Author Topic: Dev Log #53: Expedition Gameplay Video  (Read 748 times)

Styg

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #15 on: July 14, 2017, 07:51:00 AM »
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)

The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

Styg

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #16 on: July 14, 2017, 07:58:38 AM »
Cant wait, want to play it as soon as possible. Any chance to release it this year?

There's always hope.

Styg, are those stylized dash icons the new transition mechanic you talked about? Tell us a little about that. Looks like they're unavailable while you're encumbered.

Those are new direct ability checks for strength and agility tasks (agility ones are unavailable if you're encumbered as well).

And now you've done it, your forum probably can't handle the tribals' pseudo-nordic names! :P

People will have to purchase the forum DLC in order to discuss those.

Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

Looking good so far. Shotguns look good - any vids of swords?

No vids, atm, but let me assure you - the swords are awesome.


sin

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #17 on: July 14, 2017, 10:51:22 AM »
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P

Styg

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #18 on: July 14, 2017, 12:12:39 PM »
Maybe is not the right place but curse my curiosity: Styg will be getting a new type of armor (or unique one)?, in the video there is a kind of variant of the tactical vest which provides reduced bullet critical damage and additional fortitude.

There will be no new armor categories, but we do have some new leather armor materials. Also, there will be a number of new unique armors.

I kinda hoped for higher quality version of psi beetle carapace for tactical/riot from psi crabs. :-P

That's in too.

Altos

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #19 on: July 14, 2017, 01:57:02 PM »
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I can get behind that.

On another note, will it be possible to find any of the new items outside of the Black Sea, or will the player have to venture into the expansion in order to find a spear or a shotgun? Sorry if you've already answered this.

Styg

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #20 on: July 14, 2017, 02:06:37 PM »
The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I can get behind that.

On another note, will it be possible to find any of the new items outside of the Black Sea, or will the player have to venture into the expansion in order to find a spear or a shotgun? Sorry if you've already answered this.

As for weapons, you'll find them regularly in stores and loot of the original game once you install the DLC. While new meds and such will require blueprints and crafting materials from the new areas.

destroyor

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #21 on: July 14, 2017, 11:34:13 PM »
Well, numbers are possible to change, the idea was more to show off some stuff we did.

Yeah, I know, and I am very thankful that you guys are even willing to show us this stuff before it has gone through rigorous internal testing. :)

In retrospect, the +2 INT probably won't make much of a difference for players outside of crafting, as it only affects psi regen otherwise (excluding dialogue and feats because those are determined by base INT).

Crafters will probably get the biggest boon out of the drug, since it will increase the effective value of their crafting skills by 17.0% (8.5% for each bonus point, according to the Wiki) as long as base INT is 4 or higher. In combination with +2 INT Junkyard Surprise (another 17.0%) and the 15.0% crafting bonus of the player crafting benches, this allows for a cumulative effective skill increase of 49.0%. Feel free to check my math in case I screwed something up. ;)

Regardless, I don't expect it to really change the game all that much. I guess you guys should be happy that the only criticism I can produce is a weak one. :P

Keep up the good work! :)

The idea with Hypercerebrix is to replace the use of Junkyard surprise, so the intelligence bonus will be taken off from the latter.

I hope this change will apply to DLC owners only as it seems to punish players without DLC.

Styg

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #22 on: July 15, 2017, 07:56:11 AM »
No, it will apply to all. I never much liked the idea of the optimal crafting session including spamming junk food.

Bruno

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #23 on: July 15, 2017, 08:44:59 AM »
No, it will apply to all. I never much liked the idea of the optimal crafting session including spamming junk food.
Thanks, this is good to hear. Didnt much like all "use JS for crafting, only 20 reloads" build suggestions, it is bad for the feeling of the game.

Turbodevil

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #24 on: July 15, 2017, 08:59:42 AM »
Good:

- The music is AMAZING are these new tracks or were I deaf during my playthrough?
- Environment looks great as usual
- Shotgun has kicks!
- Spear is huge and looks like melee weapon for actual combat (sorry knives)
- Transition to jet-skiis seems smooth

Bad:

- Shotgun burst attack seems weird. Aren't assault rifles/smg for burst?
- Another bug that shoots lightning? I still get nightmares with these Coil Spiders :P

Funny:

- I chuckled when enemy run up to you and threw knives at you, then after losing 10% of health you picked a shotgun and one shotted him. "That's cute, here's actual weapon though. Bye" :)

mercy

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #25 on: July 15, 2017, 11:18:23 AM »
[..]For those who just can't wait to get to explore the Black Sea themselves, here's a short video from the recent internal testing that we've done (this is NOT a trailer). It does contain some spoilers, though we tried to censor the important stuff, so be warned.

https://youtu.be/qHXG2SCMEGk

Anyway, that's it for now guys. Let us know what you think.
- = negative, + = positive


+ Awesome animated water effects! Had to zoom in and rewind multiple times just to look at the beauty you created.

- Shotgun SFX should be one big BAM! Not this weak, automatic rifle sound thingy. This way its "MEH!.." and not satisfying at all. :(

+ Electric attack SFX (monsters) is much better for example than your "shotgun"

- "Rock Blasting through" sound (ends with rocks falling) is very loud and frightening, tone it down PLS.

+ New graphics is surprisingly nice!

- At elevator the text is nice green, but your dialog selection option BG highlight should be toned down or be something else, like a low opacity green color BG or a much more faint  orange w. low opacity!

- Handmaiden attack physical feedback: you should have "player character-hit" animations. Player character standing there like a rock, while he is being hit by the Handmaiden takes away from immersion! Even fallout had hit-hurt-reel-back animations. 

- Single shotgun sound is also weak, if that's what is shot during Handmaiden battle.

+ Very nice room illumination effect when the machine is turned on and it switches on the lighting.

- Gun + grenade explosion sounds are weak overall. They should have that "OOMPH!"  Review the awesome DOOM 1 or DOOM 2 sounds please from the DOS/4GW Extender era!

I you want your weapons to really sound good and have an "OOMPH!", I can make your sound effects go BOOM, if you agree to send me your current ones - even if you send just one weapon sound file to try me out: PM meHere is my sound effects portfolio for OpenXCOM.

+ Nice Jet Ski graphics and sound effects!
« Last Edit: July 15, 2017, 11:22:51 AM by mercy »

epeli

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #26 on: July 15, 2017, 11:44:18 AM »
- The music is AMAZING are these new tracks or were I deaf during my playthrough?
- Shotgun burst attack seems weird. Aren't assault rifles/smg for burst?

Yeah, all the music is new. Sounds like the soundtrack is getting a sizable expansion as well.

Check Dev Log #51: New Weapon Types, there are both regular and combat shotguns and only the latter have burst attack. I think we'll be seeing plenty of other weapons/items with special abilities as well now that there's support for it. Like that double-barreled shotgun in the video.
[[Underrail Wiki]] // character build tool: underrail.info.tm (thread)

mattu

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Re: Dev Log #53: Expedition Gameplay Video
« Reply #27 on: July 15, 2017, 12:28:27 PM »
Yeah, all the music is new. Sounds like the soundtrack is getting a sizable expansion as well.

Oh, that is great news. I love Underrail's music. Josh Culler is so good.