Recent Posts

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General Discussion / Test
« Last post by Daithi on December 26, 2021, 01:42:46 PM »
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Announcements / Prometheus Wept Kickstarter Funded!
« Last post by admin on November 22, 2021, 01:59:06 PM »
Prometheus Wept has funded on Kickstarter! Short term, I'm going to focus on delivering the rewards for Kickstarter, then updating the demo and releasing it on Steam, before returning to development.
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Resolved Bugs / Extra Information on Linux Screen resolution issue
« Last post by Daithi on December 04, 2019, 07:48:24 PM »
Tim kindly got in touch to provide some additional information on this, which may be of use to others using Linux. Thanks Tim! See below:

I consider the main culprit being Dell. They managed to build a screen which comes with a build-in overscan of about 3-4 pixels (the pixels are actually below the plastic frame) which might look nice for watching movies, yet for Cinnamon with its hard-to-use tiny scrollbars,you can't even see them for maximized windows. The solution is as software underscan:

What I did not realize at first is that this does not only resizes the desktop, it tells 3822x2149 as screen resolution to every application that's asking. I used the same trick earlier to get the game running in 3200x2048. That, however, did not open up the resolution. However, it's possible to switch the game to 3200x2048 windowed in-game and then it comes up without graphics error in higher resolutions. Afterwards, I was able to start it in 3280x2180. Setting the game to this resolution, however, is only possible without the underscan. Also, setting the game to 3280x2180 and afterwards re-enabling the underscan makes the game automatically reset to 3200x2028, and the graphics error re-appear.

To subsum, I haven't tried, but for people who are overwhelmed by this story, deleting the settings file actually does solve the problem if, and only if, any underscan settings are removed for good before starting the game for the first time afterwards. I am now able to freely set the resolution, however, I have to disable underscan to play.
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Gameplay Discussion / Version 1.06 - What's happening
« Last post by Daithi on August 20, 2019, 10:07:22 AM »
[Content]
- New Perk: Float Like A Bee - Increases armour class by 6, if no firearms or melee weapons are equipped
- New Perk: Underworld Nemesis - Demoralises up to 3 enemies at the start of combat, reducing their AP and initiative
- New Perk: Mobility Drills - Increases move AP by 1 for entire team
- New Perk: Don't Interrupt Me - Reduces chance of triggering an interrupt or attack of opportunity by 8%
- New Perk: Influential - Doubles the character's area of influence, allowing them to inflict fear and terror on more distant enemies
- New Equipment: Specialised Tools +
- New Equipment: Field Manual
- New Equipment: Advanced EMT Kit
- New Weapon: General Arms Peacemaker +
- New Weapon: Bar Mace +
- Added 7 new newspaper articles

[Bugs & Text]
- Raid difficulty now scales with time, rather than being linked to the difficulty of the tile the raid occurs on (Dorok)
- Defeating Elias Rooke now provides a single piece of high level intel
- Fixed a number of text errors (liessahl & awg)
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Gameplay Discussion / Version 1.05 - What's Happening?
« Last post by Daithi on April 25, 2019, 12:47:08 PM »
[Content]
+ New Utility Item: Alcohol - Injuries don't reduce stats, but -3 initiative
+ New Utility Item: Sharpening Stone - +15% bleeding and +4% critical chance on bladed weapons
+ New Utility Item: Weight - +15% concussion chance and +6% damage on blunt weapons
+ New Utility Item: Spinning Bow Tie - Reduces the chance of enemy interrupts and AOO by 10%
+ New Weapons: Tactical Katana +, Preston Mule +
+ New Perk: Perky - gain 2 perk points
+ New Perk: Skull Cracker - Increases damage from targeted head attacks by 25%
+ New Perk: Linebacker - Increases interrupt/AOO chance by 15%
+ New Perk: Fan Out - The entire team can move 2 additional tiles in the reposition phase
+ New Perk: Ops Specialist - Reduces the time required for ally operations by 40%
+ New Crafting Recipes: Sharpening Stone, Weight, Tactical Katana +, Preston Mule +
+ Added an epilogue for the Elias Rooke & Nadia Belmont encounters
+ Added 5 new diary entries
+ Added 4 newspaper articles

[Improvements]
+ Stat points for allies before they are discovered are no longer automatically allocated
+ Added extra information on commonly used TLAs (three letter acronyms) and overwatch
+ Modified the overwatch threshold buttons to make the active button more obvious

[Bugs & Text Errors]
+ Fixed bug whereby if gang boss is eliminated, the highest ranking lieutenant will not display on the gang intel screen. (inanimate carbon rod & liessahl)
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Report a Bug / Re: Armour duplication
« Last post by Daithi on April 15, 2019, 10:13:35 AM »
The duplication is fixed - starting to prepare the builds now. I think the display objects were just being duplicated, as opposed to the armour themselves, so multiple characters could equip the same armour.
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Report a Bug / Re: Armour duplication
« Last post by Daithi on April 10, 2019, 09:05:17 PM »
Hey, sorry I missed your post, Nomad. It's been fairly quiet around here and I've sort of fallen out of the habit of checking the forum. Must have introduced this bug when fixing another armour bug. It looks like there's still a duplication issue, where multiple copies are made of the same armour. Pretty sure it will only happen when making multiple armours at once. Thanks for putting it on the radar, will go after it on next update.
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Report a Bug / Re: Armour duplication
« Last post by Nomad on March 04, 2019, 06:04:35 AM »
Interesting....

So... I had my first fight with the armour.
Got hit pretty hard.
After the fight... one of the armours in the base inventory was "Broken".
I checked... and three of the four characters had "Broken" armour. One of those three got really badly smashed in the fight (used that trait where they keep standing after being knocked below one health).

It seems that we are all sharing the same armour (except for one character who got their own armour).
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Report a Bug / Armour duplication
« Last post by Nomad on March 04, 2019, 05:40:29 AM »
Hey there.
Remember ages ago when I made multiple armours and when I equipped it, they were all used because they didn't really stack?

Well... this time I made two armours... and it added two armours to the base inventory.
I put one on a character... and I still had two armours.
I put the "second" on another character... and I still had two armours.
I put one on each of my two remaining allies... and I still have two armours.

I do prefer the bugs that don't penalise.  =)

Not sure if you're still working on this... but just thought I'd let you know.
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Gameplay Discussion / Re: Version 1.04 - What's happening?
« Last post by Daithi on February 20, 2019, 06:36:37 PM »
Omg I've been living a lie. I believed that tooltip. haha

:)
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