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Messages - Styg

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1471
General / Re: Question about Security Bots!
« on: December 01, 2013, 08:20:06 pm »
They should not regenerate, if they do then it's a bug. Will check it out tomorrow, maybe they regenerate when over 90% like living creatures. :/

You can use shock bolts to deal decent damage to them and stun them as well. If you have electrokinesis that will work well too.

1472
Development Log / Dev Log #24: Combat Initiative
« on: December 01, 2013, 04:45:09 pm »
Hey, guys. We're still hard at work at producing new content for the next version. And while I'm not ready to show the new areas yet (except the attached teaser screenshot), there are a couple of smaller changes I wanted to talk about.



The most significant change to the combat mechanics is the addition of initiative. Character's base initiative is determined like this: 5 + agility + dexterity. At the start of the combat, each combat participant randomly adds 1-15 points to the base initiative and the modified value is used when sorting the turn order. The only exception is when the player initiates combat manually (by pressing ENTER) or by simply attacking. In this case the player will always act first, but because of this, the AP cost of the opening attack/action will be deducted from his first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.

Also, player will no longer be able to quickly initiated combat manually when exiting a dialog to get a jump on their enemies, but I will be going through all situations that involve dialog initiated combat to make sure the player receives appropriate initiative bonus depending on the situation. That is, if you are having a dialog with someone who is already wary of you (such as GMS hostage situation) you do not get any initiative bonus (though you still "roll" standard initiative and may in fact play first), while in situation in which you surprise attack someone through a dialog you will get a substantial initiative bonus, effectively granting you first strike.

I think it's pretty clear what the purpose of this change is - I want to remove the ability (and the need) to "cheese" your way into attacking first, while providing a game mechanic that will allow you to do this in a more meaningful way instead using your reflexes. I think these changes will particularly benefit non-stealth characters who are often hard pressed to survive when ambushed by multiple attackers. For now the initiative is only dependent on the start mentioned above, but later on I plan to add feats/abilities/psi that will allow you to increase this base value. I'm also considering adding initiative modifiers to weapons.

In other news:
  • UI
    • Added a confirmation box when changing video settings
    • Added an option to scroll with mouse while holding the right button
    • Added an option to lock the mouse to screen in fullscreen mode (doesn't work perfectly though, sorry)
    • You can double click on your (non-existing) portrait to center back to your character
    • Game window will no longer process input while inactive
  • Tweaks
    • Shroomhead feat now restores 15 psi points each time you pick a mindshroom
    • Reduced base trap arming time to 7 seconds
    • Reduced the range at which the traps trigger when you step into their tile (should be more consistent with visual collision now)
  • Items
    • Added electrical knives (same crafting mechanics like with sledgehammers and gloves)
    • Added more belts (belts have fixed stats and are not craftable)
    • Added bear trap - a cheap early game trap that deals mechanical damage, roots the target and inflicts a bleeding wound; like caltrops, it can be envenomed
    • Added serrated crossbow bolt that deals additional 100% of original damage dealt through a bleeding wound over 3 turns, but incurs even greater damage threshold penalty than a regular bolt
    • Weapons can now have varying base critical damage bonuses (for now only depending on the weapon base type, but in the future modifiable through enhancements)

Let me know what you think about the balance changes and the new mechanics. Sorry that I can't give you guys a date of the next update, but what I can say is that development speed is picking up again and we're planning to release a new town in the next update as well as bunch of new enemy types.

1473
Bugs / Re: Crash on grenade throw.
« on: December 01, 2013, 10:47:30 am »
Found the problems with the map that were cause these crashes. Thanks, guys.

would be fun to finally see whats on the other side eventually.. :)

I'll be adding more areas there when I expand the cave system.

1474
Bugs / Re: Crash on grenade throw.
« on: November 29, 2013, 04:59:10 pm »
Where did you throw the grenade exactly (which tile)?

1475
Development Log / Re: Dev Log #23: Expanding the Business; Balance Changes
« on: November 26, 2013, 07:08:11 pm »
Looks really good! By increasing minimal dodge, does it mean you will be spotted easier or harder?

I assume you mean "minimal stealth". What it means is that you can attempt to sneak by enemies with lower stealth than before. They will still detect you at the same speed as before in regards to stealth-detection ratio, but you will avoid triggering instant detection mechanics (which are triggered when character's stealth is way below the opposing detection value).

1476
General / Re: Scrappers or Black Eels?
« on: November 26, 2013, 07:04:14 pm »
Aww darn it! Thats an answer with a question Styg... I wish there was more information on the world and what entails both factions...
Same with gangs, which is more err.. evil? As is with the two factions... Need more story and input! haha

Everybody is evil in Underrail. Does that help? :P

1477
General / Re: Scrappers or Black Eels?
« on: November 26, 2013, 10:30:23 am »
It's more of a choice if, firstly, you want to change the balance of power there by removing Scrappers and introducing a third party. And secondly, who you want that party to be - the Protectorate or SGS.

1478
General / Re: evasion and dodge, what is it good for?
« on: November 26, 2013, 10:28:16 am »
Encumbrance = direct penalty to your dodge, evade, stealth and movement points. So dodge and evade really don't help a character who's wearing heavy armor (encumbrance can go up to 95%!)

If you were taking blasts with the evade/dodge character, that means they didn't help - dodge/evade only give you a chance to completely avoid melee/ranged hits respectively, but they don't reduce any damage taken. ;)

Evasion does reduce area of effect damage taken, though (grenades, pyrokinesis, etc).

1479
Suggestions / Re: Quest markers?
« on: November 23, 2013, 01:11:03 pm »
No quest markers, pointers or other type of quest-driven navigation will be added, sorry. While those features might have a place in some games (though I personally dislike the idea in general), I think it would take away a lot from the game. As Banggunner suggested, navigating the world is one of the challenges of the game.

1480
Bugs / Re: Bug or working as intended?
« on: November 23, 2013, 12:11:51 pm »
It's intended so as to prevent people from abusing area transitioning into first strike mechanic.

On the other hand, if you invest in stealth, you should be able to remain hidden long enough for this cooldown to pass since detection is not instant.

1481
Bugs / Re: Stuck in overly high resolution settings
« on: November 21, 2013, 10:29:26 am »
Hmm, if it was any resolution higher than 1024x768 it would be easy to add it, but a number of interface elements (such as character sheet) are designed to fit into 768 pixels of height. :/

1482
General / Re: Been rather quiet....
« on: November 19, 2013, 09:42:33 pm »
Nothing to worry about. I've been busy with moving into the new office, recruiting employees, buying equipment and software etc. Basically expanding business. We're settling into our chairs now and the development pace should pick up soon.

Just be patient. ;)

1483
General / Re: Underrail wiki?
« on: November 13, 2013, 11:39:47 pm »
Had to disable anonymous edits, I'm afraid due to vandalism.

1484
Site Feedback & Suggestions / Re: Been getting a lot of 500 errors lately.
« on: November 13, 2013, 10:32:56 pm »
Ok, should be fixed now, at least temporarily.

I think we're having trouble with bots again as I was too busy with other stuff to keep a close eye on the website these last few days.

1485
Site Feedback & Suggestions / Re: Been getting a lot of 500 errors lately.
« on: November 13, 2013, 10:06:36 pm »
I'm looking into this.

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