I didn't take a screen of it because I forgot, but there were some crazy number requirements for certain crafting items. Like upwards of 100-800....is this possibly correct??
- Can you remember a part of components name or something like that? Would help me track it down.
Aaiieee. I can try and relocate it. I feel like it was vendors in Foundry though.
A few vents which were opened with the omni tool found themselves mysteriously closed after a subsequent load.
- Location would be useful.
Of course. This was in, I believe, the area where you find the robot remote.
Not allowed to use Red Dream mushroom in crafting?
K.
An instance where a Siphoner in a cave didn't "die" per se and still registered as a threat.
- What happened to it then?
It just stayed still with it's death art, yet remained as a "threat" and was un-lootable. It may even be the same screen as the post above me.
Crawler poison listed as "Cave Ear Poison" in inventory and crafting menu.
The critter regeneration seems particularly quick, especially in areas like the burrower mine in Camp Hathor.
- You mean respawning rate? It's meant to be like that in that area.
Yes. Ok.
I feel like it should be made more clear how IMPORTANT considering and subsequently using SGS as a homebase, hub, reference point really is. It took me a weird and unintuitive pattern of thoughts before I thought to visit Quinton and Ezra in order to further a Foundry quest. I personally feel like an earlier precedent needs to be set where you have already had to come back to these guys more than once or it has been potentially hinted at somehow that they are people you'd want to talk to even when not performing SGS quests. Perhaps though, SGS as I've suggested will be more clear in the final game. And cheers to you for that! It has always been a wish of mine for an RPG like this to incorporate a hub which is actually meaningful, useful and necessary!
- Yeah, we plan to make SGS more relevant and more like a home base in the future.
Word, looking forward to it!
Some items don't re-stack when hitting "sort".
- Are they meant to restack? I dunno. :/
Dude. Come on.
I dislike the shield recharging being set on an auto-use of sorts. It's almost always wasteful unless you start walking before the next charge.
- The programming is such that it attempts to be the least wasteful, but yeah, I get what you mean. On the other hand, a full shield emitter can save your life so it'd make sense for the character to want to keep it charged fully.
Yes, but it's very easy to manage this yourself. Again, the auto-fill is a poor implementation. Maybe a toggle somewhere to de-select auto?
Perhaps crafting bear traps shouldn't give us so many traps?
Well
I think it's verging on exploitable.
Level Cap at 20?! NO. Styg? No.
- Yes. (will be increased to 25/30 later on)
Interesting. So I take it this means we've already got 2/3rds of the game? You better get to work on Underrail II if that's the case!
If you have a high enough Trap skill I feel like you should be able to use the "disarm trap" on yourself if you accidentally step in one (especially if it's your own).
- Heh, I guess, though I doubt I'll implement that.
Why the non-lootable TNT?
- We sometimes use containers and other stuff purely as decoration. We'll put at least one lootable TNT at those places.
Cannot, to my knowledge, unload the blob pistol.
- It's meant to be this way.
Can we make the sound mute when doing an alt-tab?
Perhaps the ability to poison already-made traps/weapons?
I feel like the value of what traders are looking for should go up like supply and demand would normally lead to.
- That would be nice, but I don't think I'll have time to work on the trading system again.
The way money splits during trading in inventory is a little annoying. Would be nice if money auto-stacked in inventory.
Hey, protectorate, I just did y'all a favor by getting that damn train...maybe you could let me use the elevator to go down?
- Yeah, that'd make sense. We'll fix it.
A blob gun reload which works like the regular gun reloads on the main screen UI would be nice.
- It was supposed to work like this. Fixed for the next update.
Character look changes with armor change (this did happen with Rathound King's gear which was a great implementation, though it would be nice to see a difference between goggles, balaclava, headgear, armor, etc in general).
- Distinct armor categories do change your appearance (leather, leather with stealth overcoat, leather with regular overcoat, vest, vest with stealth overcoat...etc). It is, however, all but impossible to have each and every variation (cave hopper leather, rathound leather, etc) have its own graphics.
I wasn't talking about different versions of types of equipment...but things like headgear changing would be particularly nice though. If not possible, not the biggest deal obviously.
Which leads me to: Character and PC Portraits! I'm sure you mean to implement them eventually, I'm simply pointing out how excited for them I am.
- Yep, we'll get those in eventually.
Renting Lockers. So, I lost a big bundle of stuff I was carrying because I can't remember where I stashed it. Now don't get me wrong, I love being able to stash stuff...but perhaps we can rent out lockers in towns? It'd be a great thing for space cadets like me. Trust me...the amount of time I've spent trying to track down where I stashed that robot remote control...FUCK!
- Maybe be able to stash it in the train...
That would be great, yeah.
Using "Alt-Left click" for crafting the same way you do between inventory and containers would be awesome.
- I'll look into this when I get around to polishing the controls.
Great!
Would have been nice to read something interesting on the computer in that basement in Junkyard with that mysterious disc item.
- But then it wouldn't be so mysterious. I have plans for that disc...
Styg, don't be lazy. A good writer should be able to convey mystery without giving things away. Little pieces of flavor on computers were the only good thing about FO3's writing. Obviously this isn't the case for this game, but little treats like that go a long way.
Bryan in Foundry is a great character. More flavor material like this, please!
- You didn't meet the Dude yet?
I did...but...he didn't have any dialogue?
Really glad there's no re-spawning other than critters and the remains always lying where you left them. A nice sense of accomplishment is felt when revisiting areas because of this.
Loved the exploration surprises such as the Lost Vault Traders and Lurker Smugglers. Might be nice if every now and then a small quest were attached to such encounters. Would really go a long way in fleshing out the game-world, imo.
- We had plans to add one there, but ran out of this for this particular update. Might revisit this at some point.
Not just there specifically, but a few sprinkled mini-quests in these hidden locations would be pretty neat.
Dialogue options after drowning the burrowers in Hathor were hilarious. Again, more of this!
It's in my previous post in this thread but every single thing about the Rathound King quest was goddamned perfect. He even noticed my trap and fucking disarmed it! Again and again...MORE LIKE THIS.
- We're very happy to hear this. It was a real pain in the ass to script and test all the possible outcomes of this quest.
I'm sure it was but the more material like this you have the more memorable your game will be in the end.
If there's a purpose to or connection with the Olivia TNT story and the mixing of chemicals on her desk it was lost on me.
- It's a way to kill her and make it look like an accident.
I mean specifically: Is there a connection with her story and the chemicals/desk? I already found the way to arm the cart (killed her by accident the first time!)
Is there a purpose to the beast's skull? If not I guess I'll, um, just keep it in the footlocker next to my bed in SGS.
- Maybe you'll be able to hang it on the wall at some point.
Hehe. Cool.
What is that mysterious disc item in that Junkyard basement!