Author Topic: Dev Log #10: Wrapping up the Crafting Stuff  (Read 12518 times)

Styg

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Dev Log #10: Wrapping up the Crafting Stuff
« on: December 31, 2012, 05:51:54 PM »
I've finished all the crafting updates for the next release:



  • Renamed the "Extract Toxin" blueprint into "Extract Humour". It can now be used to extract various bodily fluids from organs of dead animals
  • Creatures will now drop organs when killed. Different types of creatures (animals, insectoids) drop different organs. Harder to kill creatures have greater chance of dropping organs (e.g. rathound alpha has a better chance of dropping adrenal gland than the regular rathound)
  • Added health hypo blueprint. You'll need to extract substances from both animal (cave hopper, rathounds, dogs) and insectoid (psi beetle, burrower) organs in order to create those.
  • Added adrenaline shot blueprint. You can extract adrenaline from adrenal glands which are a rare drop on most creatures.



  • Added chemical blob trap blueprint you can use to create acid blob traps which entangle the victim causing high damage spread over a couple of turns.
  • Added acid bolts that you can create from the existing chemical bolt blueprint.
  • Added caltrops blueprint. When deployed caltrops deal small amount of damage to anyone who moves over them and drain additional movement/action points. They can also be coated in poison.



  • Added plasma pistol. It can be created from the existing energy pistol blueprint. Plasma pistols are high-damage energy weapons, but consume a lot of AP and energy when used which makes them a good
  • power attack weapons (aimed shot /execute), but not the best damage per turn weapons. They deal equal amounts of energy and heat damage.


* * * * *


I've also added Morphine Shot to the game. It reduces damage taken from any source by 50% for 3 turns, but after it expires the user will take damage equal to 50% of their missing health. Basically, you can use it to absorb good amount of damage over 3 turns, but you better make sure to stabilize before it expires. It's also a good way to survive between health hypo usages in difficult fights.


* * * * *


I will be tackling the creature respawning feature next, and then I'll fix the problem with certain kills not giving XP to the player (damage over time effects, explosive barrels, etc). After that there's a couple minor tweaks and bug fixes to handle and the next release will be ready.

Happy New Year everyone and see you in 2013.

pringdew

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #1 on: January 01, 2013, 08:27:49 AM »
same to you chief...

cane

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #2 on: January 01, 2013, 01:13:38 PM »
About crafting and blueprints

Can we have some kind of merchant just selling blueprints ( Just for the Alpha + Beta) because it's kinda annoying when you do a playthrough and you never find anyone selling these particular blueprints that you are looking for?

Eliasfrost

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #3 on: January 02, 2013, 01:12:40 AM »
Does the morphine shots kill you if you hae 20/100 health left? because that would mean you lose 40 hp after the effect. Or will your health never drop lower than 1 after morphine injections?

maheusz

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #4 on: January 02, 2013, 10:38:21 AM »
One question here too! If there is this plasma pistol powered by plasma core does that mean that there can be plasma pistol powered by something else? Considering that plasma is superheated matter I find this possible ;D. Can it?

Fenix

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #5 on: January 15, 2013, 09:36:58 AM »
Right now we have 1-grade medication, but maybe you'll add another, stronger medication?
I mean like Fallout Stimpack->Superstimpack->Healing Hipos from crashing shuttle.
Stronger medication can be much more  rare then  other medication.
Player can have it like quest reward, or can fid it in some abandoned, very dangerous places.
???

strelok

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #6 on: January 22, 2013, 07:06:50 PM »
I'm also loving these updates!  8)


I just can't wait for more quests and main story!!! AAAAAAAAAAARgh!!  :'(

Styg

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Re: Dev Log #10: Wrapping up the Crafting Stuff
« Reply #7 on: January 22, 2013, 09:33:27 PM »
Right now we have 1-grade medication, but maybe you'll add another, stronger medication?
I mean like Fallout Stimpack->Superstimpack->Healing Hipos from crashing shuttle.
Stronger medication can be much more  rare then  other medication.
Player can have it like quest reward, or can fid it in some abandoned, very dangerous places.
???

There will be at least one more level of healing meds.