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

likash

Savant
Glory to Ukraine
Joined
May 9, 2018
Messages
939
When is this gem coming out? I'm ready to shell some hard earned east-european money on the full version.
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
I wouldn't want to destroy anyone's dream here about more fancy weapon, but we shouldn't forget they must be earth or shipmade. Not sure a light saber fits this condition.
What about a more simple but not less fancy american fist (blunt) weapon that could also be found in a specimen of an energetic shocker later in the game? Something like that ?

shocker-electrique-tazer-2500-000-volts-coup-de-poing.jpg
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
There's a new beta with updates to skill gain and tagging, a new feat, and a bunch of other changes: https://steamcommunity.com/app/648410/discussions/0/3187988018476820057/

Public beta: Feb 2022 system update
If you want to give it a go, switch to public beta but proceed with caution, heavy changes up ahead.

Changelog:

Improvements

- Added combat autosaves.
- You can now use stims on allies.
- Added new models for energy turrets.
- Added breakdown of what you get from stealing.
- AI moves closer to unreachable targets (instead of staying in place).
- Added roll information for cloaking field detection checks in combat.
- Increased the speed of transition animations to improve combat flow.
- Combat tutorials are now per turn.
- New Feat: Skill Monkey - Increases Skill Gain by 25% (works retroactively), requires INT8.

Skill Gains and Tags Rebalance

- Tags no longer increase skill gain, but add +2 levels over the normal skill progression.
- Lowered LP required for skill level 2, increased for all other levels.
- Training increased to 60 LP, Token to 120 LP.
- Increased a few skill checks for lockpick, electronics and computers to level 6.
- Reduced LP from combat by 20%.
- Adjusted the attack/defense LP rewards from several enemies.

Character System and Attack Changes

- Intelligence: Even values gives tags, odd values gives +10% XP.
- Increased accuracy and evasion from skills to 6.
- Changed Critical Chance to 2% per Critical Strike level.
- Evasion and accuracy penalties from aimed:arms/legs increased to 2 turns.
- Reduced aimed burst penetration to 10 on regular attacks, and has 20 penetration on criticals.

Feat Changes

- Quick Fingers now gives +5 initiative.
- Juggernaut gives +2 melee damage, +3 on grazes.
- Master Trader now reduces buying prices by 50%.
- Weapon specialization feats: Effect per level bonus increased.
- Mental Fortitude skill bonus works retroactively.
- Critical Thinker now gives +2 takedown per level (instead of flat 5).
- Character XP from Educated works retroactively (description not updated yet).
- Opportunist Reaction Bonus increased to +15.
- Basher per level bonus changed to penetration +2.
- AP earned by a character with Second Wind off turn (reaction attacks) is now stored and applied on his next turn.

Item Changes

- Reduced Accuracy, Aimed, Graze and CS from equipment (5 became 4, 10 became 8, etc).
- Energy Shield: Each level in Emitter gives +1 DR and +5 HP (instead of +2 DR).
- Power Vest: Shield HP increased to 50.
- Super Soldier is properly +4 AP (not 5).
- Stasis turns increased to 3 (from 2).
- Zen turns increased to 3 (from 2).
- Lowered utility bar and clawhammer damage by 1.
- You can get a Rusty XM5 in the Pit (SMG with single shot).
- Reduced the price of bullets.

Other Changes

- Hargrave has proper skills. Removed one gang member (new game), him and the rest have increased level.
- Tweaked frogs: Damage lowered by 2, penetration of bullfrog attacks increased.
- The pistol you can steal in the factory is a Longslide EX and requires steal 5.

Fixes

- Fixed missing quest XP from Moses when removing the refugees.
- Fixed a combat freeze when you miss an enemy, get counterattacked, knocked down + enemy dies.
- Feats that are based on a skill level now correctly recalculate their effects if skill level is changed.
- Fixed the case when you could have free movement AP in stealth as a leftover from combat.
- Fixed zap attack using torso DR instead of arms (like textbox reports).
- Fixed psykers sometimes not attacking.
- Fixed lack of skill on some regulators when betraying Braxton for Mercy.
- Fixed lack of melee skill in allied Brother Keepers.
- Added missing tooltips for Initial Disposition and Neural Resistance.
- AI fix: The attacker doesn't switch to melee if they are using an energy shield.
- AI fix: The attacker doesn't switch to melee if the enemy has an active distortion field.
- Fixed that if you throw disruptor grenade at yourself, throw attack anim is played after panic.
- Fixed bloodlust being applied to reaction attacks, only triggers on manual attack.
- Item tooltip now list ballistic resistance first, as it is in the rest of the interface.
- Fixed smoke particles multiplicating when zoomed in. Now they are consistent, increasing performance and visibility.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,526
What about a more simple but not less fancy american fist (blunt) weapon that could also be found in a specimen of an energetic shocker later in the game? Something like that ?
Separate fist-fighting combat skill and fist weapons were planned originally if I recall but had to be cut due to budget, devtime and animation work constraints.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,624
Location
Türkiye
How can we pass the greeter in the factory? I don't have 10K credits, I don't think it's even possible to reach that number.
 

Üstad

Arcane
Joined
Aug 27, 2019
Messages
8,624
Location
Türkiye
So I finished the shuttle bay no more chapter 1 quest on my journal. Since I didn't get ending screen I wonder if there is anything left to do.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
The shuttle bay is the final bit of content in the current version of the game. If development remains on schedule, the next major area - the Habitat - will be available for testing towards the end of the month.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,713
Location
SERPGIA
Why thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,166
Why thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint
clearly it would have even less without such quality posts
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,636
Why thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint
Many people (myself included) are waiting to play Colony Ship when it's finished. Wrath is a finished game. The BG3 thread is about 5% BG3 discussion and 95% making fun of Swen.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
10,914
Location
Free City of Warsaw
Why thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint

Why do I always see you making the same post instead of, I don't know, discussing actual games? :)
 
Last edited:

Ein Axt

Educated
Joined
Dec 19, 2015
Messages
95
Finally started playing the EA. I'm not usually fond of early access, but I just couldn't help myself.
Some questions, though:

So I'm at the point where you can stealth through a scav fight on the outskirts. It's when after you save some guy from 2 other scavs. Their building has 4 people in it. I managed to stealth kill the guy behind(storeroom?) and the guy at behind the counter by picking the door behind him. After that there wasn't any other play to kill the other 2 looking out the balcony. Any tile between me and them are red. So I figure I can at least pre-empt the attacking phase or something. Since my guy is hidden, after all. After a good few minutes trying to figure out the next step it appears that my only option was to.. Let myself detected and give them the initiative? It feels like I am missing a mechanic how to properly proceed. Or is that it? I just kill two guys and the only thing after that is to intentionally get detected to start the regular fight?

Critical Thinker: Might be because my Englandsky is bad but how does this work exactly? "For each skill level: Critical chance +1%, Crit damage +3%, Takedown +2" -- Each skill level of what, exactly? Do I get those bonuses if I have upped my electronics to 2? Does it only apply for combat skills?

How does recoil control work? I know it gives you less penalty for bursts, but what does this number mean? With recoil control at 10, does that mean it removes 10 THC penalty from bursts?
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Finally started playing the EA. I'm not usually fond of early access, but I just couldn't help myself.
Some questions, though:

So I'm at the point where you can stealth through a scav fight on the outskirts. It's when after you save some guy from 2 other scavs. Their building has 4 people in it. I managed to stealth kill the guy behind(storeroom?) and the guy at behind the counter by picking the door behind him. After that there wasn't any other play to kill the other 2 looking out the balcony. Any tile between me and them are red. So I figure I can at least pre-empt the attacking phase or something. Since my guy is hidden, after all. After a good few minutes trying to figure out the next step it appears that my only option was to.. Let myself detected and give them the initiative? It feels like I am missing a mechanic how to properly proceed. Or is that it? I just kill two guys and the only thing after that is to intentionally get detected to start the regular fight?

Critical Thinker: Might be because my Englandsky is bad but how does this work exactly? "For each skill level: Critical chance +1%, Crit damage +3%, Takedown +2" -- Each skill level of what, exactly? Do I get those bonuses if I have upped my electronics to 2? Does it only apply for combat skills?

How does recoil control work? I know it gives you less penalty for bursts, but what does this number mean? With recoil control at 10, does that mean it removes 10 THC penalty from bursts?

This is one of hardest stealth section, it requires full stealth build (2 or better 3 feats).

To kill both 2 enemies near each other you also want cloaking device.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
The skill referred to in the description of Critical Thinker is Critical Strike. Without the Critical Thinker feat, each level of Critical Strike increases your crit chance by 2%; with the feat, it goes up to 3% per level.

As Whisper said, you have to swap to regular combat mode to kill the last two guys in that stealth section if you don't have a cloaking device and/or a very specialized sneaking build.
 

Ein Axt

Educated
Joined
Dec 19, 2015
Messages
95
The skill referred to in the description of Critical Thinker is Critical Strike. Without the Critical Thinker feat, each level of Critical Strike increases your crit chance by 2%; with the feat, it goes up to 3% per level.

As Whisper said, you have to swap to regular combat mode to kill the last two guys in that stealth section if you don't have a cloaking device and/or a very specialized sneaking build.

Yes, how do I swap to regular combat properly? Just get detected? No other way?

Also thanks for explaining how Critical Thinker works, now it makes perfect sense to me.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
Yes, how do I swap to regular combat properly? Just get detected? No other way?
You can manually initiate combat from stealth by clicking the "Start Combat" button on the right hand side of the screen below the "End Turn" button.
 

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