The_Mask
Just like Yves, I chase tales.
I found that part a bit amusing too. Maybe there should be a cute title card thanking you for testing the game. Or something. Be cute.
Changelog for yesterday and today:
Improvements
- New map screen with lore snippets;
- New stimulant: Zen - Removes Panic and increases neural resistance by 50;
- New area: Mission control;
- New enemy: Mind worms;
- Added Num1-9 keyboard shortcuts to dialogue answers;
- Key rebinding screen now detects bindings that are already used and offers to erase them;
- Added special cursor and text for characters that can't be taken down;
- Added combat queue item highlighting when pointing at the character in the world;
- Added "electric shock" visual effect for some attacks;
- Implemented small versions of main panel ally boxes (no portraits) for combat;
- Limiting object outlines to current floor only if PC is in a building;
- Limiting object outlines by distance;
Changes
- Increased helmet DR;
- Increased enery weapons cell consumption. Pistols use 3, rifles use 4. Magazine size increased to 12;
- Energy pistols damage reduced to 15-17 (standard), energy rifles to 20-22;
- Prices rebalance. You can sell for 20% now, prices for common loot items is lower;
- Cloaking field gadget now replaces sneak ability, doesn't add to it. This means it's 100 on the first turn, then starts going down depending on the gadget stats. If your skill is higher than the cloak value, it's used instead;
- Re-arranged the map list in the Pit, separating them in Main Street and Camptown locations, and adding indents and alphabetical listing for more clarity;
- Creeper is not draining HP anymore if it didn't do any damage;
- Turrets now prioritize targets by THC, then range;
Fixes
- Fixed lack of Biotech reward on the stimlab machine;
- Fixed lack of XP from turret fight;
- Fixed collisions creating an invisible wall on barnacle fight;
- Fixed combat not starting when killing a scav in MCT and then being found;
- Stealth now ends when killing all scavs;
- Fixed some prices being higher than intended (energy weapons, energy cells, light riot armor);
- Fixed Manny not taking your money;
- Caleb properly gives ammo;
- Fixed being able to start combat while sneaking inside Camp Reid Room;
- Fixed being able to repeat regulators and Camp Reid room sneak over and over;
- Specialist is now checked when trying to remove the targeting control module to repair the turret;
- Fixed typos;
- Fixed AI spending incorrect amount of AP for opening a door;
- Fixed melee fighters skipping turn if they're supposed to attack from closed door's tile, and you stand right behind the door;
- Fixed characters sometimes walking through doors;
- Fixed key rebinding window sometimes becoming unresponsive;
- Fixed stealth info panel not being updated with active character's stats;
- Fixed animation-related AI freeze;
- Fixed weapon not being set as activate when unequipping both weapons, then equipping one;
- Fixed items not usable from the inventory screen's inventory grid;
- Fixed an inability to switch back to PC via combat queue item, when double-clicking on it in placement phase;
- Fixed wrong specialist character being selected in dialogue actions;
- Now can't equip an item if it blocks the slots that are already blocked;
- Fixed larger initiative penalty shown as green in item comparison;
- Added Creeper grab attack textbox reports;
- Fixed displayed reaction values and tooltips in several UI screens;
- Fixed incorrect implants value in HP tooltip;
- Fixed Chance quest crash;
- Pulse grenade now affects turrets;
- Fixed lost focus in dialogue screen when you click away into game viewport;
- Fixed turret MaxAP reset to 0 after reloading;
- Fixed character creation screen layout slightly moving when player changes stat values;
- Fixed character creation screen showing "unspent points" message only if there was > 1 point (should be > 0);
- Accuracy from wearable items (helmets, goggles, etc) now stacks with accuracy from implants;
Is true random the best way to play? Or does it make the game too frustrating? I’m not sure why “heavily adjusted” is the default.
I play in True Random. I honestly can't tell the difference between the other modes. If I understand it right. Other modes make RNG less punishing, but meh.
Yes, and no.Is true random the best way to play? Or does it make the game too frustrating? I’m not sure why “heavily adjusted” is the default.
Is true random the best way to play? Or does it make the game too frustrating? I’m not sure why “heavily adjusted” is the default.
RNG is like religion, there's not a best one except the one you think it is for some reason.
I play in True Random. I honestly can't tell the difference between the other modes. If I understand it right. Other modes make RNG less punishing, but meh.
Not really, they basically adjust it to the small number of instances a combat has (there aren't hundreds of attacks in combat). So there aren't long "streaks", and actually try to represent the % you are seeing a bit better. So you might not have 3 consecutive misses at 90%, but neither will the enemies.
if there's any big mechanics changes coming up, I may hold off for my next (last) EA playthrough so I can give feedback. Price changes seem like they could be impactful.. what's the general idea, reduce/increase money available by the time the Factory is opened up?
Play solo, broski. The three worms encounter is by far the most demanding combat content I've experienced thus far, LMAO!hopefully there will be more demanding specialist content in the middle/late portions of the game.
What we're working on - Sep '21
The next big update won't roll out until the end of October, but to keep you informed here's what we're working on right now.
Design:
- the Shuttle Bay (the next location, right outside of the Habitat); it will be heavy on diplomacy and multiple outcomes that will be immediately tested.
- The Habitat layouts; right now we're looking at 9 maps, but we'll probably trim something to make it more manageable.
- Finalizing the planned system changes (next task after the Shuttle Bay)
- An alternative way of dealing with Hargrave for characters that dislike combat and diplomacy but don't mind knifing someone in the back when nobody's watching (that's just the design and writing, it's unlikely we'll be able to release it with the Shuttle Bay, but it's in the works)
3D Modeling:
- Props for the Shuttle Bay: mainly, the shuttles and machinery
- The door with the retinal scanner for Mission Control and energy turrets to replace the temps
- Ship-made energy shotgun (we already have an Earth-made 'shotgun', an rapid-fire gun (SMG), and a 'sword' but didn't have time to add any of them yet). Still, the work on the arsenal continues.
Art & Animations:
- animating Romeo (combat animations)
- animating Ol' Bub (already modeled)
- portraits: Shadow who will play an important role later on and 6 portraits for the Shuttle Bay
Programming:
- tutorial mechanics
- fixing reported issues
Now, question for you. Romeo has two weapon mounts that have some forward mobility (but no arms). You can mount an energy cannon, a Ship-made machine gun, and a multi-shot grenade launcher. Should we add some kinda melee weapon as well? A makeshift "spear" or a chainsaw? Something else? You vote won't magically make it happen as an extra weapon would need to be modeled and animated, but it will give us something to consider.
I've pointed it out to Vault Dweller and his response was that even with gun and all equipment we would stand no chance so there was no point confiscating it: http://www.irontowerstudio.com/forum/index.php/topic,7954.msg160606.html#msg160606It is a little silly that the Black Hand just throws you in jail with all of your equipment.
Mainly it would be a scripting pain in the ass, taking it all, placing it in some container (otherwise the players would complain and reload to sell all extra weapons prior or store them somewhere else), all so that you could escape and loot said container a few min later. Easier to say that you're treated as a temporarily detained guest nor a prisoner, which makes sense considering you're an emissary from the Pit that Dumont's bosses would definitely like to meet.I've pointed it out to Vault Dweller and his response was that even with gun and all equipment we would stand no chance so there was no point confiscating it: http://www.irontowerstudio.com/forum/index.php/topic,7954.msg160606.html#msg160606It is a little silly that the Black Hand just throws you in jail with all of your equipment.
Later on as it's not a high priority right now. I know that some people complain about it but they will complain louder still if we delay (well, significantly delay) new locations but pretty up the Pit. It's definitely on the list and we won't release the game without it.Elhoim
Hello, I'm sorry if I asked this before, but when are you planning to implement AI routines, pathing scripting for npcs? so the world feels more alive and less static?
When do you plan on adding more ambience and other to the sound design to the game?
Thanks!
Easier to say that you're treated as a temporarily detained guest nor a prisoner, which makes sense considering you're an emissary from the Pit that Dumont's bosses would definitely like to meet.It is a little silly that the Black Hand just throws you in jail with all of your equipment.
Will do.Easier to say that you're treated as a temporarily detained guest nor a prisoner, which makes sense considering you're an emissary from the Pit that Dumont's bosses would definitely like to meet.It is a little silly that the Black Hand just throws you in jail with all of your equipment.
That's fair. I think it would be less jarring if this is something that would be brought up in the dialogue with Dumont, if changing the script at this point is an option.
Here's what Iron Tower Studio plans on doing next:
https://steamcommunity.com/app/648410/discussions/0/5040080777791190957/
What we're working on - Sep '21
The next big update won't roll out until the end of October, but to keep you informed here's what we're working on right now.
Design:
[...]
- Finalizing the planned system changes (next task after the Shuttle Bay)
[...]
Nothing major, just tweaks and improvements.Vault Dweller what are these changes, in a nutshell? Feel free to link if described elsewhere.
edit: to keep it simple, maybe just describe what the intended goals are with the changes, rather the actual changes themselves.
Thanks - let me try it another way. I have one more EA playthrough in me before full release; do you have any insight into what EA build/milestone you think would benefit the most from some painfully ocd feedback?Nothing major, just tweaks and improvements.Vault Dweller what are these changes, in a nutshell? Feel free to link if described elsewhere.
edit: to keep it simple, maybe just describe what the intended goals are with the changes, rather the actual changes themselves.
Then I'd strongly suggest to leave it until we add chapter 2 in Feb. Right now we're just building the 'infrastructure' and don't have time to focus too much on the systems, balance, rewards, etc. Even the system update in Nov won't be close to final at this stage.Thanks - let me try it another way. I have one more EA playthrough in me before full release; do you have any insight into what EA build/milestone you think would benefit the most from some painfully ocd feedback?Nothing major, just tweaks and improvements.Vault Dweller what are these changes, in a nutshell? Feel free to link if described elsewhere.
edit: to keep it simple, maybe just describe what the intended goals are with the changes, rather the actual changes themselves.
Play solo, broski. The three worms encounter is by far the most demanding combat content I've experienced thus far, LMAO!hopefully there will be more demanding specialist content in the middle/late portions of the game.
In the end. I had to bring Evans along to act as a dummy while I rushed the worms. RIP Evans. I knew thee not.