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

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
What is this? Another thing that isn't in the game yet?
After doing a fetch hunt quest in hydroponics involving frog brains you can get a feat from serum injection which improves overtime with stim use. You can only select one stim and each has different effect. They have 3 levels. PSI stim feat lvl3 improves skill learning rate. Aggro gives 1 AP, Regen bonus 5hp and regen.
So you get that perk, shoot up two zen hypos and you get learning speed?

It's actually kinda funny how the ai will ignore finishing off a 3hp guy because evans is sitting there with 5% higher chance to be hit.
It depends on a number of factors, not just accuracy. Armor and HP are also taken into consideration. A 3HP target should get to the top of the list unless in cover or activated gadget (no reason to waste shots if the target is hard to hit). 5% difference shouldn't be a factor, so we'll take another look at the target selection criteria. Either way, it's work in progress until the game is released.
I'm not actually sure it was 5% difference, but I seem to recall the only change I did was move evans 3 tiles away and another character one tile closer. Even with a range 2 weapon, it's probably worth taking that shot to kill.
 

Parabalus

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Defensive skills in a party are also kinda pointless, the AI will go out of its way to target a particular party member.
The AI goes for the easiest targets, not anyone specific.

You can influence selection through body blocking and cover, but tagging a defensive skill seems pointless.
Far from it, based on the player-submitted builds and saves.

Where are these 4 PC builds which greatly benefited from defensive tags?

From looking at the steam thread maybe a minority of the 4p has armor tag on Jed.
From the very last page; tagged Evasion 9:

https://steamcommunity.com/sharedfiles/filedetails/?id=2816755081

That's a solo build?

Evasion solo is pretty good, not against that at all.
 

Parabalus

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Defensive skills in a party are also kinda pointless, the AI will go out of its way to target a particular party member.
The AI goes for the easiest targets, not anyone specific.

You can influence selection through body blocking and cover, but tagging a defensive skill seems pointless.
Far from it, based on the player-submitted builds and saves.

Where are these 4 PC builds which greatly benefited from defensive tags?

From looking at the steam thread maybe a minority of the 4p has armor tag on Jed.
From the very last page; tagged Evasion 9:

https://steamcommunity.com/sharedfiles/filedetails/?id=2816755081
I think Para is talking about 4 character parties, not solo play
https://steamcommunity.com/sharedfiles/filedetails/?id=2807809521

4 people party, tagged Armor.

That's a good example, with 3 people tagged armor. Faythe is also ranged so she can take cover, meaning the AI can't easily target another member.

Is the Jed Armor tag better than tagging CS, given that Jed has Critical Thinker? Who knows.

Are you getting analytics directly from players or just the submitted steam builds?
 

Technomancer

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So you get that perk, shoot up two zen hypos and you get learning speed?
Something like that. It's more than 2 though. Specifically for zen stim, mutation threshold is lowered but not to just two. Problem here is to get enough frog brains before leaving the pit. Triple worm fight filters out some builds hard. You can get an easy third brain in the factory but you can no longer come back so you will delay that mutation several acts if you can't get it early.
 

Vault Dweller

Commissar, Red Star Studio
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I'm not actually sure it was 5% difference, but I seem to recall the only change I did was move evans 3 tiles away and another character one tile closer. Even with a range 2 weapon, it's probably worth taking that shot to kill.
Might be 15% difference or more if the weapon had shorter range, so the accuracy could drop from 60% to 40. Plus in this case the switch of target is justified from the gameplay perspective as well. You took action to move the badly wounded character further away and offered the AI another target.
 

Tsubutai

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How to make an alliance between the Pit and the Brotherhood happen?
Don't think you can do that since none of the Pit's possible leaders are interested. Supposedly there's a special Brotherhood quest available if you mess up trying to negotiate with the Black Hand or fail the stealth section in the Factory, but it didn't trigger properly for me when I tried it.
You can't do it yet as such things take time, but to get this ball rolling you need to complete the traitor quest first (Hanson won't discuss it further until the leak is dealt with), but without involving Abraham who wants the opposite; AND you need to get the data from the spy and take it to Silas; then he'll send you to Hanson.
Huh, wasn't expecting that quest to influence events in the Pit. Neat.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
So you get that perk, shoot up two zen hypos and you get learning speed?
Something like that. It's more than 2 though. Specifically for zen stim, mutation threshold is lowered but not to just two. Problem here is to get enough frog brains before leaving the pit. Triple worm fight filters out some builds hard. You can get an easy third brain in the factory but you can no longer come back so you will delay that mutation several acts if you can't get it early.
Yeah I got all 3 brains, didn't realize you needed to spam the stims to increase the perk. The triple worm fight is really not that bad if you get a zen hypo for each character in your party (and aren't playing a solo build).
 

Parabalus

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Would be nice if you could drop CHA to 2 for a true solo run, and also if you could just not deploy party members in a particular encounter.
 

Marat

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you need to get the data from the spy and take it to Silas
Strange, I helped the spy fuck off through the emergency hatch and he did indeed mention a last message for Silas, but I didn't seem to get an opportunity to actually pass it on. :(
 

Technomancer

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Yeah I got all 3 brains, didn't realize you needed to spam the stims to increase the perk. The triple worm fight is really not that bad if you get a zen hypo for each character in your party (and aren't playing a solo build).
I usually play solo. And low CON one at that. So that fight is one of my headaches. Used to be easier when you could "dodge" psi-attacks.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Yeah I got all 3 brains, didn't realize you needed to spam the stims to increase the perk. The triple worm fight is really not that bad if you get a zen hypo for each character in your party (and aren't playing a solo build).
I usually play solo. And low CON one at that. So that fight is one of my headaches. Used to be easier when you could "dodge" psi-attacks.
I can see how it would be nigh impossible when you're at 0 base psires, permapanicked and taking 10 damage per turn from each worm.
 

Elhoim

Iron Tower Studio
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I'm not actually sure it was 5% difference, but I seem to recall the only change I did was move evans 3 tiles away and another character one tile closer. Even with a range 2 weapon, it's probably worth taking that shot to kill.

HP is taken into account for target they can shoot/attack from current position. This is for two reasons:

- So they don't start running around trying to hunt the character with low HP, many times triggering reaction attacks.
- To give players a chance to save a character by moving it away and placing another one to "defend" him.

At one point we shared the general AI rules, too busy now to break it down exactly, but it takes into account many things for target selection: THC, DR, HP, distance and current position (like them preferring to stay in cover), etc, with each of them having different weights and creating the final result.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Since I have the attention of the eye of Sauron: Can we please get cycling quicksaves? (ie, X quicksave slots, making a new quicksave replaces the oldest if there are no vacant slots for this character)
 

Grunker

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Overclocking will give you another stat point from implants.
Where, how?
Haven’t followed this game at all. Is it vastly different than AoD (which I really didn’t like), or sort of an AoD+?
Depends on why you didn't like AoD! The combat is more focused on ranged attacks and you have a party instead of a single character. It's also more fine to play hybrid characters (there's not really enough non combat feats to build a non combat character).

But it's still an ITS game which means a lot of combat challenges are going to be very very hard unless you 100% spec into combat with your entire party, and every single person you meet is going to be an asshole that you should betray at the first opportunity (lest they betray you first). I guess the game is also a bit more open since there's no guilds to join (yet).

Thanks my man. Sounds like my main grivances are still present, namely the metagaming, mechanical straitjacket and misguided topdown simulationist design decisions. Which is probably what some people enjoy, but it’s not for me.
 
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Parabalus

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Overclocking will give you another stat point from implants.
Where, how?
Haven’t followed this game at all. Is it vastly different than AoD (which I really didn’t like), or sort of an AoD+?
Depends on why you didn't like AoD! The combat is more focused on ranged attacks and you have a party instead of a single character. It's also more fine to play hybrid characters (there's not really enough non combat feats to build a non combat character).

But it's still an ITS game which means a lot of combat challenges are going to be very very hard unless you 100% spec into combat with your entire party, and every single person you meet is going to be an asshole that you should betray at the first opportunity (lest they betray you first). I guess the game is also a bit more open since there's no guilds to join (yet).

Thanks my man. Sounds like my main grivances are still present, namely the metagaming, mechanical straitjacket and misguided topdown simulationist design decisions. Which is probably what some people enjoy, but it’s not for me.

Metagaming is way worse than in AoD thanks to the new skill system.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Sounds like my main grivances are still present, namely the metagaming, mechanical straitjacket and misguided topdown simulationist design decisions. Which is probably what some people enjoy, but it’s not for me.
I can see that. Fwiw, I don't think there is that much of a mechanical straitjacket (you also can't build a non combat character in pathfinder*), but it is also true that this is not a game for jack of all trades. Metagaming is for sure pretty rampant though, making decisions based on your characters beliefs is not really something there is much room for in such a cutthroat world.

*Of course ITS games have no where near that level of build depth either

Unrelated:
What is actually the argument for helping Braxton? He's an asshole who sets you up to probably die (twice!), the first time by sending two other of his employees to die.
 

Pink Eye

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Metagaming is for sure pretty rampant though
I'll never understand this criticism and the reason being this. If desire to play a diplomatic your first observation is noticing that there's three skills under that domain: Streetwise, Impersonate, Persuasion. Thus you you raise Int enough to able to tag all three of the skills. From here. You're set to meet the requirement of the skill checks in early game. Continue succeeding at them and you'll reach the thresholds you want. Then there's Mastermind which is a guaranteed idiot proof feat. Simplicity in of itself:
WMYAJ1f.jpg

You have to try really hard to fail at this system. What makes it even easier is the fact that companions can cover other skills too.

What is actually the argument for helping Braxton?
He's the last bastion against chaos and anarchy. You *do* like Law and some Order, right, citizen?
 

Salvo

Arcane
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Mar 6, 2017
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You help Braxton to install Mercy!
But yes, it's less palatable helping him after you learn he set you up.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
He's the last bastion against chaos and anarchy. You *do* like Law and some Order, right, citizen?
Sending thugs under a false flag to stir up shit so you can kill your employer does not strike me as very lawful and orderly.
You help Braxton to install Mercy!
But yes, it's less palatable helping him after you learn he set you up.
This would be fine, except you won't even know mercy exists when you make the decision, unless she's included in the opening vignette and I skimmed past it? Do you have to join braxton to help mercy seize power?
. If desire to play a diplomatic your first observation is noticing that there's three skills under that domain: Streetwise, Impersonate, Persuasion. Thus you you raise Int enough to able to tag all three of the skills. From here. You're set to meet the requirement of the skill checks in early game. Continue succeeding at them and you'll reach the thresholds you want.
I cannot speak for anyone else, but for me I note the following:
You correctly state that building and playing a pure diplo character is straight forward. But in a typical RPG you might decide that "hey, my preferred solution to this situation is X" and then you do X. If you suspect that X sometimes requires speechery, you will spec into some speech and then you'll be fine. Maybe sometimes you won't be able to get exactly the perfect solution you wanted, but it's generally not that hard to cover most situations. In CS, you can easily and frequently find yourself in the situation "well, I actually want this character to die, but I also need this speechcraft xp or I will not be able to do speechcraft checks later, therefore I will take the pacifist solution"*.

Basically, in most games your decision making starts from flavor (is my character a character who would resolve this situation in this way?). In CS your decision making will often be mechanical (Am I doing a build that needs the xp from resolving the situation in this way?).

*I don't extort the merchant after recruit evans because I think it's correct, or because I want the 50 credits, I do it because I feel like I need the xp. And considering xp in your characters decision making is very metagamey.
 
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Grunker

RPG Codex Ghost
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Sounds like my main grivances are still present, namely the metagaming, mechanical straitjacket and misguided topdown simulationist design decisions. Which is probably what some people enjoy, but it’s not for me.
I can see that. Fwiw, I don't think there is that much of a mechanical straitjacket (you also can't build a non combat character in pathfinder*), but it is also true that this is not a game for jack of all trades. Metagaming is for sure pretty rampant though, making decisions based on your characters beliefs is not really something there is much room for in such a cutthroat world.

*Of course ITS games have no where near that level of build depth either

Unrelated:
What is actually the argument for helping Braxton? He's an asshole who sets you up to probably die (twice!), the first time by sending two other of his employees to die.

Maybe I should expand re: mechanical straitjacket. AoD gave me the feeling that if I wanted to play a certain path, my build was made for me ahead of time. The prime reason for this is the demands of the different skill checks making you save up skill points to progress, you couldn't build a character and live with the consequences, rather, the game demanded such-and-such from you and that was just how it was. VD's defense of difficulty didn't really hold true for me for anything but the combat, because I didn't find it especially difficult to save up points and just focus on meeting the skill thresholds the game demanded from me. In fact doing that is pretty much a no brainer.

There was a short period of "learning the system", but after that, I felt like no matter which playthrough I started, I wasn't choosing how to go through a path, rather, I was choosing among (a lot of, to the game's credit) paths and that path completely dictated my character sheet. This is less true for combat builds, though.

It's my old "classic Deus Ex v neo-Deus Ex"-gripe. In the classic Deus Ex, you didn't go "this is gonna be a stealth playthrough" before you started the game (at least, you didn't have to). Rather you chose, found and upgraded tools playing the game, and then at each obstacle you went "which tool is best for this job" or maybe you ran into an object demanding a tool and if you had it, it made the path easier, but if you didn't, it was harder. Modern Deus Ex-likes rather tell you "here's the stealth tree, the combat tree and the talking tree (just as an example) - pick one and play the whole game like this, or we penalize you through either a morality system or by you being completely unequipped for this and this." This is particularly evident in Arcane.

In the RPG version of this, approaching things in different ways should ideally result in different consequences, making you live with the results of not having access to this tool at that time, or simply having different outcomes from different approaches. AoD for me felt less like that and more like selecting from a long list of trains to hop onto - but once on that train, you never stray from the path (again, talking about skills here, not choices in general).

It's not that Deus Ex allowed you to do everything and be good at everything - rather the opposite - it's just that you always had some amount of choice of how to approach each obstacle in your path. For AoD, I felt like most of the skill-related choices were made when I click play.

Rather than learning my character as I went along, learning the character while roleplaying it, I felt constrained from the outset. Extremely limited in my options. Hence the straitjacket comment.

I can see why some would prefer AoD's route - chiefly for simulationist reasons - but I never cared much for simulationism. Ironically I think most attempts at achieving such often end up making the man behind the curtain obvious to the player. It's also kind of odd to have teleports-through-cutscenes and story beats and such things - which I approve of - because it makes for a better, smoother game, and then argue with the opposite logic when you design your skill system.

Essentially, the same game that has no problem teleporting you from place to place out of convenience has no problem arguing this:

Unfortunately, it's true. If you keep shooting people in the face, you won't be able to become good at talking. Not sure how to fix it, maybe add a Skyrim difficulty mode?

(On a side note, I still don't understand how that discussion is in anyway related to difficulty, it seems more like a defensive argument than anything. It's also obviously false - there are people who are shit at almost everything and savant diplomats who are also accomplished hunters.)
 
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Pink Eye

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I'm very into cock and ball torture
Sending thugs under a false flag to stir up shit so you can kill your employer does not strike me as very lawful and orderly.
You don't think Jonas is searching a way to get rid of the Regulators? How long until he starts getting paranoid then seeks to eliminate them. That's what's going on here. Braxton acting first by attacking while Jonas's forces are weak after repelling the Brotherhood is his best chance. Besides, the Pit's odds increase under him. As the Regulars are better equipped, trained, and ready for future invasions. Meanwhile Jonas will continue letting the town fall under anarchy - eliminating the Regulators only fastens this process.

Anyways. Mercy on the other hand doesn't look good to me. You have to kill two major factions to implement her as queen. Which leads the Pit exposed for future invasions.
 

Jaedar

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It's not that Deus Ex allowed you to do everything and be good at everything - rather the opposite - it's just that you always had some amount of choice of how to approach each obstacle in your path. For AoD, I felt like most of the skill-related choices were made when I click play.
I disagree, at least if we are talking about vanilla original deus ex. For stealthing, the only real rpg improvement is whether you get invisibility to tech or bio (and you have to pick one or the other, there's no non-stealth upgrade to put into the slot). Upgrading lockpick/electronics/hacking once will let you get past every locked door in the game and leave plenty of skillpoints to max say rifles and have an easy time in combat. I love Deus Ex a lot, and the freedom to pick the tool and approach you want is great, but the only thing that's hard in the game are straight up firefights. Otherwise it is pretty trivial to be a master of all trades from a systems perspective.

Maybe I should expand re: mechanical straitjacket. AoD gave me the feeling that if I wanted to play a certain path, my build was made for me ahead of time.
I disagree a bit with this as well, but less. There is some variety in builds, at least for most of the paths (I think merchants are very railroaded into pure speech, and some paths require you to be at least competent at some form of combat), but it is also true that you won't find many opportunities for steal in the legion quests. And of course "good at combat" can be done in more than one way (block vs dodge, alch/crafting vs brute stats).

And on the topic of CS, there are no guild questlines (yet at least), so you're not straitjacketed in that sense in any way (yet at least).
 

Grunker

RPG Codex Ghost
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It's not that Deus Ex allowed you to do everything and be good at everything - rather the opposite - it's just that you always had some amount of choice of how to approach each obstacle in your path. For AoD, I felt like most of the skill-related choices were made when I click play.
I disagree, at least if we are talking about vanilla original deus ex. For stealthing, the only real rpg improvement is whether you get invisibility to tech or bio (and you have to pick one or the other, there's no non-stealth upgrade to put into the slot). Upgrading lockpick/electronics/hacking once will let you get past every locked door in the game and leave plenty of skillpoints to max say rifles and have an easy time in combat. I love Deus Ex a lot, and the freedom to pick the tool and approach you want is great, but the only thing that's hard in the game are straight up firefights. Otherwise it is pretty trivial to be a master of all trades from a systems perspective.

I think you missed my point, which wasn't about difficulty at all. Almost every RPG out there can be abused to trivialize gameplay. My point was about design principles. Deus Ex didn't want you to lock you into "the stealth playthrough", it wanted you to approach each obstacle using your brain (something something sid meier something something series of choices) to consider how you would approach each obstacle. Using those brainy bits to decide how to do something is why games are fun. The RPG version would be that each dialogue box presents you with a headscratcher - from a roleplaying (what would my character do?) or a consequence (e.g. which of these horrible options is the least horrible for me) perspective.

And of course "good at combat" can be done in more than one way (block vs dodge, alch/crafting vs brute stats).

Grunker said:
There was a short period of "learning the system", but after that, I felt like no matter which playthrough I started, I wasn't choosing how to go through a path, rather, I was choosing among (a lot of, to the game's credit) paths and that path completely dictated my character sheet. This is less true for combat builds, though.

I edited my post quite a bit because I posted it before I was finished by mistake, maybe you missed that part. And in fact, the combat point is quite good. Why is AoD so against this kind of flexibility with the dialogue skills when it's completely fine with you doing that with a combat build? It makes no sense.

Anyway, my point was: how does an AoD playthrough feel in terms of choice. And in contrast to what I enjoy from an RPG, it didn't feel like I got to know my character as I played. It feelt like I chose from a list of trains, and then put that train on its path and watched it unfold. The reason skill point saving highlights this feeling so well is that in AoD you don't go "uh, it would be interesting if I did this with my skill points." No, you wait for the train to stop at a station, then you look at the skill threshold demand for that station, put your points into that like a good boy and get off at the station. Then you earn some skill points, put those in your pocket and jump into the train. Time for the next station! Your character isn't growing into new possibitilies and tools, it's earning pocket money to pay for the next progression fee.
 

Salvo

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Colony Ship feels better in terms of skill checks than AoD ever did, going hybrid is much easier / less metagamey this time imo
 

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