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

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
My build in the latest patch, at the current end:
1734E24A9594410057788A6A9A24906B6F8EE7E5
Completely dumped any combat ability on the mc, and instead went full combat on every other companion. Still, this was sufficient to do various hard fights (bot, black hand fortress), loot the entire church tomb and various talky/techy stuff. SkillBot main character with combat focused feels like the most fun way to play the game to me right now.

Not sure if this is optimal compared to 10 cha for more party bonuses, but I also don't know what other stats I would dump. 1 con is an obvious candidate, since I'm only using 2 aug slots anyway.

Also funny that it's just barely possible to reach steal 4 without tagging if you stack all skill rate bonuses.

Feedback on skills balancing for tagging:
I don't think steal is worth tagging right now. You can easily get steal 3 in chapter 1 regardless, and while getting a longslide EX in the factory is strong, you can still get it a bit later and it's not a huge payoff for an entire tag. The various small amounts of ammo and grenades are not enough, I think there needs to be some pickpocketing/high tech theft stuff available in the habitat. Or rename steal 'sleight of hand' or something and have it give some accuracy/reaction bonuses or something in addition to its current use. Or rename is subterfuge and merge it with impersonate?

Impersonate is also very dubious, as it's used by far the least of the dialogue skills, and you can pull off a lot of convos even while failing the impersonates as long as your other skills are good (high disposition probably also works). It's also almost entirely leveled from the generic speech++ xp you get when winning a dialogue encounter.

I don't think sneak skill does a lot compared to the perks, and the perks are kinda mandatory anyway? Not super confident in this, as I don't have a "pure stealth" run to compare to so I'm not sure what I'm missing in terms of potential takedowns (I did loot the armory in the factory stealth section, and then do the computer checks to deal with the leader). It certainly doesn't help that to get value out of most hard sneak encounters you need high lockpick/computer/electronics anyway

Biotech is probably in a good state, but I'm not super sure. Tagging it will for sure get you more augs faster which is arguably entirely sufficient, and without maxed learning rate I'd never hit 5 either, which would put dermal armor out of reach. And of course, a party without good electronics would be unable to fix broken ones, which would be further incentive. Still, I'm hoping there will be more environmental biotech stuff for the higher values, or aug upgrade kits.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
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San Isidro, Argentina
I don't think steal is worth tagging right now. You can easily get steal 3 in chapter 1 regardless, and while getting a longslide EX in the factory is strong, you can still get it a bit later and it's not a huge payoff for an entire tag. The various small amounts of ammo and grenades are not enough, I think there needs to be some pickpocketing/high tech theft stuff available in the habitat. Or rename steal 'sleight of hand' or something and have it give some accuracy/reaction bonuses or something in addition to its current use. Or rename is subterfuge and merge it with impersonate?

We are going to add some environmental interactions for stealing credit chips and other things in cities, plus do other passes on quests.

I don't think sneak skill does a lot compared to the perks, and the perks are kinda mandatory anyway? Not super confident in this, as I don't have a "pure stealth" run to compare to so I'm not sure what I'm missing in terms of potential takedowns (I did loot the armory in the factory stealth section, and then do the computer checks to deal with the leader). It certainly doesn't help that to get value out of most hard sneak encounters you need high lockpick/computer/electronics anyway

We are working on the balance, I think it's in a bit better state but I agree that it needs to have a bit more impact.

Biotech is probably in a good state, but I'm not super sure. Tagging it will for sure get you more augs faster which is arguably entirely sufficient, and without maxed learning rate I'd never hit 5 either, which would put dermal armor out of reach. And of course, a party without good electronics would be unable to fix broken ones, which would be further incentive. Still, I'm hoping there will be more environmental biotech stuff for the higher values, or aug upgrade kits.

There will be quite a few biotech checks, especially in the later content for Hydroponics and Mission Control.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
do companions have their own agenda and clash with the pc?
also do you find any weapons/ammo in mission control?
Yes on both counts. Jed and Faythe will leave/attack you if you attack the wrong people, and later companions are associated with specific factions and will leave if you betray those factions. Mission control has a unique assault rifle and energy SMG as well as some high end grenades and parts for your combat robot.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
We are going to add some environmental interactions for stealing credit chips and other things in cities, plus do other passes on quests.
Yeah. Getting some bonus cash is nice and all, but I doubt it will ever be worth a precious tag (unless it's a huge amount of cash: overclocking everyones implants is too expensive for any build right now, especially combined with buying gear in the habitat. Overclocking an extra 3+ implants would make the tag feel valuable on every build I guess). Considering that the reward for tagging one of the tech skills is often a unique and best in class piece of gear (like energy rifle or dermal armor in act1) I think steal would have to offer something similar to compete. Feels like there should be lots of opportunities to swipe some good stuff in act 2, what with visiting the inner chambers of all 3 factions, the monks, etc.

do companions have their own agenda and clash with the pc?
They have opinions, and occasionally one of them will say "no, we have to solve this quest without killing, because the opponent is my friend". Pretty light on interference so far though, thankfully. It feels like they're being built up to real conflict 'soon' though.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Yeah. Getting some bonus cash is nice and all, but I doubt it will ever be worth a precious tag (unless it's a huge amount of cash: overclocking everyones implants is too expensive for any build right now, especially combined with buying gear in the habitat. Overclocking an extra 3+ implants would make the tag feel valuable on every build I guess). Considering that the reward for tagging one of the tech skills is often a unique and best in class piece of gear (like energy rifle or dermal armor in act1) I think steal would have to offer something similar to compete. Feels like there should be lots of opportunities to swipe some good stuff in act 2, what with visiting the inner chambers of all 3 factions, the monks, etc.

Yes, definitely on unique gear as well. The money is meant to give the skill more use, and as you said, allow you to upgrade/equip your party more easily.
 

Sòren

Arcane
Joined
Aug 18, 2009
Messages
2,558
Yeah. Getting some bonus cash is nice and all, but I doubt it will ever be worth a precious tag (unless it's a huge amount of cash: overclocking everyones implants is too expensive for any build right now, especially combined with buying gear in the habitat. Overclocking an extra 3+ implants would make the tag feel valuable on every build I guess). Considering that the reward for tagging one of the tech skills is often a unique and best in class piece of gear (like energy rifle or dermal armor in act1) I think steal would have to offer something similar to compete. Feels like there should be lots of opportunities to swipe some good stuff in act 2, what with visiting the inner chambers of all 3 factions, the monks, etc.

Yes, definitely on unique gear as well. The money is meant to give the skill more use, and as you said, allow you to upgrade/equip your party more easily.

i always wondered why u didn't increase the loot in the hydroponics living quarters and/or baxter's HQ - while increasing the required sneak/steal skill at the same time of course (above 3 is enough). it's simple and if u put something interesting there it certainly would get people thinking if they wish to spend tag or not.

the batch u get this way doesn't do much right now. but maybe u still got plans for that, idk.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Yeah. Getting some bonus cash is nice and all, but I doubt it will ever be worth a precious tag (unless it's a huge amount of cash: overclocking everyones implants is too expensive for any build right now, especially combined with buying gear in the habitat. Overclocking an extra 3+ implants would make the tag feel valuable on every build I guess). Considering that the reward for tagging one of the tech skills is often a unique and best in class piece of gear (like energy rifle or dermal armor in act1) I think steal would have to offer something similar to compete. Feels like there should be lots of opportunities to swipe some good stuff in act 2, what with visiting the inner chambers of all 3 factions, the monks, etc.

Yes, definitely on unique gear as well. The money is meant to give the skill more use, and as you said, allow you to upgrade/equip your party more easily.

i always wondered why u didn't increase the loot in the hydroponics living quarters and/or baxter's HQ - while increasing the required sneak/steal skill at the same time of course (above 3 is enough). it's simple and if u put something interesting there it certainly would get people thinking if they wish to spend tag or not.

the batch u get this way doesn't do much right now. but maybe u still got plans for that, idk.

Yep, we are planning to place extra stuff there as well. Also having a similar sequence in Fort Stanton in the factory.
 

Pink Eye

Monk
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Joined
Oct 10, 2019
Messages
6,203
Location
Space Refrigerator
I'm very into cock and ball torture
Some exciting stuff planned for the Pit!
https://steamcommunity.com/app/648410/discussions/0/3454842785113324113/
The next update - what to expect?

You'll finally return to the Pit, stopping in the Factory and the Armory first. The Pit's events and updated visuals depend on who's in charge:

Braxton will need to secure the town and bring a lot of law-n-order, Protectors style, to secure Protectors' support. If alive, Red Beard (fool me once...) and Nazar (Shuttle Bay) will play a role in the events.

Mercy will need to save some souls and spread the teaching of God throughout this godless town, which is easier said than done. If you sent Mother to the Pit, Mercy's efforts will become much more radical, so there will be a nice branch there (Mother vs Solomon). If Isaiah's alive, he'll take part in the festivities as well.

Jonas will need to replace Braxton and his Regulators (the independent path) OR consider Hanson's offer (if Garrett escorted you). If alive, McNeil and Martinez will play a role in the events.

So 4 different directions there. There will be new arena fights (reflecting the social changes under each leader); Earl will have new quests for you as well.

The Outskirts will grow and a new leader (inspired by a certain AoD's character) will appear.
Since we'll be using the existing level design (with some changes), we'll finally be able to focus on the quests and reactivity.
 

1ttffsse

Literate
Joined
Jul 20, 2022
Messages
16

do companions have their own agenda and clash with the pc?
They have opinions, and occasionally one of them will say "no, we have to solve this quest without killing, because the opponent is my friend". Pretty light on interference so far though, thankfully. It feels like they're being built up to real conflict 'soon' though.


IDK if too much scripting work would be involved but I would suggest the devs to look into closing some loopholes of companions becoming mad at you and leaving if you "meta" game - YUCK - and say temporarily leave a party member at camp, go kill their friend behind their back and then come back and rerecruit said follower at camp. There should be consequences for that type of behavior. andthey should not just go on like nothing happened. Granted the ship is probably a big place but eventually maybe they hear of it?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina

do companions have their own agenda and clash with the pc?
They have opinions, and occasionally one of them will say "no, we have to solve this quest without killing, because the opponent is my friend". Pretty light on interference so far though, thankfully. It feels like they're being built up to real conflict 'soon' though.


IDK if too much scripting work would be involved but I would suggest the devs to look into closing some loopholes of companions becoming mad at you and leaving if you "meta" game - YUCK - and say temporarily leave a party member at camp, go kill their friend behind their back and then come back and rerecruit said follower at camp. There should be consequences for that type of behavior. andthey should not just go on like nothing happened. Granted the ship is probably a big place but eventually maybe they hear of it?

I'm pretty sure that in the case of Faythe that's only possible if she doesn't know Morgan was in there (as in you didn't meet her yet or went to hydro without her). And I don't think that as you as get back she suddenly knowing it would be better (or even worse, after you meet her for the first time).

The point of her leaving is you being a dick to her, by saying you won't kill her friend and go ahead anyway. At least we scripted it that if she knows Morgan is there, asks you not to kill him, dumping her on the pit and then killing him, she will know you did it.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
Ended up buying this on early access without reading this thread or trying a demo. I don't intend to play the EA builds as I'm not a fan of unfinished products and glorified demos. How poor was my purchasing decision? Is this game any good? I'll be honest, I made a gamble here as I was not a fan of Age of Decadence (I don't like how it handles the story sections with teleporting you around all the time and basically delivering the content in a VN style fashion).
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,100
Ended up buying this on early access without reading this thread or trying a demo. I don't intend to play the EA builds as I'm not a fan of unfinished products and glorified demos. How poor was my purchasing decision? Is this game any good? I'll be honest, I made a gamble here as I was not a fan of Age of Decadence (I don't like how it handles the story sections with teleporting you around all the time and basically delivering the content in a VN style fashion).
Have you tried combat approach in AoD? If you did and liked it then you'll like it in this game, too. Otherwise, I wouldn't be sure although there're some improvements regarding story approach.

Either way, you did the right thing by buying this - among very, very few devs these ones deserve all the support we, RPG-enthusiasts can give.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
The teleporting was definitely jarring for me when I played Age of Decadence. I'd imagine it was a workaround for something else, but I don't know if they have ever spoken on it (I feel like they must have).
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
The teleporting was definitely jarring for me when I played Age of Decadence. I'd imagine it was a workaround for something else, but I don't know if they have ever spoken on it (I feel like they must have).

You have no idea how many times we've spoken about it jajaja

AoD: Since we are a small team, we made it to make scripting easier by lowering the amount of scenarios that we had to take care of. In several cases we overdid it (the original Teron demo was horrible in that regard), and in general we should have kept it as a convenience option.

Colony Ship: It's definitely, much, much lower here. We use it only in two cases: When you are accompanying an NPC somewhere, or when the quest happens in a separate level instance or unique level structure. So for example, the first case is when Jed tells you to go with him to get the money from Black Will. Whenever you are ready, you talk to him, say yes and then the dialogue and events play out. Similar to the attack on junction F14, which is a separate level. You talk to Buford when you are ready, say yes, and you are taken to that separate level (you are free to walk around when you arrive). Something similar with the final events on the pit questlines. We use those points as triggers to spawn the level changes and place you in the modified instance.

In general, the game structure is a bit more open and with more exploration, whereas in AoD the city quests were the bulk of the content. Now, we also like using it as a narrative tool similar to how a dungeon master would work in tabletop, in which you say "I accompany Jed", and the DM describes the situation, and in that regard when we use it is a narrative choice as well.
 

Sòren

Arcane
Joined
Aug 18, 2009
Messages
2,558
the only thing of value i get out of this discussion is that roguey bangs his/her head against a wall out of boredom.

but i don't even know why this info is of value tbh.
 

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