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

Pink Eye

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I'm very into cock and ball torture
The developers are working on another set of improvements for the game. Here's the list:
Keeping players informed of what's coming and in the works is very important, so here's a list of upcoming/planned improvements and fixes (in addition to the next location coming in June):
Fixes:

- Fixed party being split when using ladders or elevator in the Armory
- Fixed VCO, Doors, and Containers overlapping enemies in combat and not allowing to target them
- Fixed AI skipping turns when facing doors with no free tiles behind them
- Grenade throw improvements
- Minor fixes (rare attack and inventory issues that most players never experienced)

Dialogues and text adventure elements:

- Added a PER check to warn you there's a frog in that Hydroponics unit before interacting; several beloved non-combat members of our community were killed by said frog
- Added a Streetwise check to warn you not to open the container with a turret
- Added a 'diplomatic' way to save Hank, as requested; the second phase is still combat only
- When requesting a party member's help in dialogue, a 'designated specialist' (if assigned) will be selected
- More party banter

Animations:

- Reload animations (almost done)

Btw, did anyone notice animated plants we added in the last update? Any feedback on that?
I think this looks great!
 

Cpt. Dallas

Learned
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Dec 15, 2020
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606
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Keep on the Borderlands
I put 13.5 hrs in over the Memorial Day w/e picking through Chp 1. Thank you for this.
FINISH THIS GAME DAMMIT. THERE IS NOTHING ELSE GOOD TO PLAY.
:thumbsup:

Suggestion: I only got one attempt at a strength check to move the crate in the armory. I could have passed it once I recruited more party members (but used the terminal instead).
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
I put 13.5 hrs in over the Memorial Day w/e picking through Chp 1. Thank you for this.
FINISH THIS GAME DAMMIT. THERE IS NOTHING ELSE GOOD TO PLAY.


Suggestion: I only got one attempt at a strength check to move the crate in the armory. I could have passed it once I recruited more party members (but used the terminal instead).
The big crate can't be moved using strength only.

Only the smaller one in level 2 can be moved with full party.
 

Pladio

Educated
Joined
Nov 28, 2006
Messages
57
The big crate can't be moved using strength only.

Only the smaller one in level 2 can be moved with full party.

Jed (?) had higher strength than my PC and I brought him down there later. It's the only stat check I recall that allowed only one attempt.

I don't think you understood me.

There are two crates in the Armoury. One on Level 1 - let's call it A - and one on Level 2 - B.

A can only be moved using the crane's control panels at the entrance to the Armoury. It has no actual skill check when interacting with it.

B can be moved either through the Juggernaut feat or with multiple party members and should allow you to interact with it multiple times.

Are you referring to A or B?
 

Marat

Arcane
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B can be moved with Juggernaut feat? I didn't know that. I hoped that 11STR character would be able to move it on his own but no dice.
 

Cpt. Dallas

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I see what you mean. I'm talking Crate A, in the 'entrance' level, will 'tab highlight', and respond with 'it's too heavy to move' (or somesuch) but not a true dialogue. It won't highlight after that. So it seems it's not a real stat check, then. Thanks.
 

Elhoim

Iron Tower Studio
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San Isidro, Argentina
B can be moved with Juggernaut feat? I didn't know that. I hoped that 11STR character would be able to move it on his own but no dice.

We had a bit of a talk about this the other day. I mostly pushed to keep it "Heroic Feat" only, plus also adding extra interactions for heroics all around the game. The group check is 20, and even if it can be argued than a single guy would need a lower check due to "concentrated force", even 11 seems a bit too little.
 

Marat

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Heroics are only available on character creation so it would seem companions won't get to pick any, but maybe they could have one by default. Besides PC is the hero of the story and companions are just his companions thus he gets the heroic feat. Who needs a party of two Cult Leaders?
 

Elhoim

Iron Tower Studio
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We still haven't designed the late game companions stats, but it might be a possibility that one might have a heroic feat (or maybe gifted).
 

Elhoim

Iron Tower Studio
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Yeah, the main point is to make them all desirable choices. I think we did pretty well with the current 3, so the ones that will come later will have to bring something interesting to the table to "dethrone" a character you have been building up during Chapter 1.
 

Takamori

Learned
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Apr 17, 2020
Messages
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We still haven't designed the late game companions stats, but it might be a possibility that one might have a heroic feat (or maybe gifted).
Would be cool to get companions a heroic feat if you manage to complete a special side quest with then.
 

jackofshadows

Arcane
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Oct 21, 2019
Messages
5,088
I'd say to limit heroic feats and implants very strictly for companions, overall balance purpose wise.
 

Takamori

Learned
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Messages
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We still haven't designed the late game companions stats, but it might be a possibility that one might have a heroic feat (or maybe gifted).
Would be cool to get companions a heroic feat if you manage to complete a special side quest with then.

While at it, PC must also romance them and act as their therapist.
No need to shove your salami inside the npc or behave like Billy Crystal on Analyse this, help then complete an ambition that can be translated into a dangerous mission, a heist, recover a piece of gear etc etc.
 

Pink Eye

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I'm very into cock and ball torture
It doesn't sound that far fetched. We have precedence with Faythe. If you run her revenge quest. Then get her to assassinate the guy who murdered her pops. She can get access to two unique strong feats - supporting combat playstyle, or sneak. Which one you get depends on how you interacted with her afterwards.
 

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