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 - Styg

Pages: 1 ... 91 92 [93] 94 95 ... 145
1381
Development Log / Re: Dev Log #29: Foundry
« on: April 04, 2014, 02:18:17 pm »
Hello! When will be update?  :P
Thanks!

Soonish. ;)

1382
Development Log / Re: Dev Log #29: Foundry
« on: March 17, 2014, 07:20:55 am »
Russian community keeps track of all changes.  ;D
Where i can find russian community?

Dev logs are usually reported on core-rpg.ru.

1383
Development Log / Re: Dev Log #29: Foundry
« on: March 14, 2014, 08:35:35 am »
Russian community keeps track of all changes.  ;D

I've noticed. :)

1384
Umlauts and apostrophes are usually the culprits. Btw, the PM you've sent me got cut off as well. Could you resend it while taking care not to use non-ascii punctuation.

Unless you've sent it to report this issue, now that would be ironic. :)

1385
Development Log / Re: Dev Log #29: Foundry
« on: March 04, 2014, 07:29:02 pm »
Well, with the right perks and stats you can probably fire them ten times a round ;)

Indeed. I thought they're pretty good as it is. :/ Haven't tried to actually play with them specifically though.

1386
Development Log / Re: Dev Log #29: Foundry
« on: March 03, 2014, 08:07:18 pm »
Very cool changes. Too bad i wont be able to play underrail for quite a long time. I do no think that the computer i have now can handle the specs.

I remember someone posting that they managed to get it to run on low res on a very weak laptop, but I can't find the thread right now.

Anyway, if you're not sure if you can run it, you can try downloading the free demo from Desura (http://www.desura.com/games/underrail) and see how it goes.

1387
Development Log / Dev Log #29: Foundry
« on: March 03, 2014, 10:07:54 am »
Hey guys. We're still working on the new update and it will be a while longer because some of the new areas require quite a bit of graphical work. Here's a little sneak peek at the new major urban area - the Foundry:







In addition to that we're also adding a new minor quest hub in the cave areas south of SGS and couple more quests in SGS and Rail Crossing. Also, we reworked the order in which you receive the early game quests to avoid sending people to GMS too early and added some early game oddities.

* * * * *

In other news:

  • Tweaks
    • Reduced electronic crafting requirements for galvanic vests
    • Increased drops rates for all types of carrier vests
    • Boots now require a pair of rubber soles to craft
  • Bugs
    • Fixed the bug that caused the game to crash when attempting to set up the fishing rod on certain spots
    • TNT charges will now go off properly after loading a game in which it's been already set
  • Feats
    • Changes
      • Changed the AP reduction of Tranquility to 5 (down from 10)
    • New
      • Vile Weaponry - Whenever you cause a bleeding wound with a cold weapon, armor enhancement or trap you also apply infected wound which increases the damage taken from all sources by 10% and reduces healing effects by 25%. Stacks 3 times.
      • Expose Weakness - You can preform a special melee attack that deals normal damage and reduces target's mechanical resistance and threshold by 50% if it lands for 2 turns.
      • Steadfast Aim - Increases critical hit chance with a pistol by 1% for each base action point required to fire it above 10.
      • Spec Ops - Reduces action point cost modifier for burst attack from 300% to 200% when using SMGs. Also reduces cooldown of flashbangs by 1 turn.
      • Supressive Fire - Enemies caught in your burst attack cone (regardless of whether they've been shot) have their ranged chance to hit reduced by 10%, action points reduced by 5 and movement points reduced by 10 for 1 turn.
      • Quick Tinkering - Grants you an ability that when activated will allow you to arm your next trap instantly, even in combat in which case it will cost no action points.
      • Fancy Footwork - When you land a melee attack you gain up to 8 movement points, depending on your armor penalty. This can exceed your movement point maximum.
      • Taste for Blood - Whenever you attack a bleeding target with a melee weapon, you increase your melee damage by 5% and reduce action point cost of melee weapons by 0.2 for each bleeding wound the target has. This can stack up to 20 times. Expires after 2 turns if not refreshed.
      • Eviscerate - Grants you a special knife attack that removes all bleeding wounds from the target and deals 100% bonus damage for each bleeding wound removed.
      • Hypertoxicity - Increases damage done by poisons you apply by 100%.
      • Wrestling - When you strike a living target with fist weapon or unarmed attack you have 50% chance to reduce target's movement points by 8, action points by 3 and chance to hit with all ranged weapons by 7%. Stacks 5 times.
      • Combo - If you land three consecutive damage dealing unarmed or fist weapon attacks against a single target in a single turn, the third attack will deal 100% bonus damage and stun the target for 1 turn.
      • Pack Rathound - Increases carry capacity by 50.
      • Last Stand - Grants you an ability that when activated it will temporarily reset your health to your maximum for 2 turns. After the effect expires, your health will be reduced to 1.
      • Salesman - Increases the amount of goods merchants will buy from you by 1% per mercantile skill.
  • Items
    • Tabi Boots - lightweight boots that can be crafted from leather or fabric components
    • Components (these are all crafting only; that is items made of these cannot be found or bought)
      • Siphoner leather
      • Psi Beetle armor plate
      • Burrower armor plate
    • Super secret stuff

1388
Thanks for respones. But I already tried to start Underrail from folder and get same exception. :(

Try closing the steam completely and then running underrail.exe

1389
Suggestions / Re: Retrainer (level reset)
« on: February 20, 2014, 12:05:06 am »
It won't be implemented. It undermines one of the basic principle of the game which is making permanent character development (and other) choices.

As epeli pointed out, you have a plenty of opportunity to remedy minor mistakes as you level up.

1390
Development Log / Re: Dev Log #28: Energy Shields
« on: February 19, 2014, 07:51:56 am »
May be i missed this, but does shield on make  player less stelthy or not? Such an illumination must totally make visible.

It doesn't influence stealth.

1391
General / Re: Plasma Core?
« on: February 19, 2014, 07:49:53 am »
It's an electronic component. You should be able to sell it at an electronics shop.

1392
Bugs / Re: small faction bug
« on: February 19, 2014, 12:00:17 am »
Brilliant, thanks  :)
Will the Eels and Scrappers like me (or at least not hate me) again in my current game after the update, or will I need to start again or something?

They will still hate your guts, I'm afraid. You'd have to start over or load an older save.

1393
Suggestions / Re: Suggestion towards riot armor
« on: February 17, 2014, 01:12:56 pm »
I don't think riot armor needs to be reworked in that way. Once a couple of stats are tweaked a bit it should be quite good especially with all the buffs to the pistols.

I like the idea of reducing "bite" damage through an armor enhancement though.

1394
Bugs / Re: small faction bug
« on: February 17, 2014, 08:10:20 am »
It's a known issue. I'll fix it in the next update.

1395
General / Re: Mm little confused?
« on: February 17, 2014, 08:08:56 am »
Here is another question,  the metal plates needed for bear traps they can only be purchased or looted correct? Also the metal plates seem rather expensive for such a early trap 600 or so according to the wiki?

They can be found as loot and you get 5 traps out of one plate.

Pages: 1 ... 91 92 [93] 94 95 ... 145