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Discussions / Re: What do you play right now?
« Last post by STEN on Today at 02:18:29 PM »
DCS World, World of warships
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Development Log / Re: Patch Notes
« Last post by Styg on Today at 02:15:15 PM »
Version 1.0.2.3

Quests/Maps
  • Fixed a certain flag not being set properly when talking to Luben during the ICPD quest
  • Marcos will no longer get cloned
  • Supplies to Rail Crossing will no longer appear even if the train had never been recovered
  • Fixed the visual issues with the new super steel, siphoner and ancient rathound armor variations
  • Options window will no longer reset dialog background alpha slider
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Development Log / Re: Patch Notes
« Last post by Styg on Today at 02:10:07 PM »
Version 1.0.2.2

Feats
  • AP reduction from Gunslinger feat will now properly affect only firearms
  • Added feats: Bowyer (crossbow crafting)
  • Ripper feat will now properly work with serrated knives
Visuals
  • Added a new visual model for siphoner, ancient rathound, and super steel armor
  • Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Interface
  • Added tooltips for empty gear slots
  • Forcing the vent with crowbar will now be done through Quick Invoker (once the crowbar is equipped, you'll get the ability there)
  • Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
Mechanics
  • Cats nerfed
  • Dreadnoughts buffed
  • When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
  • Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Items
  • Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
  • Most special bullets now also require TNT to craft
  • Added blueprints for standard, W2C and JHP bullets
  • Mechanical bolt blueprint renamed to Serrated bolt blueprint
  • EMP mine case now counts as electronic component
  • Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
  • Increased the drop chance of Quad Damage Module oddity
  • Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Bug fixes
  • Generated metal armors enhancements will have quality other than 1 now
  • Quick load will now work during enemy's turn
  • Closing interface help window by right clicking will no longer disable keyboard commands
  • Fixed the dialog window option highlighting when there's 10 or more dialog options
  • Fixed the cut-off tooltips on smaller resolutions with small font size (on most tooltips; there still might be some that just have too many lines)
  • Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
  • Fixed the minor glitches with trap detection calculations
  • Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
  • Telekinetic Proxy now properly removes Premeditation when it makes use of it
  • Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
  • Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
  • Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
  • Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
  • Heating effects should now properly remove Cryo-shield
  • Cooling effects should now properly remove Exothermic aura
Quests/Maps
  • Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
  • Fixed positioning problems during the cutscene in which you lead Edgar to RK's lair that might occur when the player has increased his movement speed beyond a certain point
  • Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
  • Fixed killing the old man in GMS crashing the game after the situation has been dealt with
  • Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
  • Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
  • Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
  • Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
  • Fixed a dialog bug which prevented the players from telling the Rejects how to escape
  • Fixed some items disappearing from Fraser's store inventory after certain events take place
  • Fixed a few bugs with the end game slides
  • Fixed issues with one of the tunnelers in DC after it has been despawned
  • Fixed being able to kill the Gauntlet runners before the event without anyone caring
  • It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
  • Arke cameras and turrets will now properly go offline after being shut down at the main console
  • Edgar's quests will now properly fail if you kill him
  • The player will no longer be able to start a civil war in Core City by fighting with the burglar in the house opposite to the Praetorian Security headquarters
  • Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
  • Added another way to capture hoppers for Bret
  • Added another way to obtain Elwood's keycard
  • Did some tweaks to the main quest in Foundry, added more dialog options and removed some of the backtracking; also, the miners will now return to the mine at the end of the quest
  • Gaining access to Foundry prison security room will also remove protection from the security console there; added another hacking option as well
  • Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
  • Hathorians will occupy the area north of the camp after it has been cleared
  • SGS soldiers and workers will now occupy the outposts after the player has cleared them
  • A certain faction in DC will now be handing out better ammo than previously
  • Fixed a faulty transition in one of the zones beneath the Mushroom Forest
  • Fixed GMS jammed ventilation shaft being incorrectly positioned; also made some minor changes to the vent layout to accommodate this
  • The usual minor stuff (map/dialog/quest tweaks and fixes)

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Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« Last post by Styg on January 19, 2017, 01:46:20 PM »
Should I start anew to see all changes?
Like with populated outposts e.g.

It all works with current saves (though some stuff is timer based, so it might not appear immediately).
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Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« Last post by Fenix on January 19, 2017, 12:35:04 PM »
Should I start anew to see all changes?
Like with populated outposts e.g.
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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« Last post by Fenix on January 19, 2017, 12:27:32 PM »
Oof...Cool work!
We'll see it in future and how it ends right?
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Development Log / Re: Dev Log #49: Temporal Manipulation
« Last post by Styg on January 18, 2017, 10:36:27 PM »
Hello, i have one question about this new 'psi school' after reading this :
Quote
Veteran characters no longer receive base ability or skill points during leveling...
How could i use this new discipline in the expansion whith, let's say a psi bluid, if my character has reached the level cap ? Maybe i am misunderstanding something, but to be usefull, i will need to start a new playthrough ?

Thanks

Yes.
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Development Log / Re: Dev Log #49: Temporal Manipulation
« Last post by To_an on January 18, 2017, 09:43:56 PM »
Hello, i have one question about this new 'psi school' after reading this :
Quote
Veteran characters no longer receive base ability or skill points during leveling...
How could i use this new discipline in the expansion whith, let's say a psi bluid, if my character has reached the level cap ? Maybe i am misunderstanding something, but to be usefull, i will need to start a new playthrough ?

Thanks
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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« Last post by To_an on January 18, 2017, 01:28:55 PM »
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What I can say is that amount of XP required for veteran levels is substaintially greater than that for regular levels.
Thanks Styg. I will definitely looking for this expansion, even if i was first a bit suspicious about the new veteran feats, i could be surprised ;)

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but wonder what the heck motivates you to redo all those assets?
It's some kind of tribute. I remeber when i first played the game how fascinated i was by the graphics and how good the atmosphere was. And some assets are just and truly amazing - how have you done some of them, i can"t imagine. And because i could do that i suppose :) It started as an exercice and grow up slowly, taking a lot of my time :) But it's fun and i learn a lot.

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do you have some page with your portofolio or some other work?
Sorry Mac Orion, not right now. I am not a professional. Maybe when i will be ready to distribute it.

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Good work! Stygian Software approves.
Thanks a lot PhrygianDominant :) Could not do that if all of you haven't made the game.

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How will you make it available to players? Compatible with upcoming DLC.
I don't know yet mercy. It's far from finished... and the DLC is not already availalbe :)
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Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« Last post by mercy on January 18, 2017, 09:58:39 AM »
To_an, these are beautiful modifications. How will you make it available to players? Compatible with upcoming DLC.
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