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Incline Colony Ship Combat Beta Thread

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
Is it possible to make a viable build with PER as dump stat? Or is high PER basically mandatory in order to hit anything at all?
For solo - hardly but check this out (from IT forum guy)
index.php
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
Can you guys please disable quick save during combat? I've already mistakenly quick saved twice just when I die or am about to die.

You'd think I would be smart enough to learn not to rely on quick save after the first mistake, but it took me the second time before I wised up.

It is disabled since the update, isn't it? It was the first thing I fixed.
 

Trash Player

Augur
Joined
Jun 13, 2015
Messages
504
Is it possible to make a viable build with PER as dump stat? Or is high PER basically mandatory in order to hit anything at all?
Make your own Big Jim. My second build and the first to pass the demo was a shotgunner with 4/8/10/4/4/10 and didn't even take any heroic feat, and the last fights were not challenging
to a captained team. Expect to graze past potential opening crit fishing and use as a item caddy and cover tackler.
A more optimized build would be get 9 CON, take Fast Runner>Tough Bastard>Captain>Whatever defensive. Use a machete for early fights and a shotty later. Aggressively spend consumables and
Mason's life early because they are expenable. Once Halston is in, it should be smooth sailing.
 
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Takamori

Learned
Joined
Apr 17, 2020
Messages
927
soQEj7N.png


Finally finished the game, went full Hammer build Lone wolf. It was really fun!
Another question for the devs ( Yeah Im starting to sound like an annoying kid), but any chances you guys try to open a kickstarter in order to expand your budget for the game? Or you guys don't wanna deal with kickstarter shenaningans? You have a demo ready and AoD as a previous release, could help for the marketing.
 

Noddy

Augur
Joined
May 29, 2008
Messages
220
Levelling up tough bastard mid fight gives you a full heal. That's gotta be a bug a right?

Overall really enjoyed fucking around with this. Found AoD very bland and think this is tiers above it.
Got a few grumbles about how the feats work, but eh, they're pretty minor. I'll go post in the feat thread i guess.
Nice job lads. Waiting to see how stealth works now.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,051
Another question for the devs ( Yeah Im starting to sound like an annoying kid), but any chances you guys try to open a kickstarter in order to expand your budget for the game? Or you guys don't wanna deal with kickstarter shenaningans? You have a demo ready and AoD as a previous release, could help for the marketing.
At this point a KS campaign would distract more than it would help. We're on a very tight schedule (we're starting to implement quests today) and any deviation from this path, be it a KS campaign or spending time on a weapon upgrade system (programming, 3D assets, testing) would delay the EA release and thus push the release date into 2022.

Levelling up tough bastard mid fight gives you a full heal. That's gotta be a bug a right?
Will be fixed.

Nice job lads. Waiting to see how stealth works now.
Thanks!
 

Sloul

Savant
Joined
Mar 26, 2016
Messages
286
That is why all of you must EMBRACE THE GLORY OF THE REACTION BUILD.

#1. Pistol + every reaction feat & stat imaginable.
#2. Equip pistol in both hands. Reaction uses both your equipped weapons.
#3. Sit down.
#4. Shoot all 12 bullets from both pistols during reaction round.
#5. Reload on your turn.
#6. Sit down.

It is glorious. Glorious. Until they smoke grenade you.
This thing doesn't seem to work anymore.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
Have anyone managed to win 4th fight as rifleman without grenade?

Also, design suggestion - remove "add feat" button, it really do nothing except spending our time with moving mouse around, especially noticeble in combat demo with lotsa reloads. Instead show feats when you can pick one - simplier, quicker, cleaner.
 
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Deleted Member 22431

Guest
Have anyone managed to win 4th fight as rifleman without grenade?

Also, design suggestion - remove "add feat" button, it really do nothing except spending our time with moving mouse around, especially noticeble in combat demo with lotsa reloads. Instead show feats when you can pick one - simplier, quicker, cleaner.
Please, don't do this. If anything, you should add more stuff that makes things more transparent. For instance, don't let the player leave the initial character screen without choosing a tagged skill, and make this more obvious. Right now, the little box is too discreet and can be easily ignored.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
Please, don't do this. If anything, you should add more stuff that makes things more transparent.

How it makes things none-transparent? Player press C and see all the list immediately - the same list he see after pressing ADD FEAT.
Only without pressing it.


Also managed to win 4th fight with rifleman without grenades - take Fast Draw, eliminate Sharpshooter first and then rush to his body and take his new shiny rifle he even had no opportunity to shoot.
Any more tactics?
 
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Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Have anyone managed to win 4th fight as rifleman without grenade?

Also, design suggestion - remove "add feat" button, it really do nothing except spending our time with moving mouse around, especially noticeble in combat demo with lotsa reloads. Instead show feats when you can pick one - simplier, quicker, cleaner.

Not such a bad idea, having the character screen popping up and the +1 feat information widely visible, Fallout like would be an improvement.
I didn't miss the skill tags nor the feats but i get how it's possible to overlook them.
And the Fallout "blip" sound is epic anyway, just like Wizardry 8 leveling up sound and Might & Magic training voices.

Vault Dweller
Enemies HP numbers are barely visible when they're low, maybe it comes from my graphics settings but still, it'd be nice to have the info on the aiming window when you select a target.

Have anyone managed to win 4th fight as rifleman without grenade?

Yes, both with my very first cha/int build sniper and my current optimized DEX/PER sniper.
It's easier with the new spawning area.
For a sniper run, i find the two "on kill" feat (+6 AP / +50% crit) are best then + evade feat, then, i like the +ini + 4 AP on the first turn, it gives you 22 and even 28 AP on the first turn if you kill an opponent, you can even kill 2 and get another +6 AP ...
 
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Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,357
Vault Dweller I don't know if this came across in my beta comments, but matching my own experience with people's comments here, I think some of the interfaces really aren't intuitive for many players and they need a bit of redesign / touchup.

Aesthetics aside, the interface does often lack clear ways to notify players of the key actions. It took me a while to work out in the beta, and I see in this thread it's happening to others:
  • Tagging skills - it's a tiny bullet point that people are missing. Even a 'highlighter' effect over the entire skill title, or a coloured 'box' over that particular skill row, would make more sense?
  • Adding feats after level up / seeing that you have unspent feat points in Character screen - the recurring pattern in CSG interface is that the most important piece of information is often not the first, second or third place you look.
  • Shield upgrade screen - as this earlier post shows here, I think the first time peope see this screen it's very weird. Back in the beta (don't know if it's better in latest version), it was also easy to click correctly on a part upgrade, get zero visual feedback, almost to the point of wondering if it was interactive at all.
  • Doctor/implants - the confusion around vending machine might be a combat beta-only issue, that's OK. But the dialogue screen used for upgrades I think is easy for new players to get lost in, where they're not sure which implant is a base and which is an upgrade, and they have to remember which ones they have in the inventory too. A visual flow-chart (i.e. 'skill tree') would be ideal. If there aren't resources and it has to stay dialogue only, at least categorising into "stuff I have" and "stuff I don't", or being able to check one's inventory screen...
  • The reload button in combat - easy once you know where it is. Not easy to spot the first time.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,889
Something noticeable to notify player he gained a level would be very welcome. I frequently missed that I levelled up in the demo and only noticed a fight later, mostly due to thinking "I should have a new feat by now".
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,251
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Reload weapon button shouldn't be so close to choosing firing modes btw.
It is very important for sanity to learn the hotkeys. They're the same as in Aod, ie: R to reload, number keys to cycle various firing/attack options.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
Yes, both with my very first cha/int build sniper and my current optimized DEX/PER sniper.
It's easier with the new spawning area.

How? I barely did that with Dex/Per 10/10.

Few bugs.

Pathfinding


Placement before fight


Space was lost! Find it!

Also - it's a bit uncomfortable how game doesn't respond on pressing buttons till animation was played - you move PCs before fight in cover, he sits down and untill animation fully played buttons doesn't respond - no reloading, changing attack mode etc.
If possble it should be fixed.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,572
Pathfinding
You should report this bug on the forums, I already did but there is not enough data on what triggers it. Apparently, it is very rare and it seems that only 2 of us spoken about it yet. So far I learned that pathfinding gets broken after many reloads and that only specific tiles are bugged.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
How? I barely did that with Dex/Per 10/10.

This fight is extremely easy, mostly due to a bug i reported earlier, forgot to mention it again.
This is how.

BUG :

In the fourth fight, the main target gets stuck on anything, ending his turn, mainly the central northern cover* (southern side) and his goons, then, he's blocked (you can't target him) until his next turn even if you get rid of the adjacent enemies.

Edited for typo ^^'
 
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Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,636
Location
Russia atchoum!
My PC stuck like that, between crates, so attackers just run to me and then do nothing - in a fight with Daltons.
Happened after bug with pre-placement.

But what will you do without bug?
 

Binky

Arcane
Joined
Nov 17, 2015
Messages
453
Did two solo ranged runs.

First one was a gunslinger. I was learning how to play a ranged build, so early game was a massive pain in the ass. All available guns sucked, so I had to rely on SMGs, shotguns, and bullet sponges (companions) to survive. Once I bought Colt Classic my problems disappeared.

"Boy, they look like real hard cases, Bob. Didya kill all seven of 'em dead... or didya just wing some of 'em? Now that is you there, innit, Bob, on the cover? The Duck of Death?"
Little Bill Daggett, Unforgiven
soXWxFc.jpg

Suck it, Little Bill

Second one was a shotgunner. Damn, this was a fun run. Evasion, upgraded distortion field, ocular, dermal, and an upgraded reflex implant. My defense was superb. Those morons kept shooting at me with their sad smgs. The most common outcome: miss, miss, graze 0. Graze 0, graze 0, graze 0 was second. I could just casually stroll right up to them and blow their heads off.
KsQWPYm.jpg

And then I got the Shredder. It was love at first double critical shot.
350cICn.jpg
Random thoughts:
  • It's smart to play dress up and not sell stuff too quickly. Welding mask, thermal vision goggles, and gas masks are a must. Gonna be a pain doing it with a full party, though...
  • If a guy has chevrons above his noggin', he's got to die ASAP. Prick is beefing up the rest of his crew with disgusting bonuses.
  • Distortion field + evasion + decent armor is great for triggering reaction shots. He just missed two shots with the energy pistol and now you have a weapon in his face? Fun.
  • If you kill an enemy quickly enough, they may have a grenade on their corpse. Kill a guy, loot a grenade off his body, and lob it at his surviving friends? Nice.
  • This is gonna be such a fun game once it is finished. I'm giddy with excitement just thinking about the various characters I'll create in this setting.
 
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