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Colony Ship update #32 - The Skills & Learn By Using

Discussion in 'Iron Tower Studio' started by Vault Dweller, Nov 9, 2018.

  1. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Too bad for the developer once the negative reviews start piling up. We've already accepted that challenging combat and skills determining (or the way 20% of players see it, restricting) what you can do will generate negative reviews but that's as much as we can carry without sinking.

    We'll do our very best to let you kill anyone who asks for it and then some.
     
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  2. Efe Learned

    Efe
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    when is the expected release date or time to a playable build?
    that picture has elevation, does elevation effect hit chance / throw range etc?
    is there a cover system or destructible environment?
     
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  3. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Early Access 2019, release 2020.

    There's no vertical element in combat at the moment (no plans to introduce it later either).

    There's a cover system but no destructible environment.
     
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  4. sorinmask Just like Yves, I chase tales. Patron

    sorinmask
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    Could you, please, describe the cover system?

    Nice.
     
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  5. Efe Learned

    Efe
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    good dates.. let us hope it doesn't end up like aod though.
     
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  6. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Not much to describe. Some objects can provide cover (you can crouch behind them), which makes you harder to hit. The exact THC penalty depends on the enemy's line of sight.
     
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  7. Think big! Smoking Dicks

    Think big!
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    Can you at least rape everyone?
     
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  8. Politician Lurker King

    Politician
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    Vault Dweller, don't you think that the negative reviews DR has been receiving lately is an indication that the Colony Ship cRPG should have a pure talker playtrough for players that don't care about the combat?
     
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  9. Big Wrangle Guest

    Big Wrangle
    That has been a common misperception with DR for a while. It's an AoD spin-off, therefore it's basically that with a party and in underground. When those lads find out it's pure tactical combat and not much in plot, they're disappointed.
     
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  10. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Well, Colony Ship will have pure fighter, talker, 'infiltrator' paths, so we've got it covered.
     
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  11. Whisper Arcane Vatnik

    Whisper
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    A bit off-topic, but i would be grateful for answer.


    Would game have big, dangeous, dark "dungeons"? AoD had (not large, sadly!) dungeon-like areas which were best.


    I am playing Pathfinder Kingmaker and awed at dungeons, with many traps, different situations, notes, books, body, story behind them, mystery.


    Exploring tomb of long-dead civilization is probably best experience in crpg.
     
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  12. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Yes. The Mission Control ruins formerly known as the Wasteland:

    http://www.irontowerstudio.com/forum/index.php/topic,7540.0.html

    With the Wasteland our goal is to create a proper, thematically-fitting 'dungeon' with the following features:

    1. The focus is on exploration not combat. Navigating the dungeon, finding a way past the obstacles and into the deeper levels is more important than killing monsters and clearing levels.

    2. Non-linear with multiple directions and goals. While the Admin Center is the top prize, there are lesser 'prizes' located in different parts of the complex. None of these locations will be easy to get to, because the lore says that many prospectors tried to find these places for years, so you can’t just waltz in, but unlike AoD’s Abyss which had a single path to the central chamber and required a very specific build, there will be multiple ways supporting different stats and skillsets.

    3. You’ll be frequently stopped by some obstacles (such as a retinal scanner, for example, or poisonous gas, or tough enemies, humans or otherwise) and would have to leave and return later when you acquire what you need. In other words, you won’t blast though the entire 'dungeon' in one go.

    4. Every dungeon needs some enemies and they will come in two varieties: humans (rival prospectors, thugs looking for easy money, the Regulators if you piss them off) and creatures. While every RPG and every dungeon need some 'monsters' we believe that in this setting less is more, so the entire game will have 5-6 mutated creatures and we won’t throw them at you the way we did in Dungeon Rats but handle it very differently and hopefully more memorably.​
     
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  13. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    That's fucking awesome.

    Is that still the case with the few mutated monsters that you'll have in the game? I really like that concept. Too frequently I think some games of this type have too many alien monsters that everywhere.
     
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  14. Jaedar Arcane Patron

    Jaedar
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    Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
    We still getting a combat demo at some point ?
     
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  15. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    As a heads up. I'm going to buy early access the moment it comes out.

    Will you guys do GoG & Steam? That way I can buy it twice at the least like I did with Underrail.
     
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  16. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    Yes, the creatures are listed here:

    http://www.irontowerstudio.com/forum/index.php/topic,7615.0.html

    Yes, of course.

    Yes, GOG & Steam. Thanks for always supporting us, Major.
     
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  17. Black Angel Arcane

    Black Angel
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    What about characters specialized in tasteful rape
     
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  18. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    You mean the enemies? We have plenty of those.
     
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  19. Black Angel Arcane

    Black Angel
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    Too bad we can't use sneaking at will, but just to make it clear; since I don't know how decking in the new Shadowrun games works, will sneaking in CS act like it was in AoD, via dialogue-esque windows, or will we be able to click around like when sneaking in a room at an inn?
     
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  20. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
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    We'll have a proper stealth system this time around. From an older update:

     
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