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Messages - Styg

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General / Re: Underrail and frontend moddability
« on: October 23, 2017, 12:40:54 PM »
Well, you got your answer now at least. ;)

General / Re: Underrail and frontend moddability
« on: October 23, 2017, 12:16:36 PM »
Hi Jeen,

I would certainly consider it, but whether I would make them particularly moddable or not is pointless to discuss now.

Development Log / Re: Dev Log #55: Global Map
« on: October 19, 2017, 09:37:47 PM »
I am curious to see how you choose to handle all of the spatially confusing transitions in Lower Underrail, like the one between lu-c4 and lu-c2, where you go from a Eastern entrance to a Northern exit, or vice-versa. Something like Salamontes' map will probably work best (

We had to add a number of area to make the maps geographically viable and consistent. Lower Underrail, of course, was the biggest offender here.

Development Log / Dev Log #55: Global Map
« on: October 19, 2017, 03:50:14 PM »
Hi guys,

While our development is mostly focused on the expansion there are a couple of issues that we wanted to address before its release as we think that they will greatly influence the experience of playing the DLC as well as the base game.

First of these is the global map. This was a contested issue since the alpha versions and is probably the most frequent complaint we get from the people that have a positive view of the game as a whole. Some people may be wondering if the global map was something that was originally planned for the game and, truth to be told, I don't really remember (original plans for the game were laid almost 10 years ago now), but knowing myself I would probably implement one if I had the (time) resources that I have now. Back when I was at it alone I had to cut corners in both content and feature departments, and map is a bit of both really. Later, when the game has grown monstrously in size, even though I then had the time to add new features, a good amount of geographical inconsistencies made sure that there was no quick and easy way to produce a quality map, but instead some major rearragements were going to have to be made.

But anyway, now that we got around to doing this, here's how the map implementation looks like (new players be careful, there are minor spoilers).

We're going to have separate maps for different depths and some maps for the bigger urban areas. We've only gotten around to SGS, Lower Caves and Lower Underrail so far, but here's how the full list will probably look like:
  • Lower Caves (includes Junkyard and Hathor)
  • Upper Caves
  • Lower Underrail (includes Rail Crossing)
  • Upper Underrail
  • Black Sea
  • Foundry
  • SGS
  • DC
Core City and Institute will not be included, at least not initially, because reasons. We are, also, not going to be making any maps for "dungeon" areas and such (like GMS) unless they are part of geography of existing maps (such as Depot A being part of Lower Caves by being an extension of Junkyard).

As you can see on the screenshots, maps will (usually, but not always) record and display what useful (or not so useful) creatures and plants you've encountered there as well as other points of interest (merchants, doctors, certain quest objects). These will not be updated after the initial encounter and do not always represent the actual state of the map, but are rather meant to be used as useful auto-notes for harvesting organs and plants and such. They will typically not record robotic and human enemies. You can also add your own notes to the map. A lot of static features of the map will also reveal themselves as you explore the map so that you won't automatically know, for example, if there's a power generator on that map immediately after entering.

The map will be available in the next updated which will be released sometime before the DLC which is going to be released when it's ready. But on a serious note, I do hope to release a new update on the experimental branch at least in the near future so you guys can play with all the new stuff that we've added over the months and we can finally get this huge pile of patch notes off of our shoulders (and replace them with bug reports).

Anyway, let us know what you think about the inclusion of the global map and about this particular implementation. In the next dev log I'll probably be talking about another important, but probably less impressive, change to the base game that we're working on.


Suggestions / Re: Sarine and Beck dialogue
« on: October 16, 2017, 01:57:57 PM »
why u h8 love?

Bugs / Re: Punching bags bleed
« on: October 09, 2017, 07:07:24 AM »
It's a known issue.

Bugs / Re: Pickpocket suspicion doesn't go down
« on: October 09, 2017, 06:58:04 AM »

Bugs / Re: Phyllis and the chemistry of the universe
« on: October 07, 2017, 07:37:07 AM »
They've already learned from the Mainframe that there are no such thing as atoms and it was just a silly 20th century theory. I don't know why Phyllis is pulling your leg, though, we'll fix that.

General / Re: The Future of UnderRail and it's main storyline
« on: October 07, 2017, 07:27:24 AM »
Styg, I know you've got plenty of other stuff to think about right now, but maybe after the expansion is out you could give us an overview on where Stygian is headed. Allow those of us with excessive attachment to scale our expectations appropriately.

I will do this.

Bugs / Re: My usual bunch of glitches\bugs.
« on: October 06, 2017, 10:38:21 AM »
All 3 pipes are like that.

Fixed for the next update.

General / Re: The Future of UnderRail and it's main storyline
« on: October 05, 2017, 10:25:15 PM »
There isn't much point discussing the potential Underrail 2 at this time, but if we do make it, you will almost certainly be playing from scratch (for many reasons).

Bugs / Re: My usual bunch of glitches\bugs.
« on: October 03, 2017, 08:48:14 AM »

Bugs / Re: Minor error: tactical vest/super steel sheet
« on: September 27, 2017, 03:26:07 PM »
Fixed for the next update. Will not be applied retroactively to already crafted items, though.

Suggestions / Re: Feats...
« on: September 11, 2017, 02:02:31 PM »
I like the force user suggestion. Having deflection work for evasion as well would make it a bit too useful, though. We have other stuff for that.

Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 08, 2017, 07:11:38 AM »
Thanks, guys, it's always good to hear from people who are as enthusiastic about the game as we are.

For making energy shields more interacting, they could be dropped as barriers that you can circumnavigate around to shoot, something that you drop on ground and use as cover/barrier against others. They could be squares or triangle or dome shaped or just a big line that slowly deteriorate when it is being shot until it is gone. Using it, could eat a chunk of your energy making another barrier pop, they would also be pass through by anything that walks over them.
The AI would need some tinkering around, but i'm sure it shouldn't be hard to tell them to hide behind the shields after shooting at the player or between picking the priority of shooting the energy shield down or go around for the player.

I'm not looking to do such a radical change, they will still remain attached to the player.

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