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 - epeli

Pages: [1] 2 3 ... 89
Development Log / Re: Dev Log #52: Jet Skis
« on: April 26, 2017, 10:41:16 AM »
Very unexpected. That jet ski animation looks VE-E-ERY choppy. Are you planning to work on improving it? Gives me a headache just by looking at it.
Come to think of it the game seems to be limited to 60FPS, can the limit be removed? maybe that would help with choppiness a bit.

It's not the framerate, it's because they're 2D sprites rather than 3D. Characters are only rendered facing 8 different directions, so turning happens in choppy 45 degree increments. It's much more noticeable with large vehicles than humanoids or creatures. In this regard, small jetskis were a good choice. Larger vehicle sprites look even sillier when turning, think of Fallout Tactics for example.

Thanks for update, regarding my question about running, quote from dev blog below:

There is no running option - The main problem here I think is that backtracking through the areas you already explored, as well as moving through the non-hostile areas, such as the SGS, is too slow. I'm not quite sure yet how I'll address it. Just adding a running option is not that easy as there's a lot of stuff to be consider there and it would also need new animation on all those character models, etc. I'll have to think on how to address this one.

Now that's a really old quote. That was addressed years ago by increasing the walking speed (it used to be slower way back in early alpha) and movement speed increasing boots were added a bit later in alpha. Probably not the answer you hoped for, but there you have it.

General / Re: Cannot target stealthed enemies
« on: April 06, 2017, 10:31:23 PM »
You haven't detected it completely yet (enemies see through your stealth the same way when their detection eye icon is orange ), so wait a bit longer or flush it out of stealth with any AoE.

General / Re: "special attack"
« on: April 06, 2017, 10:31:14 PM »
Any attack on the quick invoker except the default attack.

Sure, no problem at all! The more editors we have, the less editing pressure on me. I'm always glad to make those accounts, just ask. :)

The release of the expansion is going to be a huge amount of wiki-work, just to get the basics down. And if StygSoft doesn't release another patch before the expansion, it's going to be even more work at once. There's at least one rather big feature coming to the base game...

General / Re: Tabi Boots not showing Dodge/Evasion bonus?
« on: April 05, 2017, 01:15:12 PM »
It's working as intended - some effects directly change Dodge/Evasion defense stats rather than Dodge/Evasion skills. Therefore, they don't show up on character sheet's skills tab. At the moment this distinction doesn't really matter from gameplay point of view, other than that some Dodge/Evasion effects only show up on combat stats menu. Why are the skills and corresponding defense stats named the same? Styg logic.

tl;dr: Always check your combat stats.

...he posted some great art with awful character sprites in the tradition of cutesy japanime toons...
What? I tripping? That's what I remember. You had some of the environments models, and some placeholder character sprites. And those placeholder sprites, at least to me, looked japanese influenced. Hrrrm...let me go look.

Sounds like a bad trip. Or does this look like anime to you? :P

First off: with such a great game, how is the Wiki not full of detail?

Really, the core issue is the convoluted registration. We don't have that many editors and nobody bothers to register because they'd have to personally ask somebody for an account - what a hassle. Until Styg finds the time and motivation to work on his website, we'll be stuck with this situation. :(

So let me or Styg know if you'd like a wiki account. Believe me, we'd be happy to have more (potential) contributors!

General / Re:
« on: March 17, 2017, 12:17:06 AM »
No. I have absolutely no intention of working around Steam's bugs, especially not something silly like that. The build links use only standard URI-safe symbols and plus is one of them.

Get Valve to fix their shit. In the meantime you could use a URL shortener to bypass Steam's bugs.
eg. ->

Suggestions / Re: Smart Huxkey
« on: March 09, 2017, 07:36:55 PM »
You can add the same item to multiple quick action bar slots and assign different action for each. So put it wherever you had your lockpicks, haxxors and omnitools and you won't even have to get used to new keybinds.

This is also useful for the battery recycling plant robot remote control.

Development Log / Re: Dev Log #51: New Weapon Types
« on: February 27, 2017, 12:56:29 AM »
- Will there be blueprints and parts to make shotguns, machetes, and spears?

- If you can make a machete, will you be able to use super steel? (I have a serrated super steel knife that is awesome...)

Yes, of course. Their blueprints will be very similar to existing ones.

General / Re: Strange Markings...
« on: February 24, 2017, 09:36:42 AM »
For years we've had a gentleman's agreement that has worked amazingly well despite being unspoken: those who datamine the game files don't publicly leak spoilers. We had a good thing going on, don't ruin it now guys. ;)

It isn't exactly pleasant thing to work with, especially with amount to dialogue and no special tools to aid the task.
Not to mention that just replacing the dialogue to another language will simply break NPC. There are rules(like character numbers per dialogue to follow) and most people won't even know what it is.

If there are any people who are working on translation, it has to be through Styg. No other way around it, unless you want to limit your translating severely.
lol, there are at least two .udlg editors out there on the internets and few dialog editing projects.

But I do wish people working on dialog patches would get in touch with the devs instead of suddenly announcing they have gone through 11 MB of serialized dialog data. If their work could be incorporated directly into the base game, everyone will benefit from it and they won't have to waste time maintaining their patches every time the game is updated.

General / Re: Special Attacks with special Ammo
« on: February 14, 2017, 08:25:41 AM »
No, why would they?

They work the same as any other similar (on hit: inflicts x-y damage) effect, like electroshock on melee weapons and such. A side effect that hits after the main attack.

General / Re:
« on: February 14, 2017, 08:24:38 AM »

General / Re:
« on: February 03, 2017, 05:54:39 AM »
Technically the calculation is nothing like that, skill numbers are handled as integers and baseAbilityMod(7) doesn't return 1.255 anymore now that I've "fixed" it to emulate Underrail's rounding errors. But the insanity of this all is a whole nother topic...

Anyways, I changed the first case. Synergies shall be checked if (modifiedSkill <= skillcap) instead of <.
The second one will stay. I'm not terribly concerned if it warns early in edge cases. There could always be indirect benefits despite wasted synergy (synergies to other skills, feat requirements, derived stats, etc) so staying cool is left as an exercise to the user!

I know this is fairly useless for hardcore underrailers. The idea was to teach the synergy quirks to those who aren't as deep in the rabbit hole. ;) And I might redo the whole thing later. Listing all constituent parts of effective skill (skill points, base ability modifier, total synergy points, synergy points by contributing skill, skillcap, wasted synergy points, item bonuses) somewhere would be much better, but I doubt I'll find a way to display all that information without cluttering the page even more. Maybe hidden in a tooltip for the skill number.

General / Re:
« on: February 02, 2017, 07:26:17 PM »
The way synergies work has proven to be the most confusing aspect of Underrail's character system, so I decided to mark the "dead zone" by adding a small warning text (with appropriate tooltip) next to skills that have wasted synergy points due to skillcap.

A build linked earlier provides some good examples - various skills will display the warning if you drop level to 23 and/or fiddle around with int bonus.

Another simple example, try tweaking dodge and evasion.

Pages: [1] 2 3 ... 89