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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,837
Location
Le Balkans
I wonder what kind of attacks the jellyfish will be capable of doing. Or maybe there will be different types of them that have varying attacks.
Energy damage when you get too close plus brainwave interference.

Damn Commissar, now you ruined it.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
The squatter fight is so freaking intense. Just want to show it off, so you can see how excited I get whenever I do this fight:
Excuse the music, I was listening to Ravenloft.

Isn't it awesome?! It's one of my two favorite encounters - the other one is the frog encounter that has: three bullfrogs + two spitters + one psyker. Like it a bunch, really challenging. I always spend a lot of time preparing before doing it.


Give it a try in the next update, it will be a bit more challenging. I noticed that the rolls were 5 hit, 10 graze. It turns out there was an issue which made graze much lower than it should have been, so you'll get a couple more grazes. Plus gunfighter increases graze damage. Also, the shotgun guy had skills in rifle :facepalm:
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
So, for those interested.
Here are the new level graphs, based on the below:

Cum XP Requirement Lvl
0 1
40 2
120 3
360 4
760 5
1400 6
2440 7
4080 8
6720 9
10960 10


 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,636
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/648410/announcements/detail/3065240830440451447

Update notes for May 12, 2021

Party Management:

- Click on the party icon to the left of the inventory icon to open the Party Management screen
- Set designated specialists to handle skill checks when clicking on objects (to avoid switching characters manually)
- Heal your characters with medkits (the amount healed is modified by your biotech skill)
- Set auto-heal after combat (using available medkits).
- Set auto-reload weapons after combat (starting a fight with an empty gun is a thing of the past now)

Improvements

- You can now give implants to your party members based on their preferences
- Added more party banter in the Armory and Hydroponics
- Added new interactions when exploring Hydroponics
- Added an option to steal a badge from the Regulators HQ
- Added a sneaking opportunity in Camp Reid in Hydroponics
- Added some loot in Zeke's backroom, plus a different way in
- Added two extra stashes in the Pit
- You can now train party members (for now the same trainers as before, will consider adding more based on the feedback)
- Can't see beyond the vault door in the Armory before you open it (limited 'fog of war')
- You can now use Streetwise to get a better reward from Abe
- You can now use Persuasion to get a reward for Zeke
- You can now squeeze some money from Braxton and Jonas for helping them
- You can now ask Sarah for a reward because helping someone for free doesn't sit well with some players

Changes:

General

- Improved traveling in Hydroponics
- Added check value to doors and containers.
- Tweaked Explorer reputation
- Sarah's price for healing is tied to how badly you're wounded

Items

- Cloaking field base thermal detection resistance is 10 (from 25)
- Cloaking field base detection chance is 35 (from 25)
- Thermal vision is now properly reduced by thermal detection resistance
- Distortion Field evasion is 30 (from 35). Energy damage is 1-3 (from 2-4)
- Super Soldier stim: removed evasion bonus, AP increased to 5, reaction increased to 15
- Smoke Grenades' (low and mid) ranged penalty is 50/75 (from 60/80)
- Bulldog II is a bit harder to get, but it's a bit more powerful
- Added +1 damage to shotguns
- Reduced melee damage by 1
- Tweaked armor stats
- Tweaked the prices of several items.
- Items now sell for 10% of the price.

Enemies

- Starfish now recovers 10 HP when draining
- Starfish DR is now 10/8/6 (from 6/4/3)
- Tweaked enemies' equipment: they have more weapon variety and extra thermal vision.

Feats

- Changed Faythe's Assassin feat. Bladed THC +10, CS Chance +5, Penetration +10, Takedown +15
- Changed Faythe's Thief feat. Noise -1 and stealth skills' increase
- Gunfighter: added "Grazes do +2 damage"
- Removed Master Trader feat and refunded 1 feat point to characters that had it

System

- Increased weight of misses on defense xp distribution.
- Slightly reduced skill gain from attack and defense XP
- Improved AI attack selection, especially for shotguns when the enemy is engaged in close combat

Fixes

- Fixed a door in the Armory being usable in stealth but not in combat.
- Power Vest properly reduces initiative instead of increasing it
- Fixed issues with the Armory's elevator with a party member selected
- Fixed scav stealth dialogue coming up twice if you clicked repeatedly when interacting with it
- Removed infinite attack XP exploit on turret
- Fixed the character name text field caret bug
- Missed frog attacks now can trigger counter-attacks, reported properly in the textbox
- Fixed some cases when grenades could be thrown through the floor (from the first floor to the second)
- Fixed T-pose animations happening in some rare cases
- Starfish sounds are now affected by volume controls properly
- Fixed Swing attack becoming unusable after spending AP on other combat actions
- Fixed doors incorrectly executing opening/closing scripts on game start
- Gadgets don't stay active after ending/exiting stealth anymore
- Fixed incorrect combat rolls when attacking turrets
- Fixed shots sometimes missing starfish if it's displaced after the 'hug'
- Fixed graze being reduced more than intended when uncapped THC was lower than 5
- Fixed unreplaced tags in energy shield bullet miss message
- Fixed pressing R when grenade is selected replacing hand slot weapon with grenade
- Fixed incorrect items being sold when CC has 0 credits left
- Fixed Caleb's dialogue issues
- Fixed missing sounds on armory doors
- Fixed weapon hand resetting to 0 after spending last grenade in the belt
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,197
Location
Space Refrigerator
I'm very into cock and ball torture
Yooo! There's a new dialogue thingy! You can now ask Braxton why he wants you join up on his efforts! Woo! Check it out bros! I think this is so awesome, it adds more to Braxton's character. I like Braxton!
P2QJQsx.png
KcxAAVO.png
95k0k09.png
Consider me in your employment, captain! :salute:
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,165
I'd suggest using aimed attacks with daggers, same as in AoD.
but retaliations arent aimed, hence dealing no dmg
you also got flurry special that got same issue.

melee endless retaliations are important and due to current mechanics daggers got it worst. Even if you are dead set on using one you should disable its retaliation and hold in 2nd slot machete if possible
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
but retaliations arent aimed, hence dealing no dmg
you also got flurry special that got same issue.

melee endless retaliations are important and due to current mechanics daggers got it worst. Even if you are dead set on using one you should disable its retaliation and hold in 2nd slot machete if possible
Try a second wind build maybe instead. Of a reaction build?
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,165
Try a second wind build maybe instead. Of a reaction build?
but reactions deal in total more dmg than your main phase. Also as I said you can use bladed weapon that isnt dagger for reactions

also why second wind on daggers and not swords for example? Same AP, penetration isnt that important
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
but reactions deal in total more dmg than your main phase. Also as I said you can use bladed weapon that isnt dagger for reactions

also why second wind on daggers and not swords for example? Same AP, penetration isnt that important
Isn't the lack of going through armour the first complaint you had?
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,165
but reactions deal in total more dmg than your main phase. Also as I said you can use bladed weapon that isnt dagger for reactions

also why second wind on daggers and not swords for example? Same AP, penetration isnt that important
Isn't the lack of going through armour the first complaint you had?
yes? curent system favors dmg over penetration.
Its all connected since in the end you want to maximize dmg output no?
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
Yes, so if you build penetration with second wind and other killing type feats, you can become a killing machine on your turn rather than rely on reactions.
Reactions work well with reaction builds, but they're not the only builds out there.

I have played the game 5 or 6 times through now and with different build types. I didn't even realise a reaction build was useful until I saw it in the forums.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,165
Yes, so if you build penetration with second wind and other killing type feats, you can become a killing machine on your turn rather than rely on reactions.
but how are daggers better in such build? Over swords for example
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
Yes, so if you build penetration with second wind and other killing type feats, you can become a killing machine on your turn rather than rely on reactions.
but how are daggers better in such build? Over swords for example

It depends on the enemy DR to be honest. In low DR environments, then swords would be much better. In high DR environments, daggers/kinves.
In my knife build I was just carrying both a knife and a sword and used the right one for the right situation.

As an example.
-----------
With DR2 & Weapon damage 10

Sword: no penetration -> Damage 8 =(10 -2)
Sword: 30% (aimed torso) -> Damage 9 =(10-(2*0.7))

Knife: 20% penetration -> Damage 8 =(10 - (2*0.8)) (I think as not sure how rounding works)
Knife: 50% (aimed torso) -> Damage 9 =(10 - (2*0.5))
------------
With DR8 & Weapon damage 10

no penetration -> Damage 2 = (10 - 8)
Sword: 30% (aimed torso) -> Damage 4 =(10-(8*0.7))

Knife: 20% penetration -> Damage 4 = (10 - (8*0.8)) (I think as not sure how rounding works)
Knife: 50% (aimed torso) -> Damage 6 =(10 - (8*0.5))

So overall, it depends on what you want to do and the fights you take.
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
What was your reaction build? If you don't mind sharing. I want to try it.

Hmm, my build was pre-patch so might not work as well anymore but here it is:
6/4/10/10/6/4

Tagged SMG, Evasion.
Feats: Dodge This, Lone Wolf, Gunfighter, Artful Dodger
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,165
torso got so much more higher dr that extra penetration doesnt cut it.

I think its only worth discussing really aimed attacks at head, since thats where DR is lowest.

Also your comparison assumes that sword and knife deal same dmg - they dont.
knives get 20% dr penetration in place of 2 flat dmg. To make them even you must attack enemy/body part with 10 dr
 

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