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Messages - Styg

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Bugs / Re: Massive transition failure in the middle of the game.
« on: June 20, 2017, 03:21:26 PM »
Unfortunately, I don't really know what's causing the problem since there's no reliable way to reproduce it. Actually, we never managed to reproduce it at all in the office. So I cannot guarantee that you won't get the error again. :/

Bugs / Re: Impact speed of unique assault rifles
« on: June 20, 2017, 03:12:34 PM »
I would suggest looking at giving Jawbone some kind of buff to make up for the fix to precision penalties, it's pretty underwhelming for being the only unique crossbow you can find in the entire game. On the other hand if Expedition adds more well-balanced unique crossbows then you can disregard this.

It has pretty good damage and critical bonus with only minimal extra precision penalty, so I think it's pretty good. The actual drawback of Jawbone is the strength requirement.

I do agree that we need more unique crossbows, though.

Unfortunately, there's currently no way to get into the Institute except through Denzil. We're aware that this is a liability and will be adding another path in the future, but I cannot say when.

However, if some of the experienced cheaters on the forums can help you past the gate itself, you'll be able to continue the main story even though you're hostile to the Institute.

Bugs / Re: Tchort Institute entrance cutscene reset
« on: June 20, 2017, 02:50:02 PM »
That bugs been fixed back in 2015, even before the release.

I don't think there's any bug involved in your situation. Did you complete the oligarch quests now? If so you only need to talk to Denzel at the Tchort Institute entrance.

Suggestions / Re: Throwing Weapons and Shotgun Ammo
« on: June 19, 2017, 08:08:23 PM »
I have plans for the throwing skill, but I'm afraid they will have to wait.

Shotguns won't feature such exotic ammo due to the pellet-number dynamics of the ammo. That is, making a shell with certain number of pellets a special one would likely make others obsolete.

General / Re: Deep caverns and charlevel
« on: June 19, 2017, 07:59:38 PM »
Yeah, that's pretty decent level at which to get down there. And, yes, you'll have to beat the Deep Caverns before you proceed, so make sure you go there prepared.

General / Re: Is the low activity here representative of sales?
« on: June 19, 2017, 07:58:36 PM »
Pretty much what Hal900x said. I think most people are waiting for the expansion to hit to get back into the game because of all the new stuff it will add.

As for the dev team, we're keeping our heads down for most part and working towards releasing the expansion as soon as we can.

The sales are doing decently and company is not in any danger for the moment, so don't worry about that.

Suggestions / Re: More satisfying Arena fights?
« on: June 19, 2017, 03:02:32 PM »
The game is not well orientated towards 1v1 fights. If we decide to make more content for the Area (an idea that has been tossed around a number of times) it will probably involve some other format.

I guess we could teleport the loot from the enemies to some loot chest outside the area that you can peruse after the fight.

Suggestions / Re: Make bulk crafting easier?
« on: June 19, 2017, 02:58:37 PM »
I see how adding a couple more hotkeys can speed up the process. I'll add it to the todo list.

Btw, you don't have to drag items into the window, you can click the slot and it will auto-fill that slot. Not as fast as what you're suggesting, but might speed you up a bit for the moment.

Suggestions / Re: Improve floor quality value for Super Steel?
« on: June 19, 2017, 02:55:42 PM »
Hmm, yeah, perhaps we could make some improvements for the super steel creation process to make it more reliable, at least in the later gate. Personally, I like the idea of introducing a follow up quest in which you can improve Gloria further to produce plates of more consistent quality. We'll see. It'll have to wait until we're done with the expansion though.

General / Re: Is the "friendly NPC" bug completely unfixable?
« on: June 19, 2017, 02:46:11 PM »
Perhaps, but I don't have the time now to get into it more. Perhaps at a later date.

Development Log / Re: Dev Log #48: Veteran Levels
« on: June 05, 2017, 09:52:55 PM »
That's likely to be revealed only very close to release because I want to play with the system a bit myself to make sure it fits the purpose.

General / Re: Is the "friendly NPC" bug completely unfixable?
« on: June 05, 2017, 09:48:04 PM »
In case a combat in a non-secure location ends, couldn't you just have gas and fire create pathing blockers for a few seconds?
I wouldn't know if the AI can take a "wait and try again" command, or if that would just make it worse. Alternatively, maybe make it a two-stage fire, so after the first two damage ticks it switches to one that doesn't count as friendly fire damage any more.

Well, it's not that simple because player has to weigh the cost of going through the fire and the cost of inaction in a lot of situations, but that's not the point. I can still do a lot to improve specific cases (and I might given time), but I cannot make the AI intelligent enough at this point to differentiate between unintentional friendly fire and player exploiting it to kill off NPCs with impunity well enough, so I decided to err on the side of caution and assume players are evil.

General / Re: What country is Underrail set in?
« on: June 05, 2017, 09:39:37 PM »
The game might not be set in Poland, but there's definitely some Poland set into the game.

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