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21
Bugs / Re: [1.0.3.13] Newton does not survive being saved
« Last post by TheAverageGortsby on December 14, 2017, 12:24:22 AM »
Got it. Fixed for the next update. :) Poor Newton.
Thanks for the patches.  I actually felt so badly for Newton that I went ahead and restarted my Dominating attempt with the same build, just so I could save him.  Feeling badly for an NPC.  What a silly thing to do. ^_^
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Development Log / Re: Patch Notes
« Last post by Styg on December 13, 2017, 11:23:46 PM »
Version 1.0.3.16

Crafting
  • The price and weight of a crafted/generated sniper rifle will now also take into account the price and weight of the scope and barrel (not retroactive for already crafted/generated items)
  • The price and weight of a crafted/generated assault rifle will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
  • The price and weight of a crafted/generated SMG will now also take into account the price and weight of the barrel (not retroactive for already crafted/generated items)
  • The price of a crafted/generated boots now also take into account the price of soles (not retroactive for already crafted/generated items)
  • The price of a crafted/generated energy shield emitters now also take into account the price of secondary emitter (not retroactive for already crafted/generated items)
Bugs
  • NPCs will no longer attack you because they were damaged by an explosive barrel that you did not destroy
  • Fixed new GMS sentry bots not being hostile to the player
  • Minor map and dialog fixes
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Development Log / Re: Dev Log #56: Experimental Branch with Version 1.0.3.13
« Last post by Bruno on December 13, 2017, 09:31:52 PM »
Mechanics
  • On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)
This took me by surprise. Quite fun.

Quests/Maps
  • Reworked a lot of encounters to scale with game difficulty (from easy to dominating). Normal was mostly kept as it is, but some encounters (typically mid-late and late game ones) were made more difficult on that level.
I usually play on Normal and are now trying Hard. Very fun with scaled encounters! Have to play with renewed alertness after being used to Normal.


Love the patch. Good to see the game isn't finished yet.
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General / Re: How defense skills (Dodge and Evasion) work
« Last post by MirddinEmris on December 13, 2017, 09:20:04 PM »
Quote
Correct, that's why the modifier is not a precise value. Doing this with ranged wouldn't be practical due to weapon durability, ammo and AI behavior.

Thanks for the reply. And yes, melee is better for such experiment due to having less additional variables.
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General / Re: How defense skills (Dodge and Evasion) work
« Last post by epeli on December 13, 2017, 09:01:48 PM »
Are you sure it's working correctly? It says that when attacker's and defender's skills are equal the hit chance is 80%, I'm pretty sure the default hit chance in this case is 70%.

Also it can't handle skill value being 0.

Yes, this is pretty much how it works in-game right now. But who knows if it's different after the next hotfix!

The in-game combat calculation seems to have conditional handling for the case of negative or 0 skill. I didn't add special cases like that yet, that page was just a quick test to get the ball rolling.

Quote
So, to estimate the role of defense skill, I went against something with known fixed melee skill and edited my effective dodge stat until I found a spot where hit chance no longer visibly dropped.

So, correct me if i'm wrong, you didn't see actual visual confirmation of hit chance, but instead calculated it form the amount of attacks you got, right? Also, were those melee attacks or ranged?

Correct, that's why the modifier is not a precise value. Doing this with ranged wouldn't be practical due to weapon durability, ammo and AI behavior.
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General / Re: Post your experiences with the new Dominating difficulty!
« Last post by Sykar on December 13, 2017, 07:56:27 PM »
Ok this is not even fun anymore nor is it really hard when you are at the last step of the Foundry "The Beast" quest line. The waves are seemingly endless, the companions are terribly equiped (two grenades, no armor piercing bullets?)

This rests entirely upon how many bear traps can you squeeze into this fight. Sorry Styg but this has nothing to do with difficulty, it is flat out stupid and requires little to no tactics  just spam bear traps before the fight leaving just one tiny corridor. What is worse there is no alternative. Spam bear traps or get overrun.

Please limit the waves to like 3-4 having 6+ with double the amount of enemies and 50% more HP is just silly.
27
General / Re: How defense skills (Dodge and Evasion) work
« Last post by MirddinEmris on December 13, 2017, 07:48:17 PM »
Quote
So, to estimate the role of defense skill, I went against something with known fixed melee skill and edited my effective dodge stat until I found a spot where hit chance no longer visibly dropped.

So, correct me if i'm wrong, you didn't see actual visual confirmation of hit chance, but instead calculated it form the amount of attacks you got, right? Also, were those melee attacks or ranged?

Anyway it's an interesting food for thought, thanks for sharing.
28
Suggestions / Re: Chemical suggestions
« Last post by hilf on December 13, 2017, 04:59:43 PM »
Tchort is evolution, Mindless.

I'm aware cryogun is nice, i was using it alongside other chem pistols before they were buffed. In fact, Arena spectators named me Mr Freeze :)
I was focusing specifically on how belts affect different chemical pistols and cryo got short end of the stick here. But thanks for input, broader perspective is always good.

There is one more problem:
5. with Mad Chemist iceblock lasts 2 turns and belt debuff will wear off together with CC. You often don't want to attack CCed enemies so cold damage amplification will be wasted.
Increasing debuff duration to 3 turns would solve it as well as DOT problem described in my first post.

Tchort guide You.
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General / Re: How defense skills (Dodge and Evasion) work
« Last post by Tygrende on December 13, 2017, 03:53:14 PM »
Are you sure it's working correctly? It says that when attacker's and defender's skills are equal the hit chance is 80%, I'm pretty sure the default hit chance in this case is 70%.

Also it can't handle skill value being 0.
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General / Re: Post your experiences with the new Dominating difficulty!
« Last post by epeli on December 13, 2017, 03:21:26 PM »
http://steamcommunity.com/app/250520/discussions/0/1291817837625196247/
Quote from: Steam
add it to the Underrail Wiki?

Will do once the bugs are fixed. Soontm.
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