an auto-attack anymore, every attack is some specific attack type of your current weapon.



For example, in case of Sledgehammers these would be: swing, overhead slam and pummel. You can imaging how these different attacks work and their different properties. I will not go into it right now, except to say that the pummel takes advantage of a new engine mechanics which allows weapon items to have sub-weapons nested in them. That is, when you attack with the handle of the sledgehammer, it's a completely different weapon with its own stats. This feature is going to come handy when we start implementing all sorts of unique, makeshift and hybrid weapons that can be used in different ways.

* * * * * * * * * *

Next, we implemented the basic combat knife variations. Here, crafting is a bit more interesting because of the number of different handles, guards and pommels.



Knives have two basic attacks: swing and stab. The former being an easier, faster attack, while the latter being a bit slower and more stamina draining but having bonus armor penetration. Depending on the type of knife blade, these attacks can have wildly different effectiveness, especially when it comes to the amount of armor penetration the stab attack will grant.



All these numbers are just my initial estimates of how these blades should work. They will be adjusted through testing and spreadsheet number crunching.

* * * * * * * * * *

We've also implemented assault rifle crafting. We only have a single frame type, but a lot of different attachments. I'm going to showcase it in a separate dev log at a later time, because there's a lot to be said. We've went quite deep when it comes to firearm customization as you might have seen from my past activity on Twitter/X.

* * * * * * * * * *

Lastly, here's a couple of environment screenshots of Infusion's sewers. These are all WIP and not actual areas that are going to be in the game, but they do a good job of demonstrating our visual style. Our lead environment artist MacOrion has been hard at work on producing grime and trash as it's very important to use that the game's visuals properly convey one of the central themes of the setting - which is infrastructural collapse and decay.



* * * * * * * * * *

We continue to work towards our next immediate milestone, which is, as I mentioned before, getting the game into a state where we can produce a short video demonstrating some exploration and combat.

That's it for now. In the next dev log, I'm probably going to be showcasing leather armor, which is in the works right now.

Follow me on Twitter, where I post smaller tidbits occasionally.

Cheers.

4
Development Log / Re: Patch Notes
« on: March 05, 2024, 11:45:20 am »
Version 1.2.0.15

Items
  • Added 3 new crowbars
Feats
  • Added Sap: Grants 20% bonus when attacking with crowbars and allows you to perform a special crowbar attack from behind the target that bypasses all resistances and shields and incapacitates the target for up to 5 turns. You must either be hidden from your target through stealth or the target needs to be incapacitated. Only works on humanoids.
Tweaks
  • Initial merchant sell price modifier was too low in most cases and mercantile tended to floor it too quickly. Now it will be both higher and more dependent on the faction standing.
Bugs
  • Fixed Gorsky's new base toilet
  • Fixed the bug that allowed certain special armor abilities to persist even when you unequip the armor
  • Interloper feat will now properly retain your movement points even when combat is initialized from real-time mode
  • Rifle Barrel Retractor will now properly stack like other such components
  • [Expedition] Fixed one Pirate Chucker sometimes spawning invisible in the zone where you meet Razor for the first time
  • [Expedition] Fixed Aegis sec-troopers and Naga Protectors not being hostile to each other in the rare occurrences of them meeting
  • [Expedition] Fixed the game sometimes not registering that the Black Eels on The Rig have been wiped out by the player
  • [Heavy Duty] Psychophract Exoskeleton will now properly compensate the agility penalty when powered on
  • [Heavy Duty] Fixed Myles incorrectly stating that The Warthog requires a 120 quality Guardian frame when the required quality is actually 130
  • Various minor dialog/zone fixes

5
Bugs / Re: Rig Attack Worker Rampage
« on: February 27, 2024, 10:15:09 am »
They have had enough.

6
There is no hidden cap when it comes to selling items. The difficulty modifies that value of items sold, as stated on the game rules screen.

The mercantile modifies the "merchant's reaction" which modifies the price of the items you're buying and is capped at 115% min (regardless of difficulty).

What seems to be happening is that all the merchants have their base reaction set to 2.0, so it only takes 85 skill (85 * 0.01) to cap it out.

So, we'll need to up these numbers. These are rookie numbers.

7
Bugs / Re: Rifle barrel retractor
« on: February 27, 2024, 09:56:55 am »
Fixed for the next update.

8
Bugs / Re: Enemy walking through bear traps
« on: February 27, 2024, 09:55:33 am »
Yes.

9
Post crash log, you zoner. It's where the saves are.

10
Bugs / Re: Grenade Launcher doesn't trigger Hit and Run
« on: February 27, 2024, 09:51:53 am »
This should have been fixed in 1.2.0.14. What version are you using?

11
Bugs / Re: Line of Site in combat
« on: February 27, 2024, 09:49:39 am »
If I was to mess with the LoS calculations at this stage, there's no telling what the side effects might be in all the hundreds different situations that are already in the game.

I might take a look at it, at some point, but it'll have to be done very carefully.

12
Bugs / Re: Enemies can evade immobilization
« on: February 27, 2024, 09:45:56 am »
Intended and it's not the only one.

13
Bugs / Re: Wolo goes hostile
« on: February 27, 2024, 08:59:29 am »
People generally don't tolerate you mining the ground near them.

14
Bugs / Re: Psychophract Exoskeleton Agility Pen. Negation Bugged
« on: February 27, 2024, 08:57:51 am »
That's because that was the only exoskeleton that had -4 agi penalty instead of -2. Fixed the ability to properly compensate for 4 in that case.

15
Development Log / Re: Patch Notes
« on: December 18, 2023, 04:29:25 pm »
Version 1.2.0.14

Items
  • [Expedition] Added a new unique spear
Bugs
  • Jumping stilts will now provide additional movement points as stated
  • Robots are no longer completely immune to nail bombs, just to the bleeding
  • A couple of daze triggers that weren't resistible before, can be resisted now, such as the Quake's shockwave
  • Fixed Dreadnoughts not being immune to caltrops
  • Fixed secondary modulators for generated energy shield emitters not having their quality properly set
  • [Expedition] Fixed Protectorate patrol dobermans sometimes not participating in combat with hostile factions
  • [Expedition] Fixed the Ferryman sometimes not recognizing that the player has towed a certain vessel to his ferry, instead asking for map location
  • [Expedition] Fixed a certain door in the Mutie Refuge being unintentionally lockpickable
  • [Heavy Duty] Fixed the bug with sledgehammer not showing when wearing the psionic exoskeleton
  • [Heavy Duty] Fixed the bug that caused hit and run and some other on hit effects to not trigger when the target is killed with the grenade's second damage when using grenade launchers (such as with HE launcher grenades)
  • [Heavy Duty] Fixed Gunslinger sometimes not equipping weapons given to him by the player if they are weaker than his default energy pistol
  • [Heavy Duty] Fixed Gunslinger exiting and reentering stealth on zone transition
  • [Heavy Duty] Fixed an Exoskeleton Assembler zone issue which caused occasional crashes or the Gunslinger to disappear if left to wait there
  • [Heavy Duty] Fixed railcar roof not being revealed properly at the final destination
  • [Heavy Duty] Fixed a certain split gate in The Compound failing to open under specific conditions even if the player passed the strength check
  • Various minor dialog/zone fixes

Pages: [1] 2 3 ... 145