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

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,527
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?
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.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,651
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/648410/view/3124939525315917109

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.
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,616
Recent update about Habitat

https://steamcommunity.com/app/648410/discussions/0/4658416565940888871/
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.

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Brotherhood HQ



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Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
A very exciting update that includes what's kind of quests there are in the Habitat sadly the beta for the location might be pushed back a few more days or week but still what is coming sounds so cool.

We'll work through the weekend and evaluate what we have on Monday. While we're talking about a beta release, which is work in progress by definition, I think it needs more work.

Basically, the content can be split into the following categories:

- faction intro quests; their purpose is to show you the factions and introduce you to the leaders as you can't just waltz in and offer them the machine, you need to have a way in.

- the main quest, learning more about the machine, offering it to one of the leaders and getting a new party member

- leaders' personal quests, running in parallel with the main quest

- old quests: the Pit's leaders' quests, Shadow from the MC offering to help him steal the eye, Father Nico.

- side quests

- party banter and situations

- flavor (lore, inscriptions, propaganda)

The last 2 will be done last, no time for this right now at all. The first 2 are done (meaning basic implementation is done but needs some fine-turning, scripting and combat balance). Oscar's working on the leaders' quests (scripting), I'm working on the side quests (about half done).

It's important to show what we have to gather some feedback (Oscar thinks it's too dark and he isn't talking about the lighting), but at the same time we don't want to release it before it's an enjoyable experience.

Nick added new death animations; Yuri (our animator) is working on civilian animations to make the towns less static (but that's a bigger, longer project as the list is extensive), Vlad and Joao (3D art) are working on unique objects and building.

Speaking of, the basic level layout is done for all areas. Most unique objects are done too; only one's left (being textured as we speak), the rest is pure flavor. What's left is lighting and atmosphere.

Mazin did some really great portraits, only two are left (a Protectorate's spy and the monk who will overclock your implants).

https://steamcommunity.com/app/648410/discussions/0/4658416565940888871/
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,732
I was wondering: will locations such as the lower decks of the Armory or Mission Control come with this update, if we'll be able to acquire the access code/synod's member's eye?
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,616
I don't remember it being mentioned, but I'm guessing they'll be added with or after the return to the Pit.
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,732
I've gotta say, I really enjoy this emphasis being placed on exploration. It's a shitton of fun. Also, having played for the first time since Shuttle Bay was added, I love how the game is shaping up.
 

Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
The dev's say after the Habitat comes out and all found bugs are fix and presumably take a break they will work on ECLSS then move on to chapter 2 content for chapter 1 locations.

"ECLSS plus more Habitat improvements. After that we'll return to the Pit and Mission Control before continuing our journey to the mutant town.

Overall, doing extra content in the finished locations is much easier than doing both the content and level design (the design itself, tilesets and assets, textures, art pass, lighting, placing characters, etc). It's a lot of work and we'll all breathe easier when it's done, when we can fully focus on quests, balance, and non-visual improvements"
 

Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
Update on the Habitat beta. It's hopefully coming out the end of next week.

No, not this week, sorry. Here's where we are:

Brotherhood - done
Church - done
Protectors - 2/3 done, will be done by the end of the week
Maintenance (the level underneath all 3 'buildings') - half done, let's say another week at most.

We're still waiting for some assets, hope to get them by the end of next week. Theoretically, we can start without them but we'd rather have everything in place.

Right now it seems we should be able to wrap up everything by the 21st, but such estimates can easily change if something goes wrong or takes longer.

At this point we can commit to a hard deadline of Apr 30, but we'll aim for Apr 21-22
.
 

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,616
I did 3 builds so far- rifle team player, lone wolf hammerite and a diplomat.

I'll be restarting when Habitat drops and have a question regarding the Keeper that gets shot by a sniper in Factory- you can shoot the sniper with Rifle 5 and kill him with CS 4 I think. Then you get BT check to heal the Keeper.

Neither the diplomat or lone wolf had Rifle 5 so I couldn't check- is the CS success needed to get the option to heal the Keeper?
Is it be feasible to train Evans enough while playing as a diplomat? Tagging the skills, Cult Leader and using all tokens on Evans.
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,732
Neither the diplomat or lone wolf had Rifle 5 so I couldn't check- is the CS success needed to get the option to heal the Keeper?
No, but he won't give you the rifle then.

Is it be feasible to train Evans enough while playing as a diplomat? Tagging the skills, Cult Leader and using all tokens on Evans.
Surely, it depends on what would you consider "enough".

And a question of my own: how do I level up the feat from turning in the frog brains? Is it through use of the respective stim?
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,732
Since the release is right around the proverbial corner - gimme your guesses as to the purpose of the Armory machine. My personal theory is that it's meant (or at least can be used) for recharging plasma cells. Such a device would be of interest to Habitat factions as it would transform the "expensive paperweights" back into deadly weapons and give the owners a massive edge. It also makes sense that a machine found in the Armory would have military applications.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
While practical, both of those are less... impactful in terms of narrative than I think Vince will go with. Remember the machine in AoD to literally make you a god?

It's fine if he goes pure functional and it's a quick charger or printer, but I expect something more.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,527
I think it's a life support system for future colony that could be used now of course. Doubt it very much that it could turn you into a god or smth, different setting, different stakes so I don't think it was designed to benefit one individual. I think it's either an assembler of high-tech things, an energy source or several very useful and rare things in one.
 

Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
I can't really think of anything crazy yet useful(As in doesn't have a high chance to blow up the ship) for the Ship Born current situation then again Vince did say a while ago that the no faction path can start with the player figuring out that using the device might not be a good idea
 

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