Cyberarmy
Love fool
This game needs couple more melee weapons. Maybe adding a sabre (for that ww1 / interwar space aesthetic) and a katana as the two-hand option and because it goes with space would be good.
Also this
This game needs couple more melee weapons. Maybe adding a sabre (for that ww1 / interwar space aesthetic) and a katana as the two-hand option and because it goes with space would be good.
this seems like a very big change tbh, the biggest one in update- Tags no longer increase skill gain, but add +2 levels over the normal skill progression.
Separate fist-fighting combat skill and fist weapons were planned originally if I recall but had to be cut due to budget, devtime and animation work constraints.What about a more simple but not less fancy american fist (blunt) weapon that could also be found in a specimen of an energetic shocker later in the game? Something like that ?
Complete Pit's main quest and whoever took over will foot the bill.How can we pass the greeter in the factory? I don't have 10K credits, I don't think it's even possible to reach that number.
clearly it would have even less without such quality postsWhy thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint
Many people (myself included) are waiting to play Colony Ship when it's finished. Wrath is a finished game. The BG3 thread is about 5% BG3 discussion and 95% making fun of Swen.Why thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint
Why thread for pure incline like Colony Shop and ATOM:Trudograd have so few pages compared to Wrath of Trannies or Baldur's Gay 3? Upcoming dismantle the west, kill white people, men suck, tranny simulator games like StarField and Avowed, which we barely know anything about, have almost as many pages as this thread. Codex never fails to disappoint
Finally started playing the EA. I'm not usually fond of early access, but I just couldn't help myself.
Some questions, though:
So I'm at the point where you can stealth through a scav fight on the outskirts. It's when after you save some guy from 2 other scavs. Their building has 4 people in it. I managed to stealth kill the guy behind(storeroom?) and the guy at behind the counter by picking the door behind him. After that there wasn't any other play to kill the other 2 looking out the balcony. Any tile between me and them are red. So I figure I can at least pre-empt the attacking phase or something. Since my guy is hidden, after all. After a good few minutes trying to figure out the next step it appears that my only option was to.. Let myself detected and give them the initiative? It feels like I am missing a mechanic how to properly proceed. Or is that it? I just kill two guys and the only thing after that is to intentionally get detected to start the regular fight?
Critical Thinker: Might be because my Englandsky is bad but how does this work exactly? "For each skill level: Critical chance +1%, Crit damage +3%, Takedown +2" -- Each skill level of what, exactly? Do I get those bonuses if I have upped my electronics to 2? Does it only apply for combat skills?
How does recoil control work? I know it gives you less penalty for bursts, but what does this number mean? With recoil control at 10, does that mean it removes 10 THC penalty from bursts?
The skill referred to in the description of Critical Thinker is Critical Strike. Without the Critical Thinker feat, each level of Critical Strike increases your crit chance by 2%; with the feat, it goes up to 3% per level.
As Whisper said, you have to swap to regular combat mode to kill the last two guys in that stealth section if you don't have a cloaking device and/or a very specialized sneaking build.
I'm too busy setting new World record on Hard in MinesweeperWhy do I always see you making the same post instead of, I don't know, discussing actual games?
You can manually initiate combat from stealth by clicking the "Start Combat" button on the right hand side of the screen below the "End Turn" button.Yes, how do I swap to regular combat properly? Just get detected? No other way?
I closed the door at the beginning. Killed the guy and then made noise going back and forth near closed double gate. Once they were alerted and bunched up near it I initiated the combat with the door still closed. Had to waste AP opening it sure but I had the jump on them and still enough to kill two dudes and retreat far enough to make the rifleman waste his turn.Or is that it? I just kill two guys and the only thing after that is to intentionally get detected to start the regular fight?
The release of the next area of the game has been delayed to the end of march: https://steamcommunity.com/app/648410/discussions/0/3193618786005282570/
Update notes for Feb 27, 2022
Improvements
-
Added combat autosaves.
- You can now use stims on allies.
- Added new models for energy turrets.
- Added breakdown of what you get from stealing.
- AI moves closer to unreachable targets (instead of staying in place).
- Added roll information for cloaking field detection checks in combat.
- Increased the speed of transition animations to improve combat flow.
- Combat tutorials are now per turn.
- New Feat: Skill Monkey - Increases Skill Gain by 25% (works retroactively), requires INT 8.
Skill Gains and Tags Rebalance
-
Tags no longer increase skill gain, but add +2 levels over the normal skill progression.
- Lowered LP required for skill level 2, increased for all other levels.
- Training increased to 60 LP, Token to 120 LP.
- Increased a few skill checks for lockpick, electronics and computers to level 6.
- Reduced LP from combat by 20%.
- Adjusted the attack/defense LP rewards from several enemies.
Character System and Attack Changes
- Intelligence: Even values gives tags, odd values gives +10% XP.
- Increased accuracy and evasion from skills to 6.
- Changed Critical Chance to 2% per Critical Strike level.
- Evasion and accuracy penalties from aimed:arms/legs increased to 2 turns.
- Reduced aimed burst penetration to 10 on regular attacks, and has 20 penetration on criticals.
Feat Changes
- Quick Fingers now gives +5 initiative.
- Juggernaut gives +2 melee damage, +3 on grazes.
- Master Trader now reduces buying prices by 50%.
- Weapon specialization feats: Effect per level bonus increased.
- Mental Fortitude skill bonus works retroactively.
- Critical Thinker now gives +2 takedown per level (instead of flat 5).
- Opportunist Reaction Bonus increased to +15.
- Basher per level bonus changed to penetration +2.
- AP earned by a character with Second Wind off turn (reaction attacks) is now stored and applied on his next turn.
Item Changes
- Reduced Accuracy, Aimed, Graze and CS from equipment (5 became 4, 10 became 8, etc).
- Energy Shield: Each level in Emitter gives +1 DR and +5 HP (instead of +2 DR).
- Power Vest: Shield HP increased to 50.
- Super Soldier is properly +4 AP (not 5).
- Stasis turns increased to 3 (from 2).
- Stasis works on turrets.
- Zen turns increased to 3 (from 2).
- Lowered utility bar and clawhammer damage by 1.
- You can get a Rusty XM5 in the Pit (SMG with single shot).
- Reduced the price of bullets.
Other Changes
- Hargrave has proper skills. Removed one gang member (new game), him and the rest have increased level.
- Tweaked Shuttle Bay fights: Mother is a bit easier, Nazar is harder (Nazar and his crew didn't have many feats).
- Tweaked frogs: Damage lowered by 2, penetration of bullfrog attacks increased. Psi frogs in factory are a bit stronger.
- Increased turret damage to better work with new armor DR values.
- The pistol you can steal in the factory is a Longslide EX and requires steal 5.
- Now partially refunding AP if multistrike attack was interrupted by Zap.
Fixes
- Fixed missing quest XP from Moses when removing the refugees.
- Fixed a combat freeze when you miss an enemy, get counterattacked, knocked down + enemy dies.
- Feats that are based on a skill level now correctly recalculate their effects if skill level is changed.
- Fixed the case when you could have free movement AP in stealth as a leftover from combat.
- Fixed zap attack using torso DR instead of arms (like textbox reports).
- Fixed psykers sometimes not attacking.
- Fixed lack of skill on some regulators when betraying Braxton for Mercy.
- Fixed lack of melee skill in allied Brother Keepers.
- Added missing tooltips for Initial Disposition and Neural Resistance.
- AI fix: The attacker doesn't switch to melee if they are using an energy shield.
- AI fix: The attacker doesn't switch to melee if the enemy has an active distortion field.
- Fixed that if you throw disruptor grenade at yourself, throw attack anim is played after panic.
- Fixed bloodlust being applied to reaction attacks, only triggers on manual attack.
- Item tooltip now list ballistic resistance first, as it is in the rest of the interface.
- Fixed smoke particles multiplicating when zoomed in. Now they are consistent, increasing performance and visibility.
- Fixed characters sometimes not starting placement phase on placement grid.
- Fixed panic animations.
- Fixed a game freeze source in Energy Turret.
- Fixed natural DR counting towards Psi resistance.
- Fixed natural DR hint.
- Fixed combat with Hargrave not starting after the worm fight event.
- Fixed minor level issues.
Still working non-stop on the Habitat. A big location like this requires a lot of work on all fronts: assets, tile sets, writing, scripting; level, quest, and encounter design, etc. We have three 3D artists working on assets, so you can expect a very different environment from what you've seen before. I think that's our best work yet, at least in terms of writing and visual design, so hopefully you'll enjoy what's coming.
We're still aiming to start the beta by the end of the month, but we won't know for sure until we get there.