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Recent content by Elhoim

  1. Elhoim

    Incline Colony Ship RELEASE THREAD

    It's calculated when he joins. Equipment also counts stims/grenades/etc, so I assume that the player took the stim. If you check, the value is correct: Howler: 80 Rounder: 20 Vest: 30 Boots: 20 Stim: 100 If you use the stim during his fight is not counted.
  2. Elhoim

    Incline Colony Ship RELEASE THREAD

    Green/yellow are based on your ability to sneak, not the dead's body. IIRC, they are seen on tiles of 30 or higher (you can press ALT to see the tile value).
  3. Elhoim

    Incline Colony Ship RELEASE THREAD

    I appreciate you liking the work I did on the environment, and I play without the permanent outlines on (the one in our settings). But seeing at the screenshots it really makes the game a lot harder to read (especially where you can move on, the grid doesn't perfectly match the visuals in some...
  4. Elhoim

    Incline Colony Ship RELEASE THREAD

    Tag doesn't give a flat amount of XP, makes the skill 2 levels higher (without affecting XP progression).
  5. Elhoim

    Incline Colony Ship RELEASE THREAD

    It's not filling fully on combat end when you have some stat debuffs, but it fills on combat start. We'll tweak it =)
  6. Elhoim

    Incline Colony Ship RELEASE THREAD

    That would just make it worse on so many levels, making rifles or the heavy pistol the only viable energy weapon (which is how it was early on and we did this change). Since the ammo is scarce, what you mostly care about is damage per cell, which is what the consumption balances. If all weapons...
  7. Elhoim

    Incline Colony Ship RELEASE THREAD

    That one didn't exist before. It's something to get back to later to get a nice item.
  8. Elhoim

    Incline Colony Ship RELEASE THREAD

    Skaudus, one of our community members. That's his voice.
  9. Elhoim

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

    Fixed the hydro bug, and we have the new music tracks. The final mix hydro one, which sounds amazing, plus a very cool new track for armory and MC.
  10. Elhoim

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

    Gameplay wise, some loot placement (in particular gadget upgrades), added a way to avoid combat in Jia's quest, a tweak to Gifted. We are adding more music, sounds and polishing visuals.
  11. Elhoim

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

    He goes to the red zone, the level doesn't change. Intended, if you beat the game in Underdog there's no need to beat it on Hero. All game with several difficulties give lower ones on win.
  12. Elhoim

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

    No, never planned, and not something we want to do (having checks for 10 levels is already way too much, IMO). After 10 is more of soft cap territory. Combat skills can get a bit extra if you get to 11, but non-combat is built with 10 in mind.
  13. Elhoim

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

    Yep, plus I don't think it's unreasonable to require some lockpicking if you are infiltrating a building.
  14. Elhoim

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

    Use pulse grenades, especially when he's near death.

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