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Messages - epeli

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General / Re: Is the low activity here representative of sales?
« on: June 25, 2017, 09:48:55 AM »
It ends on a cliffhanger with more questions than answers, so I'm looking forward to a sequel. That is, if it wasn't written "Lost" style, meaning made up as he went all along as most tv shows are

Nothing that couldn't be done in another xpac? >_> maybe

Styg said it's too much for an expansion. Seems like they're going to expand the base game horizontally with expansion pack(s) and continue the main plot in a sequel.

However, Expedition should have some answers regarding the backstory... and probably a bunch of new questions. :P But plot certainly can't be written in "Lost" style; it's been around longer than any of us have been here.

General / Re:
« on: June 23, 2017, 07:24:30 AM »
This should be sticky, as can be lost easily on the forums and not many people knows about this tool.

'k, will ask Styg. edit: it's now sticky!

General / Re: Bleed build: Tabi Boots vs Bladed
« on: June 23, 2017, 07:21:46 AM »
Go for tabi boots if you plan to use knives. The melee boots only work with unarmed / fist weapons.

Bugs / Re: Combat ends when enemies are incapacitated
« on: June 06, 2017, 06:45:53 AM »
That is because incapacitation causes the enemy to lose sight of you and thus drop aggro. This is how incapacitation differs from stun, as explained in the tutorial. Use it to your advantage - no need to drag out cc when you can end combat completely.

General / Re: What country is Underrail set in?
« on: June 03, 2017, 03:52:40 PM »

>space age
Yeah, Poland is definitely out. :p And Yonaiker saw right through my favorite conspiracy theory, nooo!

General / Re: Directions to Doctor's Pouch pls
« on: May 31, 2017, 05:54:27 AM »
It doesn't appear to be a static item in Jonas' shop, just a part of larger random loot table.

I checked if it has static presence in any maps. Got 5 matches: (2 hits)

Rail Crossing and Fort Apogee there might just be local doctors' equipment and DC is too late. Maybe try searching that residential tunnel in Core City?

General / Re: What country is Underrail set in?
« on: May 30, 2017, 04:27:12 PM »
Heh, Underrail seems to be so far disconnected from the current surface world that it might as well be on a different planet.

But culturally it's international, or at least a mishmash of European and North American nationalities, with more or less obvious real-world parallels like westerners of Underrail being slavic people and United Stations resembling the US of A.

General / Re: Are energy pistols as gimp as I think they are?
« on: May 26, 2017, 03:19:01 PM »
Mercantile really has no use in the game, nor do weapons on vendors. It's a shame that balance isn't ever going to change in this game. All it really needs in this regard is a slight buff to store-bought, or a slight nerf to crafted items.
What makes you say it won't ever change? Styg hates useless skills just as much as anyone. What do you think of the recently added special merchandise system? It already made mercantile somewhat useful by giving that slight buff to some stores, but it seems the devs are being careful not to make it too good at once. (There should be more to come.)

So, what was the reason for energy weapons being removed from Gunslinger, if not balance?
Styg intended Gunslinger to be thematically connected to classic pistols only:

Bugs / Re: 100hrs played Zone Transition Failure
« on: May 26, 2017, 12:33:44 PM »
Sorry, I just happened to know the cause of this particular zone transition failure and had the means to easily fix it. Yours is probably a different error.

Post a link to your save (or email it to Styg) so the devs can take a look at it, probably better to start a new thread since this one is already marked [solved].

General / Re: "all weapons" include grenades?
« on: May 20, 2017, 06:31:02 AM »
No, weapons are the things that go into your weapon slots. Throwing knives and grenades are combat utilities.

I think Recklessness is the only remaining old tooltip that still refers to "all weapons" ambiguously.

General / Re: Strength to Intelligence Stat
« on: May 06, 2017, 08:39:27 PM »
While it's nice that Notepad++ coincidentally structures this part of the file nicely, the problem is working with the binary garbage parts that are interpreted as control characters, like that BS (backspace) symbol. They are not normal text and you can't manipulate them as such. That's where a hex editor unfortunately becomes necessary.

General / Re: Strength to Intelligence Stat
« on: May 06, 2017, 07:32:18 PM »
Oi, you really shouldn't recommend a text editor for editing binary files. Use a hex editor instead, it will make working with those special characters easier and less likely that you break the file by accident.

(its name is probably like "global_unpacked_packed.dat")
lol, that's silly. :D Yeah, it just appends _unpacked or _packed to the suggested filename you get the save as dialog, so you get monstrosities like that if you dont rename them. I should probably change that to make it slightly less stupid and confusing.

edit: k, now it removes any previous filename additions so you can't get insanity like originalFilename_unpacked_packed_unpacked_packed_unpacked_packed_unpacked_packed_unpacked_packed.dat

Suggestions / Re: New feat: Toyslinger
« on: May 04, 2017, 05:00:01 PM »
If I may ask the question:
How much effort is the testing?
Is it mostly compiling a build with only that, seeing that it doesn't crash, then uploading it to beta (meaning the technical work is the culprit) or is the work in what comes after the uploading?
Trying to get a grasp on that here as I obviously have no real idea how your engine works.

No, I don't think there are any technical hurdles. Compiling a build and uploading it into a release channel takes only a few minutes. It's testing all the content that takes many many man-hours. The devs have to spend their development time on testing, there are no dedicated QA people.

I think the game goes through constant iteration and some testing in internal debug builds while under development, but nevertheless each release dedicates plenty of time for testing.

The obfuscated/release builds are first compiled into dev testing branch where they go through as many versions of bug-crushing as necessary until they're ready to be pushed into the public experimental branch which is basically a release candidate - an extra step after normal testing to get more eyes on it and ensure nasty bugs won't be left lingering for many months between releases.

I don't remember how long the previous patch spent on testing phase, but I estimate it was roughly around 2 months, maybe less. Counting both internal testing and experimental release.

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.

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