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

Butter

Arcane
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There should be other implants that compete for those slots against attributes. You can let the player start with more CON to get attribute implants later, but that means not getting the reaction implant or the accuracy implant or whatever.
 
Unwanted

Savecummer

Latest Doxxer Account
Edgy
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330
Which is far better than it was in AoD
Using dialogue options that are ultimately pointless in outcome, but fluffy, was once a sin...
I dunno why you are talking about the process of the dialogue when I specifically aim at the outcome.
The ultimate check in CS dialogue is the dispo threshold, the check in AOD is on individual node.
I expected the argument that a certain dispo threshold allows to fail 1 node and still successeed and the response would have been:
if the dispo threshold is lower, what this functionally means in a comparison to AOD, than the equivalent AOD check threshold would be lower. Same outcome dialogue outcome. You just fail at the different places.



In other random lolz-learnbydoing news: the reason why there is no do-it-all-mega-chad-thief-tech-talker (or is there...?) right now in CS is that you have to chose between killing and talking (and sneaking), its exclusive based on content...
This is where the metagame will be... who to talk to who to kill... kill'em, look at gear, reload
 
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Nm6k

Scholar
Joined
Jul 9, 2018
Messages
149
Location
California
Can you add an option to ask Jed and Faythe what side they would go with if you get thembefore you pick a side in the Pit.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,492
Which is far better than it was in AoD
Using dialogue options that are ultimately pointless in outcome, but fluffy, was once a sin...
I dunno why you are talking about the process of the dialogue when I specifically aim at the outcome.
The ultimate check in CS dialogue is the dispo threshold, the check in AOD is on individual node.
I expected the argument that a certain dispo threshold allows to fail 1 node and still successeed and the response would have been:
if the dispo threshold is lower, what this functionally means in a comparison to AOD, than the equivalent AOD check threshold would be lower. Same outcome dialogue outcome. You just fail at the different places.
What would be the outcome that you prefer? I'm a little confused. Tune the checks up? Keep them doable for specialists only? Why?
In other random lolz-learnbydoing news: the reason why there is no do-it-all-mega-chad-thief-tech-talker (or is there...?) right now in CS is that you have to chose between killing and talking (and sneaking), its exclusive based on content...
This is where the metagame will be... who to talk to who to kill... kill'em, look at gear, reload
Thing is, I don't see a point to do it here. Tbf maybe with some exceptions like *I wanna side with Mercy* but that's relatively easy compare to the web of choices that was AoD. As I see it right now, CSG mostly gives a freedom to play how I want and unless future faction stuff will be heavily gated my playstyle will be rewarded in any case which is great. Then again, tell what scheme would you prefer to this.
 

lukaszek

the determinator
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12,624
sneaking really needs noise generation action. Forcing guard into inspect mode by wasting few turns of stepping around/interacting with doors is annoying. Or maybe Ive missed it?

There appear to be no suspicion lowering measures? When guard goes into inspecting mode it goes down after few steps are taken, but otherwise ive missed it
anyone was able to perform takedown on frog?
 
Joined
Nov 29, 2016
Messages
1,832
I think as relatively inoffensive normie-friendly features, the apartment could serve as storage and a way to edit character appearance/portrait. Former has some utility even in a game without a limit to carrying capacity, as it allows you to store immediately useful shit in your inventory vs eventually useful shit that you would prefer not to take up visual space on the screen. The latter feature is a stupid but its absence will be something that normies will happily complain about on steam forums, so it's something to consider IMO.

I know this is my third post about gun sound effects and I am assuming this is low-priority WiP stuff, but the inconsistencies really bothers me. I think turn-based combat can be greatly elevated by punchy side effects and satisfying death animations as Fallout showed us. As it stands the animations are just about functional, being rather stiff and resulting in limp ragdolls (a step down from AoD in my opinion). I understand the difficulties with producing more animations, so I think the SFX should do a better job carrying the combat. As it stands now they are terribly inconsistent - they range from excellent and explosive (rounder, shotguns) to gentle whispers (bulldog, bolter). Switching from the rounder to a bulldog - from a shitty DIY gun to a more sophisticated, though still low-tech revolver - is incredibly jarring given how much weaker and quieter the latter sounds. If the idea is that shitty guns sound louder because they are on the brink of breaking in the shooter's hand (which I don't think tracks with satisfying item progression if true,) then why is it that the aforementioned bolter, a 5.56mm pipe-rifle, sounds quieter and more pitiful than the suicide-special, a 9mm pipe pistol? I understand that it is likely that stock sound effects are used, because at the moment every game sounds like it is from a different game. Perhaps some sound processing could be done in the future to bring the gunshots to a similar volume level (in a range, of course, I am not suggesting every gun sound the same) and emphasize the bass and high end more.

Greatly enjoying the first chapter otherwise, will post more substantive impressions once I have had more time with it.
 

Jaedar

Arcane
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Joined
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
How good/rare are implant upgrades(since i havent seen them yet)?
These are the implants you can get in chapter 1(afaik)
+1 per (there's several of this one), +1 int, +1 STR, +1 dex and (+1 squad capacity, +5 companion accuracy). I think the +1 per exists in duplicate, the squad capacity one requires beating a fairly hard fight.

But yes, dumping con seems stupid since implants are plentiful enough that you are going to find plenty.

So what's the deal with reputation? It seems relatively easy to get 30+ combat rep, but I'm only at 6 exploration and 6 stealth. Haven't really done a full talker playthrough, but I did resolve a lot of stuff nonlethally with one character, and wound up with ~15 diplomacy rep. Is it just a lot easier to become a famed killer in the EA than famed anything else?

anyone was able to perform takedown on frog?
The frogs tend to cluster and be facing different ways, making it kind of impossible to get near.
 

whocares

Savant
Joined
Nov 8, 2016
Messages
450
I will not eat the bugs. I will not live in a pod. I will not use 2FA.
 
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MF

The Boar Studio
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Dec 8, 2002
Messages
892
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Amsterdam
Played it, loved it.

Quick thoughts:

I steamrolled combat with a 10 CHA character. Don't think companions are OP though, it's not hard to win but it is a moderate challenge to keep them alive, which is fun.

Have gotten zero opportunities for stealth, even though Faythe has the prowler perk.

The setting is cool. Derelict ship vibes are on point and the collapse of society has an interesting twist. Vince's sardonic approach to writing and the prevalence of cargo cult technology makes it feel like AoD in space at times, but that's probably a good thing.

Looks gorgeous. Zoomed in on Abe's store and was impressed with the amount of visual detail.

The learn-by-doing system seemed to rob me of meaningful choice in character development at first, but I think I like it overall. It works with the ITS approach to quests. The dialogue checks with disposition however feel like they need more player agency. That might be because I've been so engrossed in my own dialogue system. I wouldn't recommend doing it that way because it's such a godawful amount of work, but I really wanted something to do there. A point to spend, a button to click. Whatever. You know what I mean.

Bugs encountered:
  • Combat log sometimes shows {s.attacker} and {s.victim} or something like that instead of the names. Happened twice in my playthrough, couldn't really say if there was any common cause.
  • The top-right corner of the Pit Map has some overlapping meshes that cause texture rendering to flicker.
  • Tagging a battery for trade, then going to the gadget screen, adding it, and clicking trade messes things up.
 

Jaedar

Arcane
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Have gotten zero opportunities for stealth, even though Faythe has the prowler perk.
There are a few opportunities for stealth. You can skip some frog encounters on exploration maps, and there's a three combat encounters where you can start by stealthing. Unfortunately getting free kills from stealth requires pretty high critical strike skill.

Also some feedback: The fight outside the vault seems to mess up the ai. If you position yourself correctly there's a 1 tile bottleneck between the right and center rooms and the ai will helpfully walk one unit onto that tile and make itself open to being shot at by your entire party, while blocking all his allies from contributing.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,492
anyone was able to perform takedown on frog?
rITzu7O.png

This is a very convenient spot for that but the game doesn't allow to perform takedown. I'm not sure is it intentional or not. Probably is. Elhoim ? By the way, pressing alt during stealth sections shows what, potential suspicion points?

EDIT: also while you are looking at this - Faithe's THIEF trait either doesn't working correctly or doesn't work at all. The ASSASSIN as well. I was testing them on lockpicking and sneaking skills.

Additionally, the THIEF trait supposed to provide stealing learning rate but I've no idea how to raise Faithe's stealing at all. Neibor can train only MC and there's no option for her at the stores unlike in Jed's case.
Wait, what gadget? I don't recall gadgets

:baka:
:notsureifserious:
If you are, try checking the Cole's Gadgets store. The same two which he is selling can be looted in the arena courthouse and the third one type located somewhere in Depot A2
+1 per (there's several of this one), +1 int, +1 STR, +1 dex and (+1 squad capacity, +5 companion accuracy). I think the +1 per exists in duplicate, the squad capacity one requires beating a fairly hard fight.
+1 per can be bought from the gadget store and looted at the courthouse in addition to medbay quest. As a bonus to squad leader there goes +1 int one. Given that only MC can install implants picking squad leader option currently is the best by far, no-brainer.
 
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Jaedar

Arcane
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Aug 5, 2009
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
This final fight in braxton branch is really hard, especially since I failed to get mercy's help. Long range firefight (the true weakness of my shotgun build) and allies who can't seem to shoot worth a damn. And 2 fights in a row without any ability to save in between. *visits all the merchants and buys all their good gas and flashbang grenades*
 
Joined
Nov 29, 2016
Messages
1,832
Camptown ought to be more dangerous and speak directly to the downsides of Jonas's laissez-faire approach. As it stands now, you can get into more unprompted trouble walking around Main Street (alley junkies) than in Camptown where all murderous shenanigans are relegated to quest content you have to poke your nose into.

The nice thing about Teron is that 1. It's decay made Antidas' failures as a leader apparent 2. It truly felt like a desperate place where trouble could find you if you simply happened to take the wrong turn or buy a fucking kebab. I think Camptown would be far more lively if more small encounters like that would crop up - think drunken shootists challenging you over a spilled drink at the bar, snake oilers and touts harassing you with scams and solicitations on the street, thugs picking your pockets by the shotgun store and leading you to an ambush. The "quaintness" of Bad Parts of Town (TM) is that everyday interactions like walking around, talking to people, and shopping can carry lethal and brutish consequences - Teron and slums of Maaaadoran had this in spades but Camptown has a clinical case of fuckery deficiency.

From a worldbuilding perspective, while I like the Jonas vs Braxton conflict, it feels too segregated from the rest of the Pit. Pro-Jonas camptowners hate the Brotherhood in-mission but there are few if any signs of their recent, bitter occupation elsewhere. As it stands the conflict is too one-sided in Jonas's favor because, unlike Antidas vs C-dawg, his town appears all too stable for Braxton to have an argument for taking over. The one clear disadvantage of Jonas' rulership is probably how politically porous the Pits' dealings are, as in the example of the Church's deacon being kidnapped by a scav, or a lowly grifter trying to fuck over a Granger crew and getting fucked right back - these types of deals could lead to some seriously bad blood between larger factions and the Pit because Jonas is giving the Pit's dwellers the autonomy to start shit and pay the price, without foresight that maybe one day it will be the whole town that has to pay up. Had Braxton emphasized this angle of things, he would have made a better argument, but instead his manufactured pretense is that Jonas is collecting taxes too aggressively (yet he is the law and order guy) while his more honest motivation is that Jonas is running the town like an oversized camp and can't keep Camptown in check (which is not adequately represented in game considering you are more liable to get killed walking around Main Street than Camptown due to the aforementioned junkies.)

Still I love the writing as I have in AoD and the interactions with Sharp Face in particular were fantastic.
 

Agesilaus

Antiquity Studio
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Developer
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Aug 24, 2013
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4,456
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
anyone was able to perform takedown on frog?
rITzu7O.png

This is a very convenient spot for that but the game doesn't allow to perform takedown. I'm not sure is it intentional or not. Probably is. Elhoim ? By the way, pressing alt during stealth sections shows what, potential suspicion points?

EDIT: also while you are looking at this - Faithe's THIEF trait either doesn't working correctly or doesn't work at all. The ASSASSIN as well. I was testing them on lockpicking and sneaking skills.

Additionally, the THIEF trait supposed to provide stealing learning rate but I've no idea how to raise Faithe's stealing at all. Neibor can train only MC and there's no option for her at the stores unlike in Jed's case.
Wait, what gadget? I don't recall gadgets

:baka:
:notsureifserious:
If you are, try checking the Cole's Gadgets store. The same two which he is selling can be looted in the arena courthouse and the third one type located somewhere in Depot A2
+1 per (there's several of this one), +1 int, +1 STR, +1 dex and (+1 squad capacity, +5 companion accuracy). I think the +1 per exists in duplicate, the squad capacity one requires beating a fairly hard fight.
+1 per can be bought from the gadget store and looted at the courthouse in addition to medbay quest. As a bonus to squad leader there goes +1 int one. Given that only MC can install implants picking squad leader option currently is the best by far, no-brainer.

Ohhh, it's a battery upgrade for one of those defense devices you can equip. I'm sure it's helpful in later sections as combat becomes more difficult.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,624
anyone was able to perform takedown on frog?
rITzu7O.png

This is a very convenient spot for that but the game doesn't allow to perform takedown. I'm not sure is it intentional or not. Probably is. Elhoim ? By the way, pressing alt during stealth sections shows what, potential suspicion points?

EDIT: also while you are looking at this - Faithe's THIEF trait either doesn't working correctly or doesn't work at all. The ASSASSIN as well. I was testing them on lockpicking and sneaking skills.

Additionally, the THIEF trait supposed to provide stealing learning rate but I've no idea how to raise Faithe's stealing at all. Neibor can train only MC and there's no option for her at the stores unlike in Jed's case.

which is odd as you can even see takedown values when you hover over one and why im asking in first place. Bullfrog is so low you cna do it without critical strike.

slightly related, there is tower to the west of that screenshot with 3 computer check. 10 int, mastermind, tagged, started with 2 and I still couldnt reach 3 computers. Quite insane. Whats worse though is how my character cant go back to that place. Low str, can't use companion, used electronics. That route destroys elevator. To leave I performed dex check and used rope to leave through another tower. You cant go back through the rope nor perform dex check backwards. With elevator gone you can only use str which im locked out... Quite annoying, had to find really old save since I went out of my way to have that computer skill!

Also critical strike seem really hard to lvl up on sneaky character. It appears to me that only way to lvl it up currently is by farming combat with precise strike dagger... You would lose quite a few if you decide to sneak around. Perhaps takedown xp awards should be boosted?
 
Joined
Nov 29, 2016
Messages
1,832
Also, fuck, the addition of a small permutation or two (not talking about full blown quests here) following the resolution of the Jonas vs Braxton conflict could go a long way towards representing the shifting power dynamics with immediate consequences. For instance, if Jonas wins then a previously passable street in camptown could be occupied by a fresh batch of junkiethugs (you've killed the Law, so we moved in) while if Braxton prevails the Hit n' Kill could be closed down (he is explicitly pro gun control and would want to shut down the distribution of guns to transient camptowners, as opposed to cracking down on the business serving the more grounded Main Street clientele.)
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,492
slightly related, there is tower to the west of that screenshot with 3 computer check. 10 int, mastermind, tagged, started with 2 and I still couldnt reach 3 computers. Quite insane. Whats worse though is how my character cant go back to that place. Low str, can't use companion, used electronics. That route destroys elevator. To leave I performed dex check and used rope to leave through another tower. You cant go back through the rope nor perform dex check backwards. With elevator gone you can only use str which im locked out... Quite annoying, had to find really old save since I went out of my way to have that computer skill!
At least you made it. In my current run I could only get up there but since MC didn't have dex for that subsequent check and neither computers I could only use fast travel to GTFO. Ironically enough, token for computers among other skills lies THERE but you cannot get back unless MC has 7+ str. Maybe it should be possible to pass this check by a companion, with a rope to others or something. Or without - if MC has enough str, others follow automatically, same for the dex jump.

As for crit - yeah, so far it can be only farmed elsewhere. To takedown the thug on a way to 'boss' in the outskirts you have to have 75 value and it's something you cannot possible gain by doing takedowns only and even using both tokens unless skill is tagged, in which case I'm not sure.
 

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