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Messages - Styg

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1336
General / Re: Steadfast Aim - Functionality
« on: June 02, 2014, 10:42:09 am »
Is the bonus from the base pistol AP firing cost, or from the reduced cost (assuming dexterity actually does lower pistol AP cost)?

Base, as it says. ;)

1337
General / Re: Feats
« on: June 02, 2014, 10:40:24 am »
Opportunist will kick in as a damage bonus as long as the target is slowed of stunned.

Skills like pummel, kneecap shot, Ice metathermics, dirty kick, cheap shot can help you trigger these feats.

Unarm/gloves are same, Hammers are great and deadly, while blades make you bleed really fast if built well.

You can also mod melee weapons to help you trigger effects like shock mods.

It doesn't work with psi abilities. It does work with fist weapons and unarmed though. Will edit the description to make this clear.

1338
Bugs / Re: Item duplication
« on: May 26, 2014, 12:46:38 pm »
Cheers. Fixed for the next update.

The problem was you could both split an item (shift+click) and transfer the same item (alt+click) at the same time which, as you noticed, caused the split to apply to the item that remained on the position of the item being split.

All accounts found using this exploit will receive a 72 hour ban. :P

1339
Bugs / Re: Game just doesnt start
« on: May 25, 2014, 06:51:38 pm »
You don't have to install Visual C#, you only need XNA 4.0 Refresh redistributable:

http://www.microsoft.com/en-us/download/details.aspx?id=27598

1340
Will old saves work, or should I hold off until it's deployed? ;)

Similar to the previous patch, you will be able to visit the new areas and do all the stuff there, but you won't necessarily have access to the new stuff and changes of the existing areas. Also it isn't outside the realm of possibility that we might have to restructure some quests or NPCs involved so minor incompatibility bugs are always a possibility, unfortunately.

1341
Hey guys. The development of the next city-state in the world of Underrail is in full swing. Core City, the metropolis of the South Underrail, is the largest of the urban areas this game will feature. Here's a little sneak peek:







* * * * *

I've added more firearms: one new pistol, one new SMG, two more assault rifles and two more sniper rifles. Also added two new crossbows. One model from each of the weapon categories (pistol, SMG, crossbow, etc) will be only available through crafting. This doesn't mean it will necessarily be stronger than the others, just different.

I've tweaked the base stats (damage spread, crit chance, crit bonus, precision, etc) of each of the firearm and crossbow models to diversify them further and make the choice between them more meaningful when crafting or purchasing. I won't be adding any more craftable firearms or crossbows to the game (though we will be adding unique ones), instead I'll be adding more weapon enhancements you'll be able to add to the mix when crafting your weapon of choice. These new enhancements will only be available through crafting, meaning, they won't appear (or will appear extremely rarely) on randomly generated gear.

Additionally, in the future I will be adding more character feats that will play on strengths of thoughtfully crafted and enhanced custom weapons. E.g. if you make a character build that gives you a number of ways to perform on-demand critical hits, you'll want to stack critical damage bonus and use a slow hard hitting weapon; while on the other hand if you have feats that give you extra on-hit effects (such as flat damage bonus) with critical hits and have high dexterity you'll want to use quick light weapons with high critical hit chance.

* * * * *

In other news:

  • Items
    • Added throwing knives - they are fairly inexpensive and their damage scales with your throwing skill. While they are unlikely to replace your primary offensive skill, they do act as a nice ranged supplement for high dexterity characters, especially when you use the poisoned ones.
    • Added electrical pistols - a type of energy pistol that shoots electrical bolts that stun the primary target and jump a few times (similar to electroshock bolts)
    • Added two energy weapon enhancements - only applicable through crafting; one increases the critical damage bonus, while the other increases the special attack damage
    • Added 5 new crafting only meds and appropriate organs and chemicals that are needed to produce them
  • Creatures
    • Added the deadly coil spider
  • Psi
    • Added Thermodynamic Destabilization (metathermics) - You tag a creature with a debuff. If you kill it within 2 turns, it will explode, dealing heat and mechanical damage to everything around it. The amount of damage dealt scales with the metathermics skill and the amount of health the creature had when it was tagged
    • Added Enrage (Thought Control) - Enrages a living target for up to 4 turns which causes it to turn hostile to everyone.
    • Reworked Force Emission (Psychokinesis) - No longer provides extra range, but works with fist weapons as well.
    • Added Telekinetic Proxy (Psychokinesis) - Moves the telekinetic proxy from its current location to the specified location, dealing mechanical damage to everything in its path. If the proxy is not present, is too far away, or doesn't have a clear straight line path to the destination, a new one will be spawned. Telekinetic proxy will mimic your single target telekinetic psi abilities and effects (currently Telekinetic Punch and Force Emission) if the target is within its radius. The proxy lasts 3 turns, but the timer refreshes with each move or mimic.
  • Bug fixes
    • Fixed the overly heavy boots (will only affect the newly generated/crafted items, the old ones will remain heavy)
    • Crawler poison component now correctly named (was "Cave Ear" poison)
    • Plot items can no longer vanish when attempting to transfer them to the trading window (oops)
    • Opportunity feat now works with wrestling/tacklling (they are considered slows)
    • Balaclava repair category changed to fabric
    • Armor penalty calculation rounding errors fixed (Nimble feat should now apply properly in all cases)
    • Bleeding wounds from boots/armor enhancements will now stack as they should
    • Weapons of wheeled bots and turrets now considered firearms so vests should work correctly against them now
    • Dirty kick now triggers hostilities as it does in real life
    • You can now reload chemical pistol from the quick reload bar like other weapons (cannot unload, that's inteded)
    • Combo feat will now properly stack when using armors or boots that provide extra damage
    • You can no longer use Expose Weakness to kill The Beast or other stuff that's immune to mechanical damage
    • No longer possible to beat up some creatures to the point their "armor" degrades

That's all for now. Cheers.

1342
Thanks for uploading this.

I still wasn't able to reproduce it, but I found the section of code the error originates by reading the crashlog. While I don't exactly know why the game data enter the faulty state that causes the crash I did change the code to hopefully handle it. Also I made some changes to the Force Emission a few days ago and it works different in the new version, so this might not even be an issue in the next version.

1343
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 19, 2014, 06:38:15 am »
Wouldn't it be more intuitive to have it tick on the beginning of your turn instead? Because right now it seems that it's technically active for 2 turns but it's only 1 turn of practical use?
Well, I was going to ask for this too, it would help in some cases (like EM and other buffs) but could also introduce subtle bugs.

I think what Elias meant was to tick the environmental stuff at the beginning of the turn. Hmm, it might help but I have to think about it.

As for status effects on enemies, I think it works just fine as it is. If you stun someone for X turns, you are guaranteed he will miss X turns. Ticking it all at the beginnings/ends of turns (for which you don't know when it's gonna come) will just lead to more problems instead of solving any.

1344
General / Re: Rathound King Kidnapping
« on: May 19, 2014, 06:33:48 am »
Currently, in order to kidnap her without committing mass murder you'd have to have persuade. We've discussed implementing another way to lure her out of the camp and we probably go ahead with that when time allows.

1345
Are you sure the Force Emission is the only difference there? I've tried to reproduce it but it worked in both cases for me and I can't think of a way Force Emission would interfere with this action. :/

Could you perhaps upload the save file?

1346
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 12, 2014, 10:53:25 pm »
I didn't have Force User.

This is what i got:

Turn 1:
 player move: I use EM and cast Force Field, then i finish my turn
 enemy move: both EM and FF are active and my enemies have to deal with both
Turn 2:
 player move: both EM and FF are still active, I finish my turn
 enemy move: only FF is active, EM disappeared when i clicked next turn
Turn 3:
 player move: FF is no longer active

What I expected is having EM still active during enemy move in turn 2.

Ok, the thing is - your buffs "tick" at the end of your turn. So if it says two turns, it will expire at the end of your next turn. FF expired slightly later because it's an environmental effect and it's "tick" is triggered last during the turn no matter when it was cast (after the player and all the NPCs have acted).

1347
Bugs / Re: Wrong duration of Evasive Maneuvers
« on: May 12, 2014, 06:28:26 am »
It counts the turn you cast it in. By 'kinetic barrier' you mean force field right? We tested this and they seem to last the same. There's a feat that extends the duration of the force field, did you pick that up by any chance?

1348
Suggestions / Re: Ideas and Suggestions - Latest Alpha
« on: May 12, 2014, 06:26:44 am »
Thanks for the feedback. It's not often people complain the game is too easy. :D

1349
General / Re: Where do I get the update?
« on: May 09, 2014, 06:46:56 am »
On the platform you got the game from. Where did you purchase?

1350
Bugs / Re: I managed to kill The Beast without completing the quest
« on: May 05, 2014, 07:33:37 pm »
We figured it out. Its "armor" breaks down. It wasn't set to indestructible.

Fixed for the next update.

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