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

The_Mask

Just like Yves, I chase tales.
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The land of ice and snow.
Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
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.
 

Pink Eye

Monk
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Space Refrigerator
I'm very into cock and ball torture
New patch for Mission Control + collection of fixes that Iron Tower Studio has been working on for past several months:
https://steamcommunity.com/app/648410/discussions/0/3040480988283309142/?ctp=34#c5040080777785011654
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;
 

vibehunter

Learned
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Feb 1, 2021
Messages
264
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.
 

Pink Eye

Monk
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I'm very into cock and ball torture
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.
 

Elhoim

Iron Tower Studio
Developer
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Oct 27, 2006
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San Isidro, Argentina
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.
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,731
Mathematically speaking, true random and adjusted would yield statistically same results, but within the context of a single combat encounter the adjusted RNG should make your damage more consistent. To really see the difference between the two modes you'd have to go through over a 100 rolls in a single encounter, so nobody really notices big differences.
 

agris

Arcane
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Joined
Apr 16, 2004
Messages
6,927
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.
Yes, and no.

Vault Dweller and team - I know how little time you all have for the "nice to have" additions and fixes. Thank you, although I'm torn between playing again or just waiting for full release.

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?
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
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.

Fair enough. True random it is then. Thanks for the response.
 

Nm6k

Scholar
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Jul 9, 2018
Messages
155
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California
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?

Vince said they planing to release a big mechanical update along with the next location.
They went back on the price change to a extent the common items still sell for less then they did before
 
Joined
Nov 29, 2016
Messages
1,832
Just put two playthroughs in after not playing since April, some late night thoughts in no particular order.

With the current tuning, I feel like I am kicking a bit too much ass with a relatively simple 4 4 6 8 10 8 mastermind build. I've got rifle, biotech, and all social skills tagged on my main duder; blades, evasion, electronics, and computers on Faythe; Shotgun, Critical, and Lockpicking on Jed; and Evans being muscle with pistols/critical/evasion (I gave Educated to everyone at the first availability, of course.) By the end of Factory I've got all the aforementioned non-combat skills at 5 and the combat skills at 4-5, and it feels like I was able to explore every little nook and cranny and beat every battle that didn't have an option of talking my way out of (though some optional fight did require resource expenditure or preparations, many were trivialized by a single Stasis grenade.) Not a problem for the early game, but hopefully there will be more demanding specialist content in the middle/late portions of the game.

It is a little silly that the Black Hand just throws you in jail with all of your equipment. I don't think they would take your entire kit due to the siege conditions, but surely they would at least take your guns. Perhaps you keep all of your melee weapons by default, but can pass a Steal or Stealth check to conceal the rest?

REALLY enjoying how vertical the exploration is in the new locations. Got Fallout 1 Glow vibes in Mission Control, and with (planned?) proper implementation of fog of war that would only intensify.

Since I'm guessing what we've got now is more or less the entirety of the first chapter of the game, I am mentally trying to compare this to AOD's pre-Maaaaaaadoran stretch. I think Teron is vastly better narratively realized than the Pit, the latter feeling far more static due to scarcity of encounters and its linear layout. On the other hand, the Pit is absolutely packed with content, and the side locations blow anything pre-Hellgate out of the water. So it seems like the focus has been deliberately placed away from the "hubs" in favor of the "dungeons." Here's hoping the changes to the Pit in chapter 2 and the habitat will make the game a bit more lively in the hub department, though.

I feel like some colored lighting could help locations like the Armory and Mission control to feel more distinct. I am not expecting the in-game locations to look as vibrant as the gorgeous concept art, but tweaking the saturation for each area could go a long way, I think. The Armory is very flat and gray when it could be red (or green, as the concept art suggests) with emergency lights. The first stage of Mission Control appears to have a tasteful blue/purplish filter as suggested by the concept art, which then degenerates into samey gloominess. I think Hydroponics and Factory could use being a little more saturated. It is a shame because the game has some really gorgeous architecture, textures, and models, which are let down by a lack of personality IMO. Everyone's mileage will vary, but to my eye the game looks slightly white-washed I recommend dropping gamma to 0.9 and raising brightness to 1.5- seems to have improved contrast and vibrancy (and eyestrain, too, but who gives a fucc lmao) without sacrificing visibility.
 

Pink Eye

Monk
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Space Refrigerator
I'm very into cock and ball torture
hopefully there will be more demanding specialist content in the middle/late portions of the game.
Play solo, broski. The three worms encounter is by far the most demanding combat content I've experienced thus far, LMAO!
VgVGANi.png
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.
2yLyxoj.png
 

Pink Eye

Monk
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Messages
6,197
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Space Refrigerator
I'm very into cock and ball torture
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:

- 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.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,610
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Denmark
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!
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
It is a little silly that the Black Hand just throws you in jail with all of your equipment.
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#msg160606
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.

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!
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.
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
Is there a message log somewhere (where you can read previous dialogue) ? If not, any plans to implement? It seems minor but I like revisiting what someone said before.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
No, no plans either (at the moment). Everything takes time, so we have to pick and choose each task very carefully.
 
Joined
Nov 29, 2016
Messages
1,832
It is a little silly that the Black Hand just throws you in jail with all of your equipment.
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.

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.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
It is a little silly that the Black Hand just throws you in jail with all of your equipment.
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.

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.
Will do.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
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)
[...]

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.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
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.
Nothing major, just tweaks and improvements.
 

agris

Arcane
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Joined
Apr 16, 2004
Messages
6,927
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.
Nothing major, just tweaks and improvements.
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?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
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.
Nothing major, just tweaks and improvements.
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?
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.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,111
hopefully there will be more demanding specialist content in the middle/late portions of the game.
Play solo, broski. The three worms encounter is by far the most demanding combat content I've experienced thus far, LMAO!
VgVGANi.png
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.
2yLyxoj.png

Fucking hell, I was trying to endure(again) until atleast chapter 2 was out but now I'm gonna have to play it again.

Please stop posting, goddammit.
 

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