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

Pink Eye

Monk
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Space Refrigerator
I'm very into cock and ball torture
Hey bros. If you have time and wanna help developers. Could you tell them how much money you get at the end of chapter 1 before going to the factory?
Steam thread: https://steamcommunity.com/app/648410/discussions/0/3059618306424439332/?ctp=3
Survey: how much money do you have at the end of chapter 1
Please let us know how much money do you have at the end of chapter 1 (before entering the Factory), as well as the size of your party. Use easy to read format like:

1,500, party 3

Thanks in advance.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
Does Thief Fythe still have enough SP in Lockpick, Sneak, Steal to not need tags there?
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
Money seems a bit too tight now in a full party, no room for experimentation. Also a bit silly that you sell a full suit of armor for a few bullets.

Does Thief Fythe still have enough SP in Lockpick, Sneak, Steal to not need tags there?

She doesn't, you'll miss the 5 Lockpick in the Armory.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,534
Location
Poland
Strap Yourselves In Codex Year of the Donut
Do you have any assault rifle builds that are at least as effective as the SMGs after the Factory update? The burst penalty sucked bigtime last time I played. Does STR burst accuracy bonus help at all? If it only increases THC by 10-20% then I'm dubious about using them as a primary weapon.

SMG burster was excessively effective, especially with graze feats. Automatic rifle was only capable of serving as a shitty backup to the long-range rifle.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
All I can say that when I played with rifle/crit guy burst was almost always pretty much the last option, yeah. Then again, it wasn't a build around bursts. Pipe dream is relatively easy to get now, perhaps I'd try that the next update.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,887
Is there any ALIEN areas with some of that art similar to HR GIGER

P60XFUB.jpg

FtFQIV0.jpg

zwAM4HF.jpg

ED6fQdC.jpg

zoTweq6.jpg

+M............... :P:bounce::P ...............+M

lordy Giger.. Wtf?!?
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
The Mission Control beta is live
Give it a try and let us know how it goes. It's still work in progress, so expect visual improvements, extra portraits, more minor interactions added in the near future.
The patch is out, lots of new stuff.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,617
Location
Denmark
wow nice. sounds very terminator 1-esque.. yea?

need more stuff like that. weird, sci-fi and awesome
 

Pink Eye

Monk
Patron
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Messages
6,270
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Space Refrigerator
I'm very into cock and ball torture
New 60 MB patch for the beta build: https://steamcommunity.com/app/648410/discussions/0/3040480988283309142/?ctp=14#c3041607080043586609
- Added mention to Foley's fate by PC or Faythe when talking with Denbow.
- Added chat and consequences with Jed in the interaction with Knurl.
- Tweaks to helmet DR value.

- Added door sounds.
- You can now show the lab technician token to the emporium guy.
- Fixed checking for PC in dialogues when we should be checking for Evans.
- Fixed PC facing in Hargrave fight.
- Fixed lack of placement phase in elevator fight.
- Fixed not being able to leave the room after the elevator fight.
- Fixed issues with sneaking in the elevator area.
- Fixed going back to mission control from Factory.
- Fixed barnacle startup loop on game load.
- Added Psi damage type, used it for frog and barnacle weapons.
- Barnacle bullet now is not affected by energy shield of a gadget or clothes.
- Barnacles now don't give defense XP.
- Fixed Chance quest BP crash.
- Now not calling combat end callbacks if PC is dead.
- Map screen now shows world location info when it has no local locations.
- Added world locations map art.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,134
Hey guys, in the previous chapter(Factory), are you able to save after the final fight? Does anyone remember?
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,270
Location
Space Refrigerator
I'm very into cock and ball torture
New patch for Mission Control + collection of fixes that Iron Tower Studio has been working on for past several months:
https://steamcommunity.com/app/648410/discussions/0/3040480988283309142/?ctp=34#c5040080777785011654
Changelog for yesterday and today:

Improvements

- New map screen with lore snippets;
- New stimulant: Zen - Removes Panic and increases neural resistance by 50;
- New area: Mission control;
- New enemy: Mind worms;
- Added Num1-9 keyboard shortcuts to dialogue answers;
- Key rebinding screen now detects bindings that are already used and offers to erase them;
- Added special cursor and text for characters that can't be taken down;
- Added combat queue item highlighting when pointing at the character in the world;
- Added "electric shock" visual effect for some attacks;
- Implemented small versions of main panel ally boxes (no portraits) for combat;
- Limiting object outlines to current floor only if PC is in a building;
- Limiting object outlines by distance;

Changes

- Increased helmet DR;
- Increased enery weapons cell consumption. Pistols use 3, rifles use 4. Magazine size increased to 12;
- Energy pistols damage reduced to 15-17 (standard), energy rifles to 20-22;
- Prices rebalance. You can sell for 20% now, prices for common loot items is lower;
- Cloaking field gadget now replaces sneak ability, doesn't add to it. This means it's 100 on the first turn, then starts going down depending on the gadget stats. If your skill is higher than the cloak value, it's used instead;
- Re-arranged the map list in the Pit, separating them in Main Street and Camptown locations, and adding indents and alphabetical listing for more clarity;
- Creeper is not draining HP anymore if it didn't do any damage;
- Turrets now prioritize targets by THC, then range;

Fixes

- Fixed lack of Biotech reward on the stimlab machine;
- Fixed lack of XP from turret fight;
- Fixed collisions creating an invisible wall on barnacle fight;
- Fixed combat not starting when killing a scav in MCT and then being found;
- Stealth now ends when killing all scavs;
- Fixed some prices being higher than intended (energy weapons, energy cells, light riot armor);
- Fixed Manny not taking your money;
- Caleb properly gives ammo;
- Fixed being able to start combat while sneaking inside Camp Reid Room;
- Fixed being able to repeat regulators and Camp Reid room sneak over and over;
- Specialist is now checked when trying to remove the targeting control module to repair the turret;
- Fixed typos;
- Fixed AI spending incorrect amount of AP for opening a door;
- Fixed melee fighters skipping turn if they're supposed to attack from closed door's tile, and you stand right behind the door;
- Fixed characters sometimes walking through doors;
- Fixed key rebinding window sometimes becoming unresponsive;
- Fixed stealth info panel not being updated with active character's stats;
- Fixed animation-related AI freeze;
- Fixed weapon not being set as activate when unequipping both weapons, then equipping one;
- Fixed items not usable from the inventory screen's inventory grid;
- Fixed an inability to switch back to PC via combat queue item, when double-clicking on it in placement phase;
- Fixed wrong specialist character being selected in dialogue actions;
- Now can't equip an item if it blocks the slots that are already blocked;
- Fixed larger initiative penalty shown as green in item comparison;
- Added Creeper grab attack textbox reports;
- Fixed displayed reaction values and tooltips in several UI screens;
- Fixed incorrect implants value in HP tooltip;
- Fixed Chance quest crash;
- Pulse grenade now affects turrets;
- Fixed lost focus in dialogue screen when you click away into game viewport;
- Fixed turret MaxAP reset to 0 after reloading;
- Fixed character creation screen layout slightly moving when player changes stat values;
- Fixed character creation screen showing "unspent points" message only if there was > 1 point (should be > 0);
- Accuracy from wearable items (helmets, goggles, etc) now stacks with accuracy from implants;
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
Is true random the best way to play? Or does it make the game too frustrating? I’m not sure why “heavily adjusted” is the default.
 

Pink Eye

Monk
Patron
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Messages
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Space Refrigerator
I'm very into cock and ball torture
I play in True Random. I honestly can't tell the difference between the other modes. If I understand it right. Other modes make RNG less punishing, but meh.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Is true random the best way to play? Or does it make the game too frustrating? I’m not sure why “heavily adjusted” is the default.

RNG is like religion, there's not a best one except the one you think it is for some reason.

I play in True Random. I honestly can't tell the difference between the other modes. If I understand it right. Other modes make RNG less punishing, but meh.

Not really, they basically adjust it to the small number of instances a combat has (there aren't hundreds of attacks in combat). So there aren't long "streaks", and actually try to represent the % you are seeing a bit better. So you might not have 3 consecutive misses at 90%, but neither will the enemies.
 

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